OnPlayerConsumableDurablySettled
onPlayerConsumableDurablySettled
AVAILABLE FROM UPDATE 0.1.3
This event is available in G1R:MP 0.1.3 and later. The contract below includes the compatibility guarantees introduced in that update.
Triggered for a connected player after the consumable inventory removal and final authoritative progression snapshot are both durably committed.
Availability
This event is available in server-side scripts.
Callback signature
onPlayerConsumableDurablySettled(playerId, itemKey, inventoryItemId, sequence, generation, commitKey, quantityRemaining, health, maxHealth, mana, maxMana, appliedHealth, appliedMana, periodicTicks)
Parameters
| Name | Type | Description |
|---|---|---|
playerId |
int |
The player who used the consumable. |
itemKey |
string |
The stable native inventory key of the consumable. |
inventoryItemId |
int |
The native numeric consumable ID. |
sequence |
int |
The positive client request sequence. |
generation |
int |
The settlement generation that became durable. |
commitKey |
string |
The opaque durable-operation key. |
quantityRemaining |
int |
The final authoritative quantity remaining. |
health |
number |
Authoritative health after the instant effect. |
maxHealth |
number |
Authoritative maximum health. |
mana |
number |
Authoritative mana after the instant effect. |
maxMana |
number |
Authoritative maximum mana. |
appliedHealth |
number |
The instant health change actually applied after clamping. |
appliedMana |
number |
The instant mana change actually applied after clamping. |
periodicTicks |
int |
The number of periodic ticks scheduled after settlement, or zero. |
Examples
Handle the event:
addEventHandler("onPlayerConsumableDurablySettled", root, function(playerId, itemKey, inventoryItemId, sequence, generation, commitKey, quantityRemaining, health, maxHealth, mana, maxMana, appliedHealth, appliedMana, periodicTicks)
outputDebugString(itemKey .. " settled; remaining=" .. quantityRemaining .. ", hp=" .. health .. "/" .. maxHealth)
end)
Notes
- This read-only completion callback is part of the stable server-side Lua contract beginning with update 0.1.3.
- Inventory and instant progression changes are already authoritative and durable. Do not remove the item or apply the effect again.
- A late durable settlement can still be observed after the client has already received a persistence-timeout result; this event proves storage completion, not client receipt of an Accepted packet.
- Periodic restoration begins after this callback. Observe each non-zero applied tick with
onPlayerConsumableEffectTick. - Strength, dexterity, alcohol and swampweed are not repeated in this compact callback; query
getPlayerProgressionwhen those values are needed.