About esx-framework
esx-framework is a skill for building and editing ESX Legacy resources in Lua. It provides server/client API guidance and safety rules for player data, callbacks, events, jobs, money, and items.
Key features
- 01Server and client API guidance
- 02xPlayer and PlayerData handling
- 03Callbacks and event patterns
- 04Jobs, money, items, and weapons APIs
- 05Security and Lua best practices
Use cases
- 01Create or modify an ESX resource
- 02Implement server-validated money or item changes
- 03Add callbacks or secure client events
- 04Return runnable Lua with client/server separation
Install
Copy the command and run it in a terminal.
npx skills add https:/ / github.com/ germanfndez/ fiveai-skills --skill esx-frameworkAfter installing, type/esx-frameworkin Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
rules/best-practices.mdclient-functions.mdcore-concepts.mdevents-callbacks.mdreference-links.mdserver-functions.mdxplayer-methods.mdDetails
From the project READMEESX Framework
Server/client API for ESX Legacy: xPlayer, PlayerData, callbacks, events, jobs and money.
Activation Contract
Load this skill when the user creates or edits an ESX resource, touches xPlayer or ESX.PlayerData, needs jobs, money, accounts, items or weapons through ESX, or asks about ESX callbacks, events or best practices.
Hard Rules
- Get the object with
ESX = exports['es_extended']:getSharedObject(). On the client, wait forESXandESX.IsPlayerLoaded()before readingESX.PlayerData. xPlayerexists on the SERVER only (ESX.GetPlayerFromId(source)).ESX.PlayerDataexists on the CLIENT only.- Always nil-check:
if not xPlayer then return endbefore calling any method. - Money, items, weapons, jobs and metadata are mutated on the server through
xPlayer.*methods, never from the client. - Pass a
reasontoaddMoney,removeMoney,addAccountMoney,removeAccountMoney. - Client callbacks (
ESX.TriggerClientCallback,ESX.AwaitClientCallback) must never decide anything sensitive: the client can fake the answer. - Use
ESX.SecureNetEventfor client events that only the server may trigger. - Prefer ox_lib for notifications, menus, dialogs and progress bars over ESX UI.
- Cache
PlayerPedId()and update onesx:playerPedChanged; neverWait(0)loops without need.
Decision Gates
| Need | Use |
|---|---|
| Client asks server for data | ESX.RegisterServerCallback + ESX.TriggerServerCallback |
| Server pushes an event to one player | xPlayer.triggerEvent(name, ...) |
| Server-only client event | ESX.SecureNetEvent(name, cb) on the client |
| Find player by source / identifier | ESX.GetPlayerFromId / ESX.GetPlayerFromIdentifier |
| Filter players by job etc. | ESX.GetExtendedPlayers(key, value) |
| Usable item | ESX.RegisterUsableItem(item, cb) |
| Admin command with group | ESX.RegisterCommand(name, group, cb, allowConsole, suggestion) |
Execution Steps
- Confirm
es_extendedstarts before the resource; acquireESXper side. - Decide the side: mutation and validation on server, display on client.
- Fetch
xPlayer, nil-check, then validate every client-supplied argument. - Pick the call from Decision Gates; read the matching rules file for signatures.
- Return data via callbacks, not paired events.
Output Contract
Return runnable Lua with the client/server split explicit, xPlayer nil-checked, and reasons on money operations. Use ox_lib for UI unless the user asks otherwise.
References
- rules/core-concepts.md — architecture, PlayerData, xPlayer, startup flow.
- rules/client-functions.md — client-side ESX functions and player state.
- rules/server-functions.md — player retrieval, callbacks, commands, jobs, items.
- rules/xplayer-methods.md — xPlayer money, accounts, inventory, weapons, meta.
- rules/events-callbacks.md — server/client callbacks, events, SecureNetEvent.
- rules/best-practices.md — naming, caching, loops, security, Lua 5.4.
- rules/reference-links.md — official ESX documentation links.
Upstream docs: https://docs.esx-framework.org