SetNpcWeaponMode
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setNpcWeaponMode
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.
Draws or holsters the NPC weapon/spell.
Syntax
setNpcWeaponMode(npcId, mode)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
npcId |
int |
yes | Server-assigned NPC ID returned by spawnNpc; not a player ID. |
mode |
string |
yes | none, fist, melee, bow, crossbow or magic. none means holstered, not an empty inventory. |
Returns
Returns true when accepted, false for a rejected request. Acceptance is not proof of a rendered animation, projectile release or hit.
Examples
setNpcWeapon(npcId, "1h_sword_short_02")
setNpcWeaponMode(npcId, "melee")
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.
- Requires a living NPC and a matching equipped item; magic requires a supported selected spell. Does not grant items, mana or ammunition. Repeating the same mode is idempotent. Drawing cancels scripted animation; it does not automatically start combat.