SetPlayerPerkPoints
Sets the perk points a stat, a skill or the main level has not spent yet.
name is a stat’s or skill’s name, or mainlevel for the main level’s pool (the points that belong to no stat or skill);
points is 0 .. 999. The count is what it says - a smaller one takes points away - and the level is left as it
is. The player’s game puts the points on the character, and the record (GetPlayerPerkPoints) holds them at once.
Called before the player is in the world, the set waits for their spawn and is applied right after it, in the order it
was made.
SetPlayerProgress sets the points too, together with the levels; this is the call for the points alone (SetPlayerStat
and SetPlayerSkill leave them). Like the other sets it does not reach OnPlayerProgressChange, which is for what the
player’s game did.
Syntax
Section titled “Syntax”SetPlayerPerkPoints(pid, name, points)| Parameter | Type | |
|---|---|---|
pid |
number | the player |
name |
string | a stat’s or skill’s name, or mainlevel for the pool |
points |
number | 0 .. 999 |
Returns
Section titled “Returns”boolean - false for a name that is neither a stat nor a skill, a number outside 0..999, or a player not connected
Example
Section titled “Example”-- the swordmaster's gift: three more points to spend on swordsmanship perkslocal points = GetPlayerPerkPoints(pid, "weapon_sword")SetPlayerPerkPoints(pid, "weapon_sword", points + 3)
-- and a clean slate for the points that belong to no skillSetPlayerPerkPoints(pid, "mainlevel", 0)See also
Section titled “See also”GetPlayerPerkPoints · SetPlayerProgress · SetPlayerStat · AddPlayerSkillXP · the Stats, skills, XP and perks group of the index
