SetPlayerItemHealth
Sets the condition of every item of a class the player carries.
A smith’s repair, a cursed blade, a restore: every item of the class in the player’s bag - worn or not - is set to health
(0..100, the inventory’s percent: 100 = as good as the item can be) in the server’s records at once, and their game sets it the
game’s own way a moment later (no OnPlayerItemWear
comes of it). A GivePlayerItem of the class still on its way is made at the new condition too. A 0 breaks the item
the way the game breaks one.
The id of one of the player’s tagged items (GivePlayerTaggedItem) in place of the class sets that one item alone - a tournament
prize repaired, a cursed blade that never wears out - while the other items of its class keep their condition. It answers 1.
Syntax
Section titled “Syntax”SetPlayerItemHealth(pid, item, health)| Parameter | Type | |
|---|---|---|
pid |
number | the player |
item |
string | number | the item’s name, id, English name or GUID - or a tagged item’s id |
health |
number | the condition, 0..100 |
Returns
Section titled “Returns”number - how many items were set (0 when they carry none, or the item is not in the catalogue)
Example
Section titled “Example”-- the smith's command: everything they wear made new, for a pricefunction RepairWorn(pid) for _, class in ipairs(GetPlayerEquipment(pid)) do SetPlayerItemHealth(pid, class, 100) endend
-- one tournament prize mended, the player's other longswords untouchedSetPlayerItemHealth(pid, "prize-2026-spring", 100)See also
Section titled “See also”GetPlayerItemHealth · SetItemWear · OnPlayerItemWear · GivePlayerTaggedItem · the Items and inventory group of the index
