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Features and restrictions

An item is a list of features, run top to bottom when the player uses it, and a set of restrictions checked before any of them run.


  1. The player uses the item from their inventory.
  2. On the server, the cooldown, required item and job restrictions are checked. If one fails, the player is told why and nothing happens.
  3. The server-side features run (Bundle).
  4. The client-side features run in the order you listed them. Each one can have a delay in milliseconds, waited before it starts — that is how you make a sequence: animation, then 3 seconds later a notification, then a prop.
  5. If Remove on Use is on, that many of the item are taken.

Features that last — animations, scenarios, walking styles, speed, superpowers, attached props — can be stopped by the player with the cancel key (X by default).


FeatureWhat it does
AnimationPlays an animation from a dictionary. Loop runs until cancelled; otherwise it repeats for the duration you set. Movable keeps the legs free (upper body only); static plays it full body. Not played in a vehicle
ScenarioStarts a GTA scenario on the spot, for a duration
Walking StyleChanges how the player walks, for a duration (15 seconds if you leave it empty)
SpeedSpeeds up (or slows down) how fast the player moves, by a multiplier, for a duration or until cancelled
SuperpowerAny of Teleport (to the map waypoint), Invisibility, Invincibility, Superjump and Stamina (endless sprint), each with its own duration
ClothesPuts on clothing pieces and props, set separately for the male and female freemode models, with a matching put-on animation from data/clothing.lua
FeatureWhat it does
Attach PropPuts an object on a bone of the player, positioned in the live editor. Everyone around sees it. Loop keeps it until cancelled; otherwise it is removed after the duration. Not used in a vehicle
Placeable PropThe player places an object in the world: a preview follows where they look, the mouse wheel turns it, ↑ / ↓ raise and lower it, E places it and X cancels. The placed object can be picked up again — see below
ParticlesA particle effect on the player, from an asset and effect name, with a scale and duration
Visual EffectA full-screen effect for a duration
SoundA GTA sound, from a name and sound set, at a volume
FeatureWhat it does
Health/ArmorAdds health and armour, capped at the maximum
Food/ThirstAdds hunger and thirst, through esx_status on ESX or the consumables events on QBCore
StressAdds stress, or removes it with a negative number
FeatureWhat it does
NotificationA notification through your framework, with a type (success by default)
Progress BarA progress bar with a label, for a duration: the built-in one or ox_lib’s, per Config.ProgressBar
WebhookPosts to a Discord webhook: your message, the player’s identifiers, and optionally a screenshot (needs screenshot-basic). Only Discord webhook URLs are accepted
FeatureWhat it does
CommandRuns a command as the player. A leading / is fine
TriggerFires a client event, a server event, or an export written as resourceName:exportName. Each receives the item’s name
CarSpawns a vehicle model where the player stands, facing their way, and optionally puts them in the driver’s seat
BundleGives several items at once — a box of six beers, a first-aid kit. Runs on the server. Pair it with Remove on Use so the box itself is used up; a bundle never gives the item it belongs to

When a player places a Placeable Prop, the object is created for everyone. The player who placed it can pick it back up — with 3D text and E, or through ox_target / qb-target if Config.Interaction says so. Picking it up gives back as many of the item as Remove on Use took, so a placed cone returns to the pocket it came from.


Open an item’s settings to find them. Each one has its own switch.

RestrictionWhat it does
CooldownTime the player must wait between uses of this item, in milliseconds (60000 is one minute). Remembered until the server restarts
Job RestrictionOnly players with one of the listed jobs, at or above that job’s minimum grade, can use it
Required ItemThe player must carry this many of another item — a lighter for a cigarette
Remove on UseHow many of the item are taken each time it is used
Always Attached PropWhile the item is in the inventory, the item’s Attach Prop stays on the player; it goes away when the last one leaves. Only the player carrying it sees this prop

  • Save stores the item in the mic_itemcreator table and makes it usable at once, for everyone.
  • The menu can give you the item, one at a time, to test it.
  • Delete removes the configuration: using the item does nothing from then on. The framework keeps it registered as usable until the next restart, which is harmless.