Supreme Inventory [BETA]
CodeM Supreme Inventory [BETA]- Drop-in ox_inventory replacement with the Codem Supreme UI
Codem Inventory V2 is a slot based inventory for qbx_core, qb-core and ESX that uses the same database, the same data files and the same exports, events and hooks as ox_inventory - so every script on your server keeps working the moment you swap it in. On top of that it brings clothing as items, weapon durability and attachments, containers, throwing, carrying and a full admin panel in a customisable glass UI. Built from the ground up by CodeM for serious roleplay servers.
FEATURES
- Codem Supreme UI - glass or flat panels, rounded or square corners, character preview in the middle of the page, rotatable ped
- Player gear panel - 12 accent swatches plus any custom hex, 3 layouts (classic, pockets, split), character and slot details toggles, sound volume, per-player saved settings
- Movable, resizable and tiltable panels - /resetlayout puts everything back
- Server-side panel control - set every default and lock any option for everyone (Config.Panel)
- Hotbar - first slots bound to number keys (default 5, up to 10), durability bar and ammo badge
- Fast controls - drag, double-click or Alt + click to use, Shift + click to send to the other panel, split stacks, search, category filters
- Sort & stack button on both panels (default 3s cooldown) - stashes, bags and trunks tidied the same way
- Move everything - send a whole panel across in one click, or pick slots and send only those
- Rarity system - 19 colour tiers (common to mythic plus 13 item-type tiers) with slot glow and tooltip label
- Rich tooltips and item inspect card - metadata rows, durability, rarity, custom row layouts per item type (data/metadata.lua)
- Clothing as items - hat, glasses, ears, mask, top, bag, armour, bulletproof vest, chain and more in wear boxes around the character
- 12+ appearance scripts supported through codem-lib - codem-clothing, illenium-appearance, fivem-appearance, qs-appearance, 4bit_appearance, qf_skinmenu, crm-appearance, tgiann-clothing, rcore_clothing, 0r-clothing, qb-clothing, esx_skin / skinchanger
- Outfit bags and outfit sets, personal wardrobes and taking clothes from a searched player
- Hair and face toggles under hats and masks (/togglehair, /toggleface) and /syncclothes to read the ped back into the boxes
- Armour vests with plates - a vest holds armour points (max 100), heavy and light plates fill it, damage taken is written back to the vest (default 20s strap time)
- Weapon durability, ammo stacks, auto reload and aimed firing options (both default off)
- Weapon serial numbers - custom pattern (default ??###?####), copy serial from the right-click menu
- Attachments bench - 3D weapon camera with configurable depth and backdrop, components as items
- Weapon tints as items
- Weapon repair workshops - basket, cash or bank payment, progress bar, nothing charged on cancel (data/repair.lua)
- Weapons on the body - up to 3 carried weapons drawn on back, front, leg or waist mounts (data/onback.lua)
- Weapon mismatch guard - removes any weapon the inventory did not hand out (default on)
- Give by hand - item comes into your hand, aim at a player and press E, receiver accepts or declines (default 10s), hand items to drivers through the window
- Player search (/steal) - dead, cuffed and hands-up checks on the server, hands-up animation detection, weapon required, 2.5s frisk, police / bcso / sasp exempt
- Throwing - aim marker up to 60m, throw power by item weight, pick it back up
- Placing - ghost prop with rotate, tilt, free move and ground snap
- Ground piles - prop picked by weight (bag, box, crate), 50 slots, 30kg, expire after 30 minutes untouched
- Carrying - TVs, boxes and body bags held in both arms, slower walk, sprint and jump disabled
- Water damage - phones break, cigarettes are gone after 3s in water (per item rule, chance and replacement item)
- Limited uses - items with X uses left and a badge on the slot
- Timed items - items that degrade and expire
- Renaming, notes and custom picture URLs per item, free or paid
- Item combining - drag one item onto another to craft a new one with a progress bar
- Containers and backpacks - own slots and weight, whitelists, backpacks add slots while worn
- Permanent inventory upgrades - capped at 20 slots and 60kg per character (configurable)
- Shops - peds, blips, target zones, basket checkout, cash or bank, job and grade locks, optional random prices (up to 20%)
- Crafting benches plus a portable quick-craft button (job bench first, then the default one)
- Stashes and lockers - shared, per-player, job locked, temporary stashes via export
- Vehicle trunks and gloveboxes - sizes per vehicle class and model, follows the game door lock state
- Evidence lockers (1-9999) and licence purchases
- Random loot in unowned vehicles and 60+ dumpster models - per slot search time, player and dumpster cooldowns (default 300s / 900s)
- Roleplay emotes on trunk, glovebox, give and receive (/do lines, configurable)
- ox_target and qb-target support with automatic marker and E key fallback
- Gamepad support - right stick opens, B / circle closes
- Admin panel (/invadmin) - open any player or vehicle inventory, give with metadata, clear, see who holds any item online or offline
- Missing item pictures fetched from public collections in the admin panel, saved as png or webp
- 24 commands, all renameable or removable from one file (additem, removeitem, setitem, clearinv, viewinv, takeinv, returninv, clearevidence, saveinv, giveclothes and more)
- Discord logs in 8 categories - transfer, drop, give, shop, craft, admin, maybecheater, confiscate
- Abuse guard - per-action rate limits (swap 8/s, buy 4/s, craft 3/s, give 3/s) and a Discord report after 10 refusals in 30s
- English and Turkish included, 496 translation keys each
- Drop-in ox_inventory replacement - provides ox_inventory, same exports, events and hooks (swapItems, buyItem, createItem, openInventory, openShop, craftItem, usingItem)
- Same database - ox_inventory table, players.inventory / users.inventory, trunk and glovebox columns, nothing to import, missing columns and indexes created on start
- Same data files - items, weapons, shops, stashes, crafting, vehicles, evidence, licences, animations
- Migration scripts included for codem-inventory v1, tgiann-inventory and tgiann bags, plus guides for ox_inventory and qb-inventory
- qb-core compatibility - PlayerData.items kept in sync, qb-inventory events handled, helper resource carries the qb-inventory name
- Performance - about 0.02ms per add or remove, PlayerData pushes folded into one per 150ms per player, /invperf and /invtest built in
- No ox_lib needed - only oxmysql and codem-lib
- Open files - config, commands, clothing, Discord logs, all data files, locales, clothing item code, migrations and client exports are escrow-ignored
- Full GitBook documentation - installation, every setting, every export, event and hook
- Built by CodeM - Rockstar / CFX.re Verified asset creator with 8,000+ servers running CodeM scripts
Documentation:https://codem.gitbook.io/codem-documentation/supreme-series/essentials/inventory
Frameworks: QBox, QBCore, ESX
SubscriptionTiers:Diamond