Shutters Creator uses one item: shutter_lockpick, the tool a player uses to force a shutter open during a robbery. The script registers what happens when it is used through your framework — your inventory only needs the item to exist, be usable and have a picture.
The Item Definition#
Pick your inventory and paste the definition into its item list, then restart the inventory and Shutters Creator.
Add it to qs-inventory/shared/items.lua:
['shutter_lockpick'] = {
['name'] = 'shutter_lockpick',
['label'] = 'Shutter Lockpick',
['weight'] = 0,
['type'] = 'item',
['image'] = 'shutter_lockpick.png',
['unique'] = true,
['useable'] = true,
['shouldClose'] = true,
['combinable'] = nil,
['description'] = 'A special tool built to force the lock of a metal shutter. Each attempt uses one.'
},Add it to ox_inventory/data/items.lua. This is also the one to use on Qbox.
Using tgiann-inventory, origen-inventory or another inventory? Register a usable item named shutter_lockpick in that inventory's own item list, with the same label and picture.
The Item Picture#
The download ships the picture as [img]/shutter_lockpick.png. Copy it into your inventory's item image folder, next to the pictures of your other items. The file name must match the item name.
How the Lockpick Behaves#
Rule | Details |
|---|---|
Where it works | Only within the distance of an interaction point that has Enable Lockpick switched on in the creator. |
What it costs | One item per attempt, whether the skill check is passed or failed. Using it away from a lockpickable point costs nothing. |
What it ignores | Every access rule — item, job, gang, grades — and the PIN code. |
Minigame | An ox_lib skill check with four rounds. Switch it off with |
Want the shutters to use an item you already have, such as a generic
lockpick? SetConfig.LockpickItem = 'lockpick'inconfig/main.lua. If another script already makes that item usable, call thelockpickexport from it instead — see Commands and Exports.



