GivePlayerItem
Puts items in the player’s inventory - or takes them out.
amount (default 1) of the item; a negative amount takes that many away (never more than the records hold, the ones
they do not wear first). item is any key of the item catalogue: the id, the game’s name
(shortswordBroad), the English name (Duelling longsword) or the class GUID; an unknown key is logged and nothing
happens. A gift is a record of the server’s: the item counts as the player’s the moment it is given, their game makes it a
moment later and tells the server, and the item check never sees it as unexplained. A take is an exact order the player’s
game carries out - an item they carry in a hand or wear is released first. The /give built-in is the same call.
Syntax
Section titled “Syntax”GivePlayerItem(pid, item [, amount, health, quality])| Parameter | Type | |
|---|---|---|
pid |
number | the player |
item |
string | number | the item’s name, id, English name or GUID |
amount |
number | how many (1); negative takes (optional) |
health |
number | the condition the items are made at, 0..100 (100, new) (optional) |
quality |
number | the quality the items are made at, 1..4 (I..IV; left out = the class’s own - a quality past what the class can be is its best) (optional) |
Returns
Section titled “Returns”boolean - false when not connected
Example
Section titled “Example”GivePlayerItem(pid, "longSwordDuel")GivePlayerItem(pid, "arrow_normal", 40)GivePlayerItem(pid, "shortswordBroad", 1, 35) -- a battered old swordGivePlayerItem(pid, "longSwordDuel", 1, 100, 4) -- a masterworkGivePlayerItem(pid, "torch_weapon", -1) -- takes the torch awaySee also
Section titled “See also”CreatePickup · GetPlayerInventory · GetItemClass · SetPlayerItemHealth · SetPlayerItemQuality · the Items and inventory group of the index
