FiveM Native Database
Writing FiveM natives from memory is the most common mistake: a name that does not exist
(GetPlayerMoney), the wrong side (DrawMarker on the server) or the wrong parameter
order gets written and the script breaks silently. This skill makes that measurable.
Rule: do not write a native name from memory. Run check first for every native you are
not sure of.
⛔ IF DATA IS MISSING, DO NOT GUESS — gate first
Every answer of this skill rests on the layers under data/. If a layer is missing, the
query returns exit 2. At that point the only thing to do is stop:
python "${CLAUDE_PLUGIN_ROOT}/scripts/setup.py" --plan # writes nothing, shows the state
python "${CLAUDE_PLUGIN_ROOT}/scripts/setup.py" # installs the missing layers
The --plan output says "N/M layers installed" and lists the missing one by name
(M is not fixed, setup.py computes it — do not write a number here).
Setup builds from the user's own GTA V install; the command is /asset-setup.
⛔ Do not produce an answer without data. When you see exit 2, tell the user which layer is
missing and the one-line install command. Falling back to a guess defeats the reason this
tool exists — a wrong fxName, a wrong flag or a prop name that does not exist is accepted
silently and costs a round.
ℹ️ Why the data does not ship in the repository: entities.db alone is 214 MB (GitHub
file limit 100 MB) and the content belongs to Rockstar — redistributing it is a copyright
problem. Side benefit: each layer comes from everyone's own game version.
With one central copy everyone would be stuck on one version (measured:
this install has 1271 m26_* archetypes, the ready-made dump has 0).
Data
An offline, merged index in data/:
| set | count |
|---|---|
| total natives | 7191 |
| client-only | 6830 |
| shared (client + server) | 232 |
| server-only | 129 |
Sources: runtime.fivem.net/doc/natives.json (GTA V) +
natives_cfx.json (Cfx) + the server handler registrations in the citizenfx/fivem source.
For checksums and dates: python scripts/nativedb.py stats.
The GTA V native list carries no
apisetupstream — docs.fivem.net assumes they are client. Server availability is derived from the Cfx declaration set and theRegisterNativeHandlerregistrations inServerGameState_Scripting.cpp; if both sides support a native it is markedshared.
Commands
$P = plugin root: ${CLAUDE_PLUGIN_ROOT} (if not found, the muto-atlas folder that contains scripts/nativedb.py).
# Does it exist? Which side? — BEFORE writing code
python "$P/scripts/nativedb.py" check GetEntityCoords DrawMarker GetPlayerMoney
# Full signature, parameter descriptions, docs link, Lua example
python "$P/scripts/nativedb.py" show GetVehicleNumberPlateText
# Find the right native (when you do not remember the name)
python "$P/scripts/nativedb.py" search vehicle fuel --apiset server
# The natives of a namespace callable from the server
python "$P/scripts/nativedb.py" ns VEHICLE --apiset server
# Lint the Lua you wrote
python "$P/scripts/lint_lua.py" resources/<resource-name>
If check finds a native that does not exist it returns exit 1 and suggests close names.
Required flow
- Before writing code — verify the natives you will use in one
checkcall. The[client] / [server] / [shared]tag in the output decides which file they go in. - Take the signature from
show, not from memory. Parameter order and types are there. - After writing/editing code — run
lint_lua.pyon the resource you touched. Do not consider the work done while an E00x error remains. - When suggesting a native to the user, give the docs link (the
docsline in theshowoutput) with it.
If check cannot find a native and has no close suggestion either: that native does not exist.
Do not invent one. What you are looking for is probably a framework function (QBCore/ox_lib
exports) — not a native. Tell the user so plainly.
Side discipline
| file | may call |
|---|---|
client.lua |
client + shared |
server.lua |
server + shared |
shared.lua / config |
shared only |
Common mistakes that do not work on the server: DrawMarker, DrawText3D,
GetClockHours, RequestModel, TaskGoToCoord, PlaySoundFrontend,
SetNuiFocus, the entire HUD/GRAPHICS/CAM/STREAMING namespaces.
If you need to do entity work on the server, search with --apiset server: entity natives
marked shared (GetEntityCoords, SetEntityCoords, DeleteEntity,
CreateVehicle, GetPlayerPed) are valid on the server side too.
Wait, CreateThread, RegisterNetEvent, TriggerClientEvent,
PerformHttpRequest, GetPlayers are not natives — they are Citizen runtime functions,
they are not looked up in the database, and they exist on both sides.
Lint rules
| rule | meaning |
|---|---|
E001 |
native does not exist (typo or invented) |
E002 |
wrong side — client-only native in a server file |
E003 |
extra argument — more parameters than the signature |
W101 |
RequestModel/RequestAnimDict called every frame |
W102 |
GetGamePool/GetActivePlayers in a Wait(0) loop |
W103 |
distance computed every frame, result not cached |
W104 |
missing argument — legal, but verify it is intentional |
E00x are errors, fix them. W1xx are warnings; common idioms such as GetEntityCoords(ped)
produce W104 and are usually fine — look and move on.
The linter does not count table/method calls such as Bridge.HasItem() or local functions
defined in the scanned files as natives. If you still see a false positive, make sure the
definition is in a file inside the lint scope.
Performance and depth
Per-frame cost, entity caching and resmon targets:
references/performance.md. Commonly confused native pairs and their correct counterparts:
references/pitfalls.md.
Framework calls — not natives, but just as silent
lint_lua.py verifies only GTA natives. Most bugs in a QBCore/Qbox/ESX/ox
resource are not in a native but in a framework call, and
none of them throws: a non-existent event is triggered (not even a log), a non-existent export
is called (nil value only when that line runs), lib.showTextUi is written in lowercase
(no module, silent).
python "$P/scripts/assetdb.py" framework <name>
python "$P/scripts/assetdb.py" framework --check
⛔ The authority is the installed server, not upstream GitHub.
Full layer: references/framework-api.md
Updating
When Cfx adds new natives:
python "$P/scripts/build_index.py" --fetch
Downloads upstream again and rebuilds the index.