The Four Windows#
Advanced Inventory has two windows for players and two for admins, and it helps to know which is which from the start:
Window | Opened with | What it is for |
|---|---|---|
The inventory |
| Everything a player carries and wears, plus the shop, skill tree, missions and style studio pages. |
The pause menu |
| The player card, server news, the map with waypoints and the game settings — in place of GTA's own menu. |
The creator |
| Stashes, shops, sell points and crafting benches placed in the world; items and add-on weapons; giving items; item statistics and anti-dupe alerts; the importer; the skill tree, missions and announcements. |
The settings |
| Every behaviour of the inventory, in 21 sections, applied to every player when saved. |
An admin with access to both admin windows sees a Creator / Settings switch in their header. The creator always opens on its Stats tab: what was created today, by which script, and whether anything looks like a duplication.
Almost nothing is configured in files. Content is made in the creator and behaviour in the settings, both live, both saved in your database — so an update never wipes them.
What a Fresh Server Opens With#
The first start fills the creator with working content, so the server is playable before you build anything. Every piece can be moved, edited or deleted like something you made yourself, and a deleted one never comes back.
Place | What it is |
|---|---|
24/7 Market | Nine stores across the map with a shopkeeper, tabbed General, Medical, Alcohol and Snacks. |
LTD Gasoline · Rob's Liquor | Five stores each, with the same four tabs. |
Hardware and Tools | Three stores: General, Electronics, Fireworks and Repair Kits. |
Ammunation | Eleven gun stores. Rifle ammo needs the |
Smoke On The Water · Illicit Goods & Tools | One store each; the illicit one has no blip. |
LSPD Ammunation | Police only, at Mission Row: service pistols sold with their attachments already fitted. |
Police Crafting · Attachment Crafting | Two benches: police weapons, and pistol magazines and suppressors for everyone. |
Seller · 24/7 Store | Two sell points that buy food and water. |
On top of that come a 43-skill tree, 21 missions, eight pause-menu announcements, a weapon repair point, six kinds of searchable dumpster and four kinds of vending machine.
The Inventory#

TAB opens and closes it, and ESC closes it too. What it opens beside your pockets depends on where you stand, in this order:
Sitting in a vehicle — its glovebox.
Within 1.5 m of the back of an unlocked vehicle — its trunk (the front, for rear-engine cars).
Within 2 m of a bag on the ground — the bag.
Next to a dumpster or a vending machine — the dumpster or the machine (without target).
Anywhere else — your own inventory, with the ground beside it.
It will not open while falling, ragdolled, dead or busy, and it closes on its own when you take damage.
The layout#
Block | What it holds |
|---|---|
Quick Slots | Slots 1 to 5, used with the number keys from anywhere. |
Inventory | Your pockets, with used slots, a weight bar and a percentage. The bar turns amber at 75% and red at 95%. |
Amount | How many units every move, give, drop or sale takes. |
The other side | Whatever is open: the ground, a trunk, a glovebox, a stash, a dumpster, a bench, a sell point or another player. |
Wallet | The last five slots, for cards and documents. The very last one is the protected slot: used with key |
A player carries 120 kg in 41 slots by default, raised by the carry skills of the tree. Along the top are the pages: Information (the pause menu), Inventory, Shop (while a shop is open), Clothing, Skills, Missions and Settings. Each page except Inventory and Settings can be switched off in /inventoryconfig.
Hovering an item shows its card, tinted with its rarity: the description, its quality bar (BROKEN at 0), and the data it carries — the name and birth date on an ID card, the number of a phone, the plate of a key, the serial, ammo and attachments of a weapon. A weapon's card also compares its damage, fire rate, accuracy, range and magazine with the weapon in your hands.
