GetNpcWeaponMode: Difference between revisions

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Document new NPC/player-mode API and events available from 0.1.5
 
Release G1R:MP 0.1.5 BUILD144 / Protocol 37; update availability and migration
 
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== Notes ==
== Notes ==
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
* Since 0.1.5. This documents the next release; public 0.1.4 does not include these additions.
* Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* Use matching updated client and server. See [[NPC scripting]] for lifecycle, defaults, combat examples and collision limitations.
* New NPCs are holstered. This is distinct from the equipped item key.
* New NPCs are holstered. This is distinct from the equipped item key.

Latest revision as of 07:34, 26 September 2026

getNpcWeaponMode

AVAILABLE FROM UPDATE 0.1.5
This function is available in G1R:MP 0.1.5 and later. The contract below includes the compatibility guarantees introduced in that update.

Reads the authoritative drawn mode of an NPC.

Syntax

getNpcWeaponMode(npcId)

Parameters

Name Type Required Description
npcId int yes Server-assigned NPC ID returned by spawnNpc; not a player ID.

Returns

Returns none, fist, melee, bow, crossbow or magic; false when the ID/state is unavailable.

Examples

local mode = getNpcWeaponMode(npcId)

Notes

  • Server-side only. Mutations require the NPC to belong to the calling resource; getters do not grant control.
  • Since 0.1.5. Use the matching 0.1.5 client and server (Protocol 37).
  • Use matching updated client and server. See NPC scripting for lifecycle, defaults, combat examples and collision limitations.
  • New NPCs are holstered. This is distinct from the equipped item key.