GetPlayerMoney
The player’s purse in Groschen, as far as the server stands behind it.
While the server guards money (the default) the purse is the server’s: a player starts each visit with nothing but what
the mode gives with GivePlayerMoney and keeps it through a death, and this is that purse - never more than the
inventory audit can explain, so a purse edited in memory reads as the money the player really
has, here and at every shop; a mode that saves the purse saves no conjured money. The player’s game reports its
purse with the inventory (1.5 s after a spawn, then every 10 s or within a second of a change, and the moment a
shop screen opens). Half Groschen show as 12.5.
Syntax
Section titled “Syntax”GetPlayerMoney(pid)| Parameter | Type | |
|---|---|---|
pid |
number | the player |
Returns
Section titled “Returns”number - Groschen
Example
Section titled “Example”SendClientMessage(pid, COLOR_SERVER, string.format("You carry %.1f Groschen.", GetPlayerMoney(pid)))See also
Section titled “See also”GivePlayerMoney · GetPlayerInventory · OnPlayerBuy · the Items and inventory group of the index
