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ATY Scripts/Dokümanlar/Inventory/Admin Panel

Admin Panel

Admin Panel

invadmin

A full administration surface inside the game — not a config file, not a set of console commands with a menu drawn over them. Everything here takes effect without a restart, except the few settings read once at start — the Settings tab says so beside each of them.

The panel never edits your files

Every change made here is stored in a database table beside the config file, not written into it:

What you edit Goes to The file stays
Item fields aty_overrides data/items.lua — the developer's copy
Settings aty_settings shared/config.lua — the factory defaults
Shops & stashes aty_places Config.Shops / Config.Stashes
Recipes aty_recipes data/recipes.lua

The panel shows the file value beside the live one, so "what did this used to be" always has an answer that cannot itself have been edited from the panel.

For the same reason the panel will not delete a shop or stash the file declares — it refuses with defined in config.lua — edit the file, because deleting it would only last until the next restart put it back.

One deliberate exception: **`Config.Admin` is read from the file only.** If the gate that decides who may open the panel lived in the panel, one bad value would lock every admin out of the screen they need to fix it. A resource that can brick itself is worse than a resource with a config file.

Tabs

Tab What it does
Players Everyone online, their container id, slot and weight usage, and a button to open any bag that has loaded
Containers Every container saved in the database — player, stash, trunk, glovebox, wear, bag — the 400 most recently written, with version and last-write time. Any of them can be opened. Ground piles live in memory only and are not listed
Ledger The movement log, filterable by item, actor, container or transaction id, with Roll back on every row
Integrity Deep scan: counts every unit and names duplicates, and reads the ledger for ghosts
Economy What the ledger has measured — what is being created and destroyed, what is held, and which containers gained value out of nowhere
Definitions Item definitions, editable live, grouped under plain headings
Settings Config overrides, written without touching the file
Appearance The interface's look, repainted live while you edit it; nothing is written until Save
Shops Shop catalogues, stock and prices
Stashes Registered stashes
Recipes Crafting recipes, edited as a form
Airdrops Loot tables and live crates, with per-line validation
Dumpsters What a dumpster can hold and how often it refills, with per-line validation
Migration Three steps: pick where from, see what would happen, move it — each loss is a switch you turn on

Taking an item over from the item screen

Definitions edits an item live. Beyond the obvious fields — label, weight, stack, rarity, shelf life — four of them decide how the item BEHAVES:

Field What it does
Condition Whether the item wears out. On means a new one starts at 100%
Use animation The clip played while it is used: eat, drink, bandage, medkit, pill, armour
Held object The model in the hand, e.g. prop_ecola_can. Six numbers may follow to place it — prop_ecola_can 0 0 0.03 0 0 -40 — which is what invprop prints
Hunger / Thirst / Health / Armour What one use restores

Setting an animation, a held object or an effect amount is what takes the item over from the framework. Until then a framework handler runs that item with its own bar, clip and prop (see Consumables & Portions); afterwards the inventory runs it, live, with no restart. Clear the fields to hand it back.

invroute <item>                         who runs it, and what the player sees
invprop <playerId> <model> [x y z rx ry rz] [bone] [clip]

invprop puts the model in that player's hand with the clip running and lets them nudge it — arrows move, SHIFT rotates, CTRL for fine steps, ENTER prints the numbers for this screen and for data/items.lua. A held object cannot be reasoned out; every model's origin sits where its author left it.

Giving items

Two places, one rule — the item goes through the same transaction as any other, the ledger names the admin with the reason admin_give, and an open inventory updates at once.

  • Definitions — pick an item, pick an online player, set the amount, Give. The player gets a notification.
  • The container panel — open any container (a player's bag from Players, anything from Containers, a shared stash with Contents on the Stashes tab), pick an item, set the amount, Add item.

A give that does not fit — too heavy, no free slot — is refused under the form and nothing is written. Worn clothes, shops and search results cannot be given into.

Opening a container

Any container on the Containers tab can be opened and edited directly. One nobody has open is read into memory from the database first, so what you edit is what the engine holds. On the Players tab a player whose bag has not loaded yet shows not loaded instead of a button — an unloaded bag is asleep, not empty.

Permissions

Config.Admin = {
    enabled = true,
    ace = 'aty_inventory.admin',
    perms = { 'admin', 'god' },
}

Three ways in: the server console, the ACE permission (add_ace group.admin aty_inventory.admin allow), or a qb-core permission level listed in perms. The gate is checked on every request, not once when the panel opened. On qb-core and ESX, /invadmin is registered through the framework's own command system.

invadmins [playerId]       who may open the panel, and why
invadmintest [playerId]    asks the server every question the panel asks
`perms` is only read on qb-core. On ESX, Qbox and a server with no framework, the ACE permission is the whole answer — grant it before expecting staff to get in.
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