Managing Items
v2.1.0 — this changed. There's no separate master-item table any more. Items come live from your active inventory (ox_inventory, qb-inventory, qs-inventory, etc.) via the
kq_linkbridge. The old Items tab is now the Presets manager.
How loot items flow
- When you add a loot entry to a box, the picker autocompletes against your server's registered items — pulled on-demand from
kq_link:GetInventoryItems(). - The box stores the item name (e.g.
bread,lockpick) plus per-drop overrides (min / max / chance / prop). - At open-time the server generates loot, and
kq_linkgives the items to the player through your inventory.
No manual master list to maintain. If an item exists in your inventory, it shows up in the picker.
Requirements
kq_linkversion ≥ 1.22 (theclient-inventory-itemsfeature — PR #78 onKuzkay/kq_link).- A supported inventory — ox, qb, ps, qs, codem, tgiann, jaksam, core, origen, chezza, ak47, or the native framework inventory.
If the picker is empty, check /restart kq_link and confirm Link.inventory is set correctly in kq_link/config.lua.
Presets (the Items tab)
Open the admin panel (/lootables) and switch to the Items tab. Presets are admin-curated overlays keyed by item name — reusable defaults so you don't have to re-enter min/max/chance/prop for the same item across many boxes.
Each preset has:
| Field | Description |
|---|---|
| Preset name | A label for your own reference (e.g. "Kitchen bread roll") |
| Item name | The inventory item this preset overlays (autocompleted from the picker) |
| Min / Max | Default quantity range when you drop this preset into a box |
| Chance | Default drop chance (1–100) |
| Prop model | Default world prop shown when the item drops |
| Prop offset / rotation | Default placement relative to the box |
| Metadata | Optional key/value overlay (see Metadata Fields) |
Using a preset in a box
In the Editor tab, click Add loot item. The row has two sources: Inventory (live autocomplete) or Preset (your saved overlays). Pick a preset → its defaults populate the row instantly. You can still override any field per-box.
Icons
Item icons come from the inventory's own image directory via kq_link:GetInventoryImagePath() — returns (path, format), e.g. ('nui://ox_inventory/web/images/', 'png'). The admin NUI stitches that with item.image (or falls back to <name>.<format>) to render icons without touching your server assets.
If GetInventoryImagePath() returns an empty string for your inventory (unverified paths on paid packs like ak47 / core / origen), icons won't render but everything else still works. You can patch the path in kq_link/links/inventories/<inv>/client.lua on your install.
Migrating from 2.0.x
The rc_lootable_items table is dropped automatically on first 2.1.0 boot. If you had custom presets-style data in the old items table, the migration preserves what it can into rc_lootable_presets.
Item rows on existing boxes continue to work — they were already keyed by item name, not by a foreign-key ID.