Modules
Modules are bridged APIs that wrap framework-specific resources behind a single interface. Community Bridge auto-detects which resource you have installed and loads the correct implementation.
Available Modules
| Module | Side | Description |
|---|---|---|
| Framework | Client & Server | Player data, jobs, metadata, account balances |
| Inventory | Client & Server | Items, stashes, shops, metadata |
| Banking | Server | Account money management |
| Boss Menu | Client & Server | Job management menus |
| Clothing | Client & Server | Appearance menus and data |
| Dialogue | Client | NPC dialogue system |
| Dispatch | Client & Server | Alert dispatch system |
| Doorlock | Client & Server | Door lock management |
| Fuel | Client | Vehicle fuel get/set |
| HelpText | Client & Server | On-screen help text |
| Housing | Client | Housing system events |
| Input | Client | Input dialog prompts |
| Locales | Shared | Localized string translations |
| Menu | Client | Context/list menus |
| Notify | Client & Server | Notifications |
| Phone | Client & Server | Phone emails |
| Progress Bar | Client | Progress bar UI |
| Shops | Client & Server | Shop creation and opening |
| Skills | Client & Server | XP and skill levels |
| Target | Client | Targeting zones and entities |
| Vehicle Key | Client | Vehicle key management |
| Version | Server | Version checking |
| Weather | Client | Weather sync toggle |
| Zones | Client | Zone creation and management |
Usage Pattern
local Bridge = exports['community_bridge']:Bridge()
-- Access any module
Bridge.Framework.GetPlayerName()
Bridge.Inventory.AddItem(source, 'bread', 1)
Bridge.Notify.SendNotification(source, 'Title', 'Message', 'success', 5000)
-- Or get a single module
local Inventory = exports['community_bridge']:Inventory()
Inventory.AddItem(source, 'bread', 1)