> For the complete documentation index, see [llms.txt](https://rayn-scripts.gitbook.io/rayn-scripts-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://rayn-scripts.gitbook.io/rayn-scripts-docs/inventory-items.md).

# Inventory Items

The items rayn\_boosting expects your inventory system to define.

You must manually add the following items to your inventory system's item definitions (the script cannot create them for you, since the definition format differs between systems):

| Item name           | Description                            | Default sell price                 |
| ------------------- | -------------------------------------- | ---------------------------------- |
| `unlock_tool`       | Vehicle hotwiring kit                  | bought in the shop for $150        |
| `laptop`            | GPS hacking tool (required by default) | bought in the shop for $400        |
| `scrap_metal`       | Scrap metal                            | $125 / pc                          |
| `copper_wire`       | Copper wire                            | $145 / pc                          |
| `steel_parts`       | Steel parts                            | $160 / pc                          |
| `plastic_parts`     | Plastic parts                          | $115 / pc                          |
| `rubber_scrap`      | Rubber scrap                           | $120 / pc                          |
| `car_part_door`     | Removed vehicle door                   | $120 / pc                          |
| `car_part_hood`     | Removed vehicle hood                   | $150 / pc                          |
| `car_part_engine`   | Removed vehicle engine                 | price set in `Config.VehicleParts` |
| `car_part_radiator` | Removed vehicle radiator               | $180 / pc                          |

## Example for ox\_inventory (`data/items.lua`)

```lua
['unlock_tool']       = { label = 'Vehicle Hotwiring Kit', weight = 300,  stack = true, close = true },
['laptop']            = { label = 'Hacking Laptop',        weight = 1500, stack = true, close = true },
['scrap_metal']       = { label = 'Scrap Metal',           weight = 500,  stack = true, close = true },
['copper_wire']       = { label = 'Copper Wire',           weight = 300,  stack = true, close = true },
['steel_parts']       = { label = 'Steel Parts',           weight = 800,  stack = true, close = true },
['plastic_parts']     = { label = 'Plastic Parts',         weight = 200,  stack = true, close = true },
['rubber_scrap']      = { label = 'Rubber Scrap',          weight = 400,  stack = true, close = true },
['car_part_door']     = { label = 'Vehicle Door',          weight = 4000, stack = true, close = true },
['car_part_hood']     = { label = 'Vehicle Hood',          weight = 3500, stack = true, close = true },
['car_part_engine']   = { label = 'Vehicle Engine',        weight = 9000, stack = true, close = true },
['car_part_radiator'] = { label = 'Vehicle Radiator',      weight = 3000, stack = true, close = true },
```

For QBCore/QBox with the native `qb-inventory`, or for older ESX with the built-in item table, use the equivalent `name`/`label`/`weight` fields for the same 11 item names — see the comments in `config.lua` and `server/bridge.lua` for exactly where each item name is referenced.

{% hint style="warning" %}
If an item is missing from whichever inventory system your server actually runs (check the console on startup: `Detected inventory system: ...`), the related feature will *look* like it's working (the animation and success notification still play) but the item will never actually reach the player's inventory. Set `Config.Debug = true` to get explicit console warnings when this happens.
{% endhint %}


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