GetPlayerWeaponMode: 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 read-only query; the player does not have an NPC resource owner.
* Server-side read-only query; the player does not have an NPC resource owner.
* 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.
* This reads validated equipment/spell observation, not inventory slots. First observation establishes a baseline. Dead/downed players resolve to none; unavailable observations return false. See [[onPlayerWeaponModeChange]].
* This reads validated equipment/spell observation, not inventory slots. First observation establishes a baseline. Dead/downed players resolve to none; unavailable observations return false. See [[onPlayerWeaponModeChange]].

Latest revision as of 07:34, 26 September 2026

getPlayerWeaponMode

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 currently observed drawn weapon mode of a player.

Syntax

getPlayerWeaponMode(playerId)

Parameters

Name Type Required Description
playerId int yes Connected player ID.

Returns

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

Examples

local mode = getPlayerWeaponMode(playerId)

Notes

  • Server-side read-only query; the player does not have an NPC resource owner.
  • 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.
  • This reads validated equipment/spell observation, not inventory slots. First observation establishes a baseline. Dead/downed players resolve to none; unavailable observations return false. See onPlayerWeaponModeChange.