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FiveM Inventory Script

Your economy,
on a ledger.

Every unit has a serial. Every move is a row the server wrote. When someone asks where an item came from, your inventory answers — instead of shrugging.

qb-inventory & ox_inventory exports, guided migration
ATY Inventory - Ledger-Backed FiveM Inventory
Server authority

Every move is a row

The client never decides anything. Each transaction is validated, committed and written to a permanent ledger — so one command traces an item's whole life, and another rolls a mistake back.

  • ULID
  • tx id
  • rollback
  • actor
  • reason
Every move is a row
112
Commands
79
Exports
12
Admin pages
10
Languages
Compatibility

Can I switch from qb-inventory or ox_inventory without losing items?

Yes. The admin panel finds your old inventory tables, dry-runs the import so you can read exactly what will happen — containers, items, collisions, unresolvable names — and only writes when you confirm. Player bags, stashes and metadata come across.

  • Dry-run first
  • qb-inventory
  • ox_inventory
  • +4 forks
Can I switch from qb-inventory or ox_inventory without losing items?
What's inside

Full in-game admin panel

Players, containers, the ledger, integrity scans, item definitions, settings, shops, stashes, recipes, airdrops — all editable without a restart.

  • Players
  • Containers
  • Ledger
  • Integrity
  • Economy
  • Settings
  • Shops
  • Recipes
  • Airdrops
Full in-game admin panel
Trading

Both sides see the same table

Offers land live on a shared table. Change anything after the other side confirmed, and their confirmation is withdrawn — the oldest trade scam, made impossible instead of moderated.

  • Shared table
  • Live offers
  • Withdrawn confirms
Both sides see the same table
What's inside

Integrity auditor

A deep scan counts every unit against the ledger and names duplicates, ghosts and orphans — with the command that fixes each.

  • Duplicates
  • Ghosts
  • Conservation
Integrity auditor
Containers

A bag weighs what it holds

Backpacks open as real inventories, carry their contents' weight, and refuse to nest. The oldest inventory exploit — infinite storage in a bag — simply cannot be expressed here.

  • Stash
  • Trunk
  • Glovebox
  • Bags
  • Corpse
  • Ground
A bag weighs what it holds
A bag weighs what it holds
A bag weighs what it holds
A bag weighs what it holds
What's inside

Drag-to-craft

Drop one ingredient onto another and the recipe lights up: costs, tools that aren't consumed, timers, failure chance, by-products.

  • Drag to craft
  • Tools
  • Chance
  • Editable in game
Also inside

Four more systems, same ledger

Each one writes to the same rows and answers to the same auditor.

Clothing that is an item
What's inside
Shops with real rules
What's inside
Crates the whole server hears
Events
Per-unit serial numbers
What's inside
Capabilities

One inventory. Every behaviour.

From a stack split to a full ledger rollback — here is everything the script actually does, grouped the way you would look for it.

Items & stacks

12
  • Stacking
  • Split & merge
  • Weight limits
  • Slot limits
  • Metadata
  • Durability
  • Serial numbers
  • Rarity tiers
  • Usable items
  • Custom handlers
  • Item images
  • Decay over time

Containers

12
  • Player
  • Stash
  • Trunk
  • Glovebox
  • Backpacks
  • Corpse loot
  • Ground drops
  • Shops
  • Airdrop crates
  • Placeable props
  • Evidence lockers
  • No bag-in-bag

Weapons & wear

9
  • Ammo loading
  • Special ammo
  • Weapon serials
  • Durability
  • Holster
  • Clothing slots
  • Component variants
  • Outfits
  • Armor

Economy

9
  • Player trade
  • Shop cart
  • Dynamic pricing
  • Stock & restock
  • Job restrictions
  • Licences
  • Give & drop
  • Crafting recipes
  • Write-offs

Integrity

10
  • Double-entry ledger
  • Full audit trail
  • Anti-dupe
  • Rollback
  • Item tracer
  • Source tracking
  • Import scanner
  • Server-authoritative moves
  • Ownership checks
  • Conservation self-test

Admin panel

12
  • Players
  • Containers
  • Ledger
  • Audit
  • Economy
  • Item defs
  • Settings
  • Shops
  • Stashes
  • Recipes
  • Airdrops
  • Transfer

Quality of life

12
  • Search
  • Sorting
  • Hotbar
  • Pin slots
  • Locks
  • Quick-move
  • Context menu
  • Tooltips
  • Themes
  • Keybinds
  • 10 languages
  • Encumbrance
What's inside

Built like a bank, plays like a game

The features below are not a list of promises. Every one of them ships with a console self-test that proves it on your server.

Per-unit serial numbers

Every unique item carries a ULID from birth. One command prints its whole life: who made it, who held it, where it is now.

Integrity auditor

A deep scan counts every unit against the ledger and names duplicates, ghosts and orphans — with the command that fixes each.

Transaction rollback

Every commit has a transaction id, and any single one can be reversed from the console. Item loss stops being a support ticket.

Drag-to-craft

Drop one ingredient onto another and the recipe lights up: costs, tools that aren't consumed, timers, failure chance, by-products.

Shops with real rules

Licence-gated tiles, per-line stock that restocks over time, and optional dynamic pricing driven by what the ledger measured.

Two-sided trading

A shared table, live offers, confirmations withdrawn when the table changes, and conservation checked when it settles.

Real containers

Bags open as inventories, weigh what they hold, close for everyone when they change hands, and refuse to nest.

Placeable items

Set a cone or a barrier down in the world — it survives restarts, keeps its serial, and comes back as the same item.

Airdrops

Crates the whole server hears about, with loot tables, blips and timers — all editable live from the admin panel.

Full in-game admin panel

Players, containers, the ledger, integrity scans, item definitions, settings, shops, stashes, recipes, airdrops — all editable without a restart.

qb / ox compatible

Ships the qb-inventory and ox_inventory export surfaces plus a guided importer, so your existing scripts run unchanged.

Speaks your language

English and Turkish complete, nine more packs included, and world labels follow the player's chosen language.

Details

Frameworks
QBCore · ESX · Standalone
Compatibility
qb-inventory & ox_inventory exports, guided migration
Container types
Player, stash, trunk, glovebox, shop, drop, trade, evidence, bag, airdrop, placed
Languages
EN + TR complete, 9 more packs
Administration
Full in-game panel, no restarts
Updates
Lifetime, via Keymaster

Questions

Yes. The admin panel finds your old inventory tables, dry-runs the import so you can read exactly what will happen — containers, items, collisions, unresolvable names — and only writes when you confirm. Player bags, stashes and metadata come across.
Scripts that call qb-inventory or ox_inventory exports keep working unchanged: the resource ships both export surfaces and a name-proxy, so exports['qb-inventory'] reaches this inventory. The compatibility surface is exercised by an automated test.
Every mutation — move, craft, trade, purchase, loot — is written as a permanent row: what moved, where, who, why. That is what makes serial tracing, single-transaction rollback and the duplicate scan possible. Logs tell you what happened; a ledger proves it.
The resource ships its own measurement command rather than a claim: run it on your own server and read the numbers. Client work is distance-culled and instanced; the server batches writes and locks per container.
The UI is Vue 3 with open source files, design tokens for colors and radii, and a settings screen players use for language, sound and scale. Item images are plain PNGs you can replace.

An inventory you can audit.

Dupes show up in a scan, not in a player report three weeks later. Ghost items get written off with a command. That is the difference a ledger makes.

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Crafting highly optimized FiveM scripts for QBCore & ESX. Maximum performance, precision code, zero lag.

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