How the inventory feels when it opens
Effect | Default | What it does |
|---|---|---|
Character preview | On | Your character stands beside the grid in a 3D room, posing differently on each page. |
Night light | On | A soft warm light on the character between 19:00 and 07:00, drawn only on your screen. |
Character gesture | On | A short reach-down when you open your own inventory. |
Block the AFK camera | On | GTA's idle cinematic camera never kicks in while it is open. |
Transparent background | Off | Shows the game behind the inventory instead of the 3D room. The server can lock it. |
Move with the inventory open | Off | Walk and drive with your own inventory open (needs the transparent background). Never inside a shop or a stash. |
Mini inventory | Off | TAB opens a small inventory in the bottom-right corner that you can walk with, plus a button to expand it. |
Opening progress bar | Off | A short bar before it opens, for slower, more deliberate servers. |
The server sets what players start with; each player can change the preview, the background, moving and the mini inventory in Settings → Inventory.
Item actions#
Drag to move, drop on the same item to stack, and double-click to use. Right-clicking an item in your own inventory opens its menu:
Action | What it does |
|---|---|
Use | Uses it. Food and drink play their animation with the prop in hand. An item at 0% quality cannot be used — or vanishes, if it is set to be deleted when broken. |
Combine | Appears after dropping one item on another it combines with — rolling paper on weed makes a joint, iron oxide on aluminium oxide makes thermite. |
Attachments | Weapons only: the 3D attachments screen, see Weapons. |
Place | Puts one unit in the world as a prop, on the ground or riding on a vehicle. |
Give | Lists the players within 3 m; both play a hand-over animation. |
Trade | Opens a trade with a nearby player, see below. |
Rename | Gives that one item your own label, up to 50 characters. Free by default; the server can charge for it and block items such as money or phones. |
Throw | Puts one unit in your hand to aim and throw with real physics. |
Drop on the ground | Drops the amount set in the Amount box into a bag at your feet. |
Quick slots and the quick wheel#
Keys 1–5 use the five quick slots and 6 the protected slot; Z shows or hides the bar. Each player picks Bar or Wheel in their settings. In wheel mode, holding Z opens a radial menu like GTA's weapon wheel: point with the mouse and let go to use, click to use at once, right-click or ESC to cancel. A tap still toggles the bar.
The server decides how many segments it has (4–8, five by default), whether the protected slot gets its own, and what happens while it is open: the character stands still, the screen blurs, and slow motion can be switched on for that player alone. Items on the hotbar blocklist — a lockpick, by default — cannot be used from these keys.
Bags, throwing and placing#

A drop lands in a bag on the ground — a paper bag, or the item's own prop when the bag holds a single item. A bag holds 130 slots, is seen from 9.5 m, can be opened by one person at a time, and disappears after 15 minutes without anyone touching it. An item that does not fit when you receive it is dropped at your feet rather than lost.
With OneSync, bags and thrown or placed items are kickable: walk into one to push it, or stand within 1.6 m unarmed and press the melee key to send it flying about 15 m. It still opens wherever it lands.
Throw puts one unit in your hand to aim with GTA's ball physics; anyone within 5 m picks it up with E. H throws the weapon you are holding. Place shows a ghost of the item where you aim, up to 50 m away, outlined in your accent colour: rotate it on three axes, left-click to set it down, and aim at a car to attach it so it rides along. Only the owner can move a placed prop; anyone within 2 m picks it up with E.
Trading#
Right-click an item → Trade → pick a player within 5 m. They get a card — E to accept, G to decline — for 30 seconds. The trade window shows your inventory, your offer and theirs, up to 8 different items each; their inventory stays hidden. Both confirm, any change to either offer resets both confirmations, and the server checks again that both players still have the items and can carry what they get before swapping everything in one go.
Robbery and searches#

X raises your hands. Open your inventory within 3 m of a player with their hands up — or dead — and a Steal button appears, as long as you are armed (or the server allows unarmed robbery). A threatening animation and a short bar later, their inventory opens; the victim is told someone is searching them, and the robbery ends if they get more than 5 m away. /searchplayer searches the closest player the same way, and police jobs search without the hands-up rule.
The protected slot is hidden from every searcher; police see it unless the server turns that off.
Items on the cannot be stolen list — an ID card, water and the sandwich, by default — stay put.
A stolen weapon can break into parts — electronics, iron oxide and scrap metal — if the server switches it on, with a 20% chance by default.
