SetPlayerItemModel
Gives one of the player’s tagged items the look of another item.
model names another item (its name, id, English name or GUID - the item catalogue); the tagged item then looks
like that one everywhere it is drawn: in the player’s hands, on the belt and back, lying on the ground and on every other player’s
screen. Only the look changes - the item keeps its own stats, its kind and what it weighs and costs. nil gives the item its own
look back. The look belongs to the item: it travels with it through chests, saddlebags and drops, and GetPlayerInventory lists it
as model (the other item’s GUID).
Pick a model of the same kind - a sword’s look on a sword, a shield’s on a shield: the hands and the scabbard hold what the item’s own kind holds, so a polearm’s look on a dagger sits wrong. The look is meant for weapons, shields and things carried: worn clothes and armour take it on the other players’ screens, but the wearer’s own game still draws its own piece.
Syntax
Section titled “Syntax”SetPlayerItemModel(pid, id, model)| Parameter | Type | |
|---|---|---|
pid |
number | the player |
id |
string | the tagged item’s id |
model |
string | nil | the item whose look it takes; nil = its own |
Returns
Section titled “Returns”boolean - false when the player holds no item with that id, or no item is called model
Example
Section titled “Example”-- the champion's blade: a duelling longsword with the look of the Lingua belliGivePlayerTaggedItem(winner, "longSwordDuel", "prize-" .. year, "Champion's blade", "Won at the tournament of " .. year .. ".")SetPlayerItemModel(winner, "prize-" .. year, "longSwordLilium")See also
Section titled “See also”GivePlayerTaggedItem · SetPlayerItemTag · SetPlayerItemWeight · SetPlayerItemPrice · GetPlayerInventory · the Items and inventory group of the index
