> For the complete documentation index, see [llms.txt](https://5scripts-1.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://5scripts-1.gitbook.io/docs/assets/5s_skinmenu/standalone.md).

# Standalone

5s\_skinmenu runs on any framework, or standalone. Its main dependency is **identity**: outfits and wardrobes are saved per player using `getIdentifier`, which works out of the box on the standalone framework (Rockstar license). So saving and loading skins needs no setup.

{% hint style="info" %}
Shared mechanism: [5s\_lib > Standalone & Custom Frameworks](/docs/assets/5s_lib/standalone.md).
{% endhint %}

## The only extra: paid shops

Money is used in one place only, charging for barber and clothing shops. skinmenu skips the money code entirely when the price is `0` or the shop type is disabled, so you have two clean standalone paths:

* **Free shops:** set `BarberShopPrice` / `ClothingShopPrice` to `0` (or disable the shops) in the config. Nothing else to do.
* **Paid shops:** implement the two money functions in the standalone bridge file:

```lua
-- 5s_lib/resource/bridge/framework/standalone/server.lua
frameworkObj.getMoney    = function(source) return exports.my_economy:get(source) end
frameworkObj.removeMoney = function(source, amount) exports.my_economy:remove(source, amount) end
```

No inventory bridge is involved, skinmenu does not use items.