Trunks and gloveboxes#

Press TAB behind an unlocked vehicle for its trunk, or inside it for its glovebox. The trunk lid opens, an animation plays, and only one player can have a trunk or glovebox open at a time. Space depends on the vehicle class, and any model can get its own size; rear-engine supercars open their trunk at the front.
By default anyone can open any trunk or glovebox. Switch that off and only the owner — and police of the grade you choose — can. Trunks of cars with PLZI in the plate open for police only.
Trunk size by vehicle class
Class | Trunk |
|---|---|
Compacts · Muscle · Trains · Open wheel | 38 kg · 30 slots |
Sedans | 50 kg · 40 slots |
SUVs | 75 kg · 50 slots |
Coupes | 42 kg · 35 slots |
Sports classics · Sports · Super | 30 kg · 25 slots |
Motorcycles | 15 kg · 15 slots |
Off-road · Industrial · Utility | 60 kg · 35 slots |
Vans | 120 kg · 35 slots |
Boats · Helicopters · Planes · Service · Emergency · Military · Commercial | 120 kg · 50 slots |
Cycles | No trunk |
Every glovebox holds 100 kg in 5 slots. All of it — per class, per model and the rear-engine list — is edited in /inventoryconfig → Vehicles, where Use my vehicle fills in the model you are sitting in.
Clothing as items#

The Clothing page turns what a player wears into items they can store, trade, sell or lose in a robbery. Fourteen slots in three groups:
Group | Slots |
|---|---|
Head | Helmet, mask, glasses |
Body | Torso, t-shirt, jeans, arms, shoes, ears |
Add-ons | Bag, watch, bracelets, chain, vest |
Drag a piece out of its slot and it becomes an item holding that exact garment, while the character gets the default piece. Drag it back, or use the item, to put it on with its animation. Changes made in a clothing shop or appearance menu are picked up within a second or two, and the piece you had on can go to your inventory instead of vanishing (Keep clothes changed outside the inventory). The page is unavailable in a vehicle and on non-freemode peds.
The vest carries armour: it gives its saved armour when worn, 100 when new, and stores what is left when taken off.
Wallet and backpack slots#
An optional mode in /inventoryconfig → Capacity, off by default. With it on, the wallet block stays locked until a wallet sits in its slot, and only the quick slots plus 20 pockets are open until a backpack is worn — a backpack adds 5 pockets, a backpack_large 11. Drop the item on the block's icon to wear it, drag it out to take it off. Worn wallets and backpacks cannot be thrown, placed or given. Turning the mode off gives back whatever players wear in those slots.
Weapons#
Every weapon is an item with a 10-character serial number, its saved ammo, its quality and its fitted attachments. Use it — or double-click it — to draw it, and again to holster it; attachments and tints go back on every time it is drawn.
Ammo and reloading#
Item | Loads |
|---|---|
| Pistols, SMGs, rifles, shotguns, machine guns and sniper rifles. |
| The launchers. |
| Any weapon. |
R reloads from the matching ammo item, and using an ammo item does the same. By default a weapon holds one magazine at a time and one ammo item is one round, so a reload takes exactly what the magazine needs; switch the second off and one item fills a whole magazine. The ammo items themselves are a list in /inventoryconfig → Weapons.
Durability and repairs#
Every shot wears a weapon down — 0.15% by default, about 667 shots from new to broken — and wear can be set per weapon. The stun gun, nightstick, flashlight and fists never wear. A broken weapon is put away and cannot be drawn until it is repaired:
Repair | How it works |
|---|---|
Repair kit | Use a |
Repair point | Stand on it with the weapon in hand and press |
Attachments and tints#
Right-click a weapon → Attachments opens a 3D showcase of it with seven slots — suppressor, flashlight, scope, barrel, grip, magazine and tint. Drag the weapon to turn it, drag an attachment you own onto its slot to fit it, and drag a fitted one out to take it off; the camera glides to each part as it goes on. Fitting a part where one already sits swaps them and gives the old one back. Using an attachment item with a compatible weapon in hand fits it too.
