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OnPlayerPickpocket

The thief’s game took a stack - return false to leave it.

After the minigame, before anything moves: the server has held the claim to the offer and cut each stack to what the victim still holds - amount is what would move. Returning false vetoes that stack alone: it stays where it is, and the others go on. Not called for a claim the server refused, nor for a thief the game caught (nothing moves for him).

class is the item class; the purse is the Groschen’s class (5ef63059-322e-4e1b-abe8-926e100c770e) with the amount in tenths of a Groschen, as everywhere in the item functions.

function OnPlayerPickpocket(pid, victim, actor, class, amount)
-- ...
end
Parameter Type
pid number the thief
victim number the player robbed; -1 for an actor
actor number the NPC actor robbed; -1 for a player
class string the item class that would move
amount number how many of it

false leaves the stack; nothing, nil or true lets it move

-- nobody steals a sword out of a pocket in this mode
function OnPlayerPickpocket(pid, victim, actor, class, amount)
local info = GetItemInfo(class)
if info and info.category == "MeleeWeapon" then return false end
end

OnPlayerPickpocketStart · OnPlayerPickpocketEnd · the Pickpocketing group of the index