One Studios
Server

Events

Server-side events.

All server events are emitted with TriggerEvent (server-local). Subscribe from any other server resource.

These are post-action notifications: they fire after the operation has already succeeded. To block an action, register a Hook instead.

onItemAdded

Fires after an item is added to any inventory.

RegisterNetEvent('one_inventory:onItemAdded', function(payload) end)
payload.source
number
Server ID of the player whose inventory changed, or nil for non-player inventories.
payload.inventoryId
string
ID of the inventory that received the item.
payload.item
string
payload.count
number
payload.metadata
table
payload.slot
number
payload.inventoryType
string
Resolved inventory type (player, stash, trunk, ...).
payload.itemDef
table
The resolved item definition, or nil if the item is unknown.

onItemRemoved

Fires after an item is removed from any inventory.

RegisterNetEvent('one_inventory:onItemRemoved', function(payload) end)
payload.source
number
payload.inventoryId
string
payload.item
string
payload.count
number
payload.metadata
table
payload.slot
number

onItemUsed

Fires after a player uses or consumes an item (status effects applied, durability ticked).

RegisterNetEvent('one_inventory:onItemUsed', function(payload) end)
payload.source
number
payload.item
string
payload.slot
number
payload.metadata
table

onItemSwapped

Fires after items are swapped between slots or between inventories.

RegisterNetEvent('one_inventory:onItemSwapped', function(payload) end)
payload.source
number
payload.fromInventory
string
Source inventory id.
payload.toInventory
string
Destination inventory id.
payload.fromSlot
number
payload.toSlot
number
payload.count
number
payload.item
string

onShopPurchased

Fires after a successful shop purchase (currency charged, stock decremented, item added).

RegisterNetEvent('one_inventory:onShopPurchased', function(payload) end)
payload.source
number
payload.shop
string
Shop name.
payload.item
string
payload.count
number
payload.currency
string
Currency used (cash, black_money, custom).
payload.price
number
Total price charged.

onItemCrafted

Fires after a craft succeeds (ingredients consumed, output added).

RegisterNetEvent('one_inventory:onItemCrafted', function(payload) end)
payload.source
number
payload.bench
string
Crafting bench name.
payload.item
string
Output item.
payload.count
number
payload.metadata
table

onItemDropped

Fires after an item is dropped on the ground.

RegisterNetEvent('one_inventory:onItemDropped', function(payload) end)
payload.source
number
payload.item
string
payload.count
number
payload.fromInventory
string
Inventory the item came from.
payload.fromSlot
number
payload.dropId
string
Id of the resulting ground drop.
payload.coords
vector3
Drop location (may be nil if merged into an adjacent drop).

onItemGiven

Fires after a player-to-player item transfer.

RegisterNetEvent('one_inventory:onItemGiven', function(payload) end)
payload.source
number
The giver.
payload.targetSource
number
The receiver.
payload.item
string
payload.count
number
payload.fromBackpackId
string
Set when the give originated from an open backpack instead of the player's main inventory.

onInventoryOpened

Fires after an inventory UI successfully opens.

RegisterNetEvent('one_inventory:onInventoryOpened', function(payload) end)
payload.source
number
payload.secondaryType
string
One of stash, shop, crafting, vehicle, dumpster, drop, player, or nil when only the player's own inventory is open.
payload.secondaryId
string | number
Id of the secondary inventory (stash name, plate, drop id, target source, ...).

onInventoryClosed

Fires after an inventory UI closes.

RegisterNetEvent('one_inventory:onInventoryClosed', function(payload) end)
payload.source
number