The inventory ships 64 attachment items: 8 suppressors, 13 scopes, 3 grips, 13 magazines, 4 flashlights, 2 barrels and 21 tints — 12 finishes such as luxury, digital camo or leopard, 8 colour tints for every weapon, and the URL tint.
Throwables — grenades, molotovs, flares, sticky bombs and the rest — spend one item each time one is taken out; a snowball item is a handful of 10.
Shops, Benches and Sell Points#

Every shop opens as a Shop page inside the inventory: the shop's tabs and a search on the left, the catalogue in the middle with a spotlight on the product you pick, and a basket on the right. Sort by featured, price or name, add items with + and −, and pay once for the whole basket with Cash or Bank card — or with the shop's own account, such as dirty money.
The server prices and checks every purchase: you must be within 8 m of the shop, carry any licence item it asks for, hold the right job or gang, have the money and the stock, and have room for what you bought. Limited stock sells out and refills on the shop's restock timer. Weapons arrive with a serial, full quality and any attachments the shop sells them with.
Place | How it works |
|---|---|
Crafting bench | Each recipe card shows what it makes, whether you have the ingredients for the amount you set, the time and the success chance. Set an amount and drag the recipe into your inventory. The time multiplies by the amount, a failed roll loses the materials, and weapons are crafted one at a time. |
Sell point | Cards show the price each, how many you have and what all of them pay. Drag your item onto its card; with the Amount box at 0 the whole stack goes. |
Vending machine | Coffee machines, water coolers, snack machines and soda fridges open a small shop: press |
Dumpster | Six dumpster models can be searched with |
Progression#
Players earn XP from missions (and from your own scripts), level up with a full-screen Level Up, and spend skill points in a tree whose effects change how their character plays.
Rule | Default |
|---|---|
XP to the next level |
|
Skill points | 5 to start, plus 1 per level gained. |
Unlocking a skill | The root, Core Training, comes first; then every skill it needs, its level requirement and enough points. |
Reset points | Free, at any time — click it twice to confirm. |
The Skills page is a canvas you pan and zoom, with a minimap, a search, branch filters and two layouts: Radial, arranged on its own, and Free, as laid out in the editor. The factory tree has 43 skills worth 106 points, so nobody unlocks everything.
The factory skills and what they do
Skills | Effect | Tiers |
|---|---|---|
Stamina I–III | Faster health recharge. | +15% · +30% · +50% |
Swift Runner I–III | Sprint speed. | +10% · +20% · +30% |
Efficient Sprint I–II | Sprinting drains less stamina. | −15% · −30% |
Endurance I–III | Stamina comes back while sprinting. | 15% · 30% · 50% |
Double Jump | Press jump again in mid-air for a second jump. | — |
Safe Landing I–II | Heals back part of the damage of falls over 5 m. | 30% · 60% |
Vitality I–III | Maximum health. | +15% · +35% · +60% |
Regeneration I–III | Health every 5 seconds. | +1 · +2 · +3 HP |
Life Steal I | Melee hits heal you. | 5% |
Tough Skin I–III | Heals back part of the damage you take. | 5% · 10% · 15% |
Armor I–III | More armour from what you wear. | +20% · +40% · +60% |
Brawler I–III | Extra melee damage. | +10% · +20% · +30% |
Strong Back I–III | Carry weight. The three tiers add up. | +20% · +40% · +60% |
Speed Demon I–III | Top speed of the vehicle you drive. | +5% · +10% · +15% |
Deep Breath I–III | Time underwater. | +30% · +60% · +100% |
Aqua Runner I–III | Swim speed. | +15% · +30% · +50% |
Within one effect only the highest tier you own applies, except carry weight. Every skill, its cost, its requirements and its effect value are edited in the creator's Skill tree tab.
Missions#
The Missions page lists personal objectives with a progress bar each. There is nothing to accept: every mission counts from the start, except those locked behind a level. Filter by To claim, Active, Locked or Done, and press Claim to collect the XP. The 21 factory missions range from opening the inventory for the first time (100 XP) to finishing 100 missions (2,000 XP).
The Pause Menu#

ESC opens the inventory on its Information page instead of GTA's menu — and replaces GTA's menu even when another script opens it.
Part | What is there |
|---|---|
Player card | Your portrait, server ID, character name, job and grade, a level ring with your XP, cash and bank. |
News | The server's announcements, newest badged Latest; click one to read it in full. |
Buttons | Your Discord, your videos channel (hidden until you set it) and Disconnect, which asks first. |
Map | Atlas, Satellite or Road map, with your position and every blip in a legend you can search and hide. Double-click — or right-click → Set destination here — for a waypoint with its GPS route and distance. Players can add up to 30 blips of their own, kept on their PC and shown in the world. The Realistic view flies a camera over the real city with the blips and the route drawn on the buildings. |
Settings | Inventory (the style studio), Display, Graphics, Audio, Voice (with pma-voice), Camera, Editor and Keys. |
The settings tabs cover the minimap, reticle and HUD, graphics quality, detail distance, an FPS counter and screen filters, radio and ambience, voice volumes, the on-foot and vehicle cameras, and Rockstar Editor recording (F9 stops and saves a clip). They also open GTA's own graphics settings and FiveM's key bindings, and come back afterwards. Keys lists every key-mapped command on the server and lets players rebind any of them. Everything is kept on each player's PC.
Prefer GTA's own pause menu? Turn off Replace the GTA pause menu in
/inventoryconfig→ Pause menu;/pausemenustill opens the Information page. A single player can do the same by moving the pause menu action to another key in Settings → Keys.
The Style Studio#
Settings → Inventory lets every player dress the inventory their own way, with a live preview beside the controls. Their choices stay on their PC; the server only decides what they start with.
Section | What it changes |
|---|---|
Templates | 20 complete looks — Quasar, Cyberpunk, Simple, Minimal, Pole Position, Synthwave, Emerald, Royal, Aqua, Sunset, Sonar, Frost, Amethyst, Crimson, Gold, Jade, Rose, Neon, Glass and Mono — and Surprise me. Cyberpunk brings its cut-corner boxes and its own red room. |
Finish & shape | 12 finishes, 8 box shapes, 6 effects (glow, neon, elevation, inner light, glass) and rounded corners. |
Colours | Primary, secondary, border and text colours with their opacity. |
Background | 32 3D rooms behind the character, from Deep Navy to Cyberpunk Red. |
Boxes | Quick slots as a bar or a wheel, icon and text size, item names, hotkey numbers, a rarity outline, counts, durability bars and the mouse-over effect. |
Text | Nine fonts, or the template's own. |
Scene | Particles (snow, bubbles, stars, rain, embers), the opening animation, the inventory's size (85–115%) and a performance mode. |
Inventory | The character preview, the transparent background, the mini inventory, moving with it open, and where item notifications appear. |
My styles | Three saved looks, shared with friends as a code that starts with |
The server's starting template, colours and background list are set in /inventoryconfig → Interface and Colours and backgrounds. Changing colours also completes the Style It Your Way mission.
The Creator#
/inventorycreator is where the server's content is made. Every save is applied to every player at once — items appear in the item list, points appear in the world — with no restart. Each list has a search, Teleport takes you to a point, and items and weapons have Give it to me.
Tab | What it is for |
|---|---|
Stats | Every item created on the server, by script, with anti-dupe alerts and a scan of who holds what. |
Give | Any item or weapon to one or many online players. |
Stashes | Shared or personal storage points. |
Shops | Shops where players buy, and buyers where they sell. |
Crafting | Benches and their recipes. |
Items | New items, or overrides of built-in ones. |
Weapons | Add-on weapons, or changes to built-in ones. |
Skill tree | The tree players unlock, drawn as they see it. |
Missions | The objectives of the Missions page and their XP. |
Announcements | The news of the pause menu. |
Import | Items and saved inventories from another inventory — see Switching to Advanced Inventory. |
Placing a point#
Stashes, shops, buyers and benches stand somewhere in the world. Nothing is typed as a coordinate: press Here to use the spot and heading you are standing on, or Select to aim at it. The panel hides and a marker follows your aim up to 60 m away — shops show their shopkeeper standing there.
