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

# Developers

Open any Vision Clothing menu from your own resources, react to it, and connect your own framework.

The core is protected by escrow, but it was built to be driven from other resources. You get:

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-target data-type="content-ref"></th></tr></thead><tbody><tr><td><strong>📦 Exports</strong></td><td>Open any shop, wardrobe, locker, barber, tattoo parlour, surgeon or the character creator. Give peds from the server.</td><td><a href="/visionstore-docs/scripts/advanced-clothing/developers/exports.md">Exports</a></td></tr><tr><td><strong>📡 Events</strong></td><td>Open menus by event, and react when a menu closes or a character is created.</td><td><a href="/visionstore-docs/scripts/advanced-clothing/developers/events.md">Events</a></td></tr><tr><td><strong>🧩 Integration examples</strong></td><td>Housing wardrobes, multicharacter, job lockers, admin menus, custom barber chairs.</td><td><a href="/visionstore-docs/scripts/advanced-clothing/developers/integration-examples.md">Integration examples</a></td></tr><tr><td><strong>🔌 Framework bridge</strong></td><td>The open-source adapter for money, jobs, gangs, identifiers and notifications.</td><td><a href="/visionstore-docs/scripts/advanced-clothing/developers/framework-bridge.md">Framework bridge</a></td></tr></tbody></table>

## Which one should I use?

| You want to...                                                        | Use                                         |
| --------------------------------------------------------------------- | ------------------------------------------- |
| Open a menu from your own interaction (a house, a job locker, an NPC) | **Client exports**                          |
| Open a menu for a player from the server                              | **Client events** with `TriggerClientEvent` |
| Do something when a menu closes or a character is created             | **Client events** with `AddEventHandler`    |
| Give or remove a custom ped from another resource                     | **Server exports**                          |
| Run on another framework or economy                                   | **Framework bridge**                        |

## Rules of the road

* **The server decides.** Whatever your script passes, the server re-checks access, sections, prices and distance when the menu opens and again at checkout. Passing `pricingProfile = false` on a real barber entry does not make it free.
* **One menu at a time.** Every `Open*` export returns `ok, reason`. Failures (other than `already_open`) are already shown to the player, so you usually only need the boolean.
* **No entry, no distance check.** Opening a context without a `Config.Shops` / `Config.Wardrobes` entry skips the distance check, so do your own access check first.
* **Resource name.** Every example uses `Chapo_advanced_clothing`. Keep the folder name, or update your calls.

## Item keys

Clothing items are identified by keys:

| Key                        | Meaning                                              |
| -------------------------- | ---------------------------------------------------- |
| `c:<component>:<drawable>` | A clothing component, for example `c:11:15` (top 15) |
| `p:<prop>:<drawable>`      | A prop, for example `p:0:58` (hat 58)                |

Component ids: 1 mask, 3 arms, 4 pants, 5 bag, 6 shoes, 7 neckwear, 8 undershirt, 9 vest, 10 decal, 11 top. Prop ids: 0 hat, 1 glasses, 2 earrings, 6 watch, 7 bracelet.


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