OnPlayerPickpocketStart
A player reaches for another’s pockets with the game’s “Rob” - return false to refuse.
Only while pickpocketing is on (SetPickpocketing). The server has checked the reach, the world, who is busy, the cooldown and
that the victim can be robbed and has something to take; the mode has the last word. Returning false stops it - the thief is
told he cannot rob them - anything else lets the minigame start. The mode does its own bookkeeping here (a cooldown of its own,
a guard who watches); a later refusal of the server’s own does not call this again.
Exactly one of victim and actor is a real id: victim is the player id of the player robbed, actor the entity id of an
NPC actor with pockets; the other is -1.
Syntax
Section titled “Syntax”function OnPlayerPickpocketStart(pid, victim, actor) -- ...end| Parameter | Type | |
|---|---|---|
pid |
number | the thief |
victim |
number | the player whose pockets they reach for; -1 for an actor |
actor |
number | the NPC actor whose pockets they reach for; -1 for a player |
Returns
Section titled “Returns”false refuses; nothing, nil or true lets it start
Example
Section titled “Example”-- guards (team 1) may not be robbed, and a thief is only let near a victim who is not on dutyfunction OnPlayerPickpocketStart(pid, victim, actor) if victim >= 0 and GetPlayerTeam(victim) == 1 then SendClientMessage(pid, COLOR_RED, "Nobody picks a guard's pockets.") return false endendSee also
Section titled “See also”OnPlayerPickpocket · OnPlayerPickpocketEnd · SetPickpocketing · the Pickpocketing group of the index