Key | Does |
|---|---|
Left click | Confirm the spot. |
| Turn the heading. |
Mouse wheel | Raise or lower it. |
| Cancel. |
A shop can also be opened from up to 49 more places, each with its own blip and shopkeeper. Every point then gets:
Part | What you set |
|---|---|
Ped | Shops and buyers: a frozen, invincible shopkeeper, with any model and an optional scenario. |
Prop | Stashes and benches: a crate, a workbench or any model. With neither, a floating marker shows the spot. |
Blip | Icon and colour from pickers with previews, size and label. Only players who may use the point see it. |
Access | Jobs or gangs with a minimum grade, picked from your framework's list or typed by hand. Empty means everyone. |
Players press E within 2 m, or use the target when Use target is on. Peds and props appear within 60 m. All of these distances, and the speed of the placing keys, are in /inventoryconfig → Creator points.
Stashes, shops, buyers and benches#
Kind | What you fill in |
|---|---|
Stash | Name, slots (1–500, 50 by default) and maximum weight in kg (100 by default). Personal stash gives every player their own stash at the same point. Deleting a stash keeps what was stored in it. |
Shop | Name; what players pay with (cash, bank, or dirty money on ESX and crypto on QBCore); a licence item to enter; and up to 200 products — item, price, units per purchase, stock (empty is unlimited) and tab. Each product can also have its own jobs, its own licence, and attachments it is sold with. Restock every refills limited stock every so many minutes. Shop tabs get a Font Awesome icon and a short line each. |
Buyer | The same form with Type set to Buyer: the account players are paid in, and up to 200 items with what each one pays. |
Crafting bench | Up to 100 recipes: the item crafted, how many, the crafting time, the success chance and up to 30 ingredients (none makes it free). On QBCore a recipe can also earn reputation and require a reputation level. |
Items#
An item made here exists for every player the moment it is saved, on every framework. Giving it the name of a built-in item overrides that item; deleting yours brings the original back.
Field | What it does |
|---|---|
Label · Item name | What players read, and the id scripts use — lowercase letters, numbers, - and _, fixed once created. |
Image | File picks one of the 400+ images the inventory ships, with a preview. Link takes any direct PNG, JPG or WebP address — imgur, Discord, Fivemanage. |
Weight · Rarity | Grams, and none, common, epic or legendary (or your own rarities). |
Unique · Usable · Close on use · Cannot be thrown | Whether it stacks, can be used, closes the inventory when used, and can be thrown. |
Decay rate | The number of days the item takes to go from 100% to 0% quality — 0.5 is twelve hours. 0 never decays. Delete when broken removes it at 0%. |
Dropped object model | The prop shown when it lies alone on the ground or is thrown. |
Consumable | Hunger, thirst and stress (−100 to 100%), the use time, whether one is removed, what is blocked meanwhile (combat, movement, vehicle), an animation and a prop in hand with its offset and rotation. |
Weapons#
Teaches the inventory about an add-on weapon — its item, ammo, attachments and wear. The weapon's own files (meta, models, textures) are still streamed by its own resource. Edit an existing weapon loads a built-in one with everything it has; deleting your copy brings the original back.
Fields: name (it must start with weapon_), label, description, image, category, ammo type (which ammo items reload it and what a repair costs), weight, wear per shot (0 never wears), rarity, death message, and up to 40 attachments — each a slot name, the GTA component and the item that fits it.
Give#
Pick one or several of the online players (up to 64, sorted by distance), then any item or weapon. Items go up to 1,000 at a time with a quality; weapons go one at a time with ammo and an optional serial. ID cards and licences are filled with each receiver's own name and birth date. Players who cannot carry it are reported, the last 30 gives are listed for every admin, and each give goes to the admin Discord log. Money is refused — that belongs to the framework.
