OnPlayerItemWear
One of the player’s items wore down or was mended.
The player’s game changed the condition of an item in their bag by at least a whole percent: a blow, a block or a shot wore
it (after is lower), or a smith, a whetstone or a repair kit mended it (after is higher). Both are the percent the game’s
inventory shows, 0..100 (GetPlayerItemHealth). How
fast items wear at all is SetItemWear’s; this is where a mode decides about one change: return nothing to let it be,
false to keep the item as it was (their game is set back), or a number to set the condition to (their game is set to it).
An item that arrives (a give, a pickup, a chest’s) and the mode’s own SetPlayerItemHealth are no wear and do not come
here; nor does a horse’s saddlebags’ item. A worn piece’s new condition reaches the other players’ screens with it, at most
once a second.
Repair kits. A kit’s repair comes here twice: the repaired item’s mend (after higher) and the kit’s own loss - a kit’s
charge is its condition (its category is "Ointment"). To undo a repair, keep both: false for the item’s
mend and for the kit’s loss. The grindstone’s sharpening is a mend too.
Syntax
Section titled “Syntax”function OnPlayerItemWear(pid, class, before, after) -- ...end| Parameter | Type | |
|---|---|---|
pid |
number | the player |
class |
string | the item class GUID |
before |
number | the condition before, 0..100 |
after |
number | the condition their game holds now, 0..100 |
Returns
Section titled “Returns”nil to let it be, false to keep before, or a number - the condition the item should have
Example
Section titled “Example”-- a sparring yard: nothing wears inside itfunction OnPlayerItemWear(pid, class, before, after) if after < before and IsPlayerInZone(pid, yard) then return false endendSee also
Section titled “See also”SetItemWear · GetPlayerItemHealth · SetPlayerItemHealth · the Items and inventory group of the index
