SetItemClassPrice
Sets what every item of a kind is worth, for every player.
price is in Groschen per piece at the best quality and condition, 0 to 1,000,000, in place of the game’s own (GetItemInfo
price, which is in tenths). It holds for every player and every item of the class: the game’s item panel and its own traders work
from it - an item of a lower quality or a worn one is worth less, by the game’s own scaling, as with the game’s own price - and the
server’s shops pay their sell factor of it (CreateShop; a shop’s own price for the class, SetShopBuyPrice, still comes first).
A tagged item with a price of its own (SetPlayerItemPrice) keeps it. nil gives the class its own back. At most 1024 classes
have a rule.
Syntax
Section titled “Syntax”SetItemClassPrice(item, price)| Parameter | Type | |
|---|---|---|
item |
string | number | the item class - its name, id, English name or GUID |
price |
number | nil | Groschen per piece; nil = the class’s own |
Returns
Section titled “Returns”boolean - false for an unknown item, a price outside 0..1,000,000, or a 1025th class
Example
Section titled “Example”SetItemClassPrice("bsmt_ironGood", 12) -- iron is dear this seasonSee also
Section titled “See also”GetItemClassPrice · SetItemClassWeight · SetPlayerItemPrice · CreateShop · the Items and inventory group of the index