Stats and anti-dupe alerts#
Every item added to a player is recorded with the time, the amount, the player and the script that gave it. The Stats tab charts the last hour, day or week by script, ranks the most created items, lists the latest gives, and raises three kinds of alert:
Alert | Raised when |
|---|---|
Burst | One player receives more than 250 of one item within a minute, all scripts together — or more than 4 of one weapon. |
Repeated | The same script gives the same item to the same player more than 25 times within a minute. |
Spike | An item is created in the last ten minutes at six times its usual rate, and at least 150 units. |
Every online admin gets a notification, and the alert goes to the console and the admin Discord log. Gives from admins, transfers between players and money never count. History is kept 7 days and alerts 30; the limits are in /inventoryconfig → Anti-dupe alerts. Who has what scans every player — online and offline — and every stash, trunk and glovebox, then shows who holds the most of each item.
Skill tree, missions and announcements#
Editor | How it works |
|---|---|
Skill tree | The tree drawn as players see it (Radial) or laid out by hand (Free). |
Missions | Pick what the player has to do — open the inventory, use an item or an item of a rarity, give an item to a player, add an attachment, reload, repair a weapon, change the inventory colours, finish other missions, reach a level, or From another script — then the title, description, XP reward, the level that unlocks it and how many times. Up to 300 missions. |
Announcements | A title, a message, a date and a pin. Players see pinned ones first, then by date or in your own order. Up to 100. |
The three editors keep a draft: nothing changes in game until you press Save (Ctrl+S), and then every player gets the new version at once. Each has Default ones / Restore defaults to load the factory set back into the draft.
The Settings#
/inventoryconfig holds every behaviour, in 21 sections. Every field explains itself, numbers restate themselves in human units (120,000 g = 120 kg), and a search (Ctrl+F) finds a setting in any section.
Section | What it holds |
|---|---|
General | Language, sounds, target, and the developer options. |
Capacity | Player weight and slots, the wallet and backpack slots, and bags on the ground. |
Interaction | Throwing, giving, trading and placing items. |
Robbery & police | Hands up, robbing the dead or unarmed, police jobs, the protected slot, and robbed weapons breaking into parts. |
Item rules | Renaming, the hotbar, carry limits, items that cannot be stolen or stored, rarities and the data each item shows on its card. |
Anti-dupe alerts | Item tracking, the three alert limits and how long history is kept. |
Interface | Server name, default style, character preview, background and the opening effects. |
Quick wheel | Bar or wheel by default, segments, controls, effects and look. |
Colours and backgrounds | The colours players start with and the 3D backgrounds they can pick. |
Clothing | The Clothing page, armour from vests and the clothing pieces themselves. |
Progression | The XP curve, the starting level, skill points and the Skills and Missions pages. |
Pause menu | Replacing GTA's menu, the Discord and videos links, the map and its features, and the key list shown to players. |
Key binds | Starting keys for the inventory, hotbar, reload, hands up and throwing. Players who already bound a key keep theirs. |
Vehicles | Who opens trunks and gloveboxes, space by class and by model, rear-engine models, items and weapons in vehicles. |
Vending machines | What each category sells, at what price and stock, and which props are machines. |
Crafting | Crafting on or off, and QBCore crafting reputation. |
Garbage | Dumpster searching, the refresh time, and each dumpster model's loot sets. |
Weapons | Ammo items and reloading, wear per weapon, repair kits, repair points and prices, attachment items, tints and throwables. |
Security | Server checks against modified clients — see Integrations. |
Creator points | How points are placed, and how close players must be to see and use them. |
Access & commands | The aces and the command names of both admin windows. |
Edits wait in a draft until you press Save (Ctrl+S); a value that is not valid is pointed out before anything is saved. Reset section puts one section back to what shipped, and Reset everything asks you to type RESET first. Developer options — debug mode, the event prefix, the state bag — stay hidden until you switch on Show advanced settings. If another admin saves while you edit, the fields you did not touch update and yours are kept.
These values live in your database, not in a file. The files in
shared/data/are only what a reset goes back to; editing them after a value was saved changes nothing.



