# ATTRIBUTE::_IS_ATTRIBUTE_OVERPOWERED

- **Hash:** `0x103C2F885ABEB00B`
- **Namespace:** ATTRIBUTE
- **Runtime name (Lua/JS):** `IsAttributeOverpowered`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ATTRIBUTE/_IS_ATTRIBUTE_OVERPOWERED

## Signature

```c
BOOL _IS_ATTRIBUTE_OVERPOWERED(Ped ped, int attributeIndex);
```

## Parameters

- `ped` (`Ped`)
- `attributeIndex` (`int`)

## Returns

`BOOL`

## Description

*Source: alloc8or RDR3 NativeDB*

attributeIndex: see SET_ATTRIBUTE_BASE_RANK

*Source: femga rdr3_discoveries*

```
// 0x103C2F885ABEB00