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	<title>API:GetEquipmentData - Revision history</title>
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	<updated>2026-10-17T08:25:21Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.returnofreckoning.com/index.php?title=API:GetEquipmentData&amp;diff=30381&amp;oldid=prev</id>
		<title>Maintenance script: UI Lua API import (WAR 1.4.8)</title>
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		<updated>2026-10-16T19:43:39Z</updated>

		<summary type="html">&lt;p&gt;UI Lua API import (WAR 1.4.8)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{LuaApi|group=Game}}&lt;br /&gt;
Returns the items the player has equipped, one table per equipment slot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
equipment = GetEquipmentData()&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arguments ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Returns ==&lt;br /&gt;
;equipment : &amp;lt;code&amp;gt;table&amp;lt;/code&amp;gt; – Array of 20 [[API:GetInventoryItemData#Item data table|item data tables]], indexed by equipment slot from 1 to 20.&lt;br /&gt;
&lt;br /&gt;
== Details ==&lt;br /&gt;
* The table always has 20 entries. An empty slot gets a blank item table (&amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; 0, empty &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;).&lt;br /&gt;
* If there is no player object, or the Lua state is not available, the function returns nothing.&lt;br /&gt;
* A new table is built on every call. The stock UI caches it in &amp;lt;code&amp;gt;DataUtils.GetEquipmentData()&amp;lt;/code&amp;gt; (&amp;lt;code&amp;gt;easystem_utils/source/datautils.lua&amp;lt;/code&amp;gt;) and rebuilds it only when &amp;lt;code&amp;gt;GameData.Player.equippedItemsDirty&amp;lt;/code&amp;gt; is set.&lt;br /&gt;
&lt;br /&gt;
== Errors ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
From &amp;lt;code&amp;gt;easystem_utils/source/datautils.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function DataUtils.GetEquipmentData ()&lt;br /&gt;
    if (GameData.Player.equippedItemsDirty)&lt;br /&gt;
    then&lt;br /&gt;
        GameData.Player.equippedItemsDirty = false&lt;br /&gt;
        DataUtilsData.equippedItems = GetEquipmentData()&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
    return DataUtilsData.equippedItems&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comparing with the currently equipped item, from &amp;lt;code&amp;gt;easystem_tooltips/source/itemtooltips.lua&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
local curItem = DataUtils.GetEquipmentData()[playerEquipSlot];&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[API:GetInventoryItemData|GetInventoryItemData]]&lt;br /&gt;
* [[API:GetQuestItemData|GetQuestItemData]]&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
	</entry>
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