SetItemWear
How fast items wear on this server.
rate is a percent of the game’s own wear: 100 the game’s, 0 never, 50 half as fast, 200 twice as fast. It applies to
one item class, a kind - "weapon" (swords, maces, axes, bows, crossbows, the dagger), "shield" or "armor" (armour,
helmets, hoods) - or, without one, every item. The most specific rate set applies to an item: its class’s, then its kind’s,
then every item’s. Every player’s game applies it to all the wear its own items take - a blow, a block, a shot, and the
shoes’ wear on the road; a repair is never scaled, nor a repair kit’s spent charge (a kit is not made endless by a rate of
0), and OnPlayerItemWear still hears every whole percent. At most 64 rates.
"walk" is the road wear: what the shoes lose for the distance walked. Set, it takes that wear before any other rate -
SetItemWear(10, "walk") keeps the shoes whole ten times longer on the road while a fight still wears them at their own
rate. Unset, the road wear is the shoes’ own rate (they are armour).
Syntax
Section titled “Syntax”SetItemWear(rate [, kind])| Parameter | Type | |
|---|---|---|
rate |
number | percent of the game’s wear, 0..1000 |
kind |
string | "weapon", "shield", "armor", "walk" (the road wear), an item (name, id or GUID), or nothing for every item (optional) |
Returns
Section titled “Returns”boolean - false for an item the catalogue does not know or a rate out of range
Example
Section titled “Example”SetItemWear(50) -- everything wears half as fastSetItemWear(0, "armor") -- armour never wearsSetItemWear(150, "weapon") -- weapons a little fasterSetItemWear(10, "walk") -- the shoes last ten times longer on the roadSee also
Section titled “See also”GetItemWear · OnPlayerItemWear · SetPlayerItemHealth · the Items and inventory group of the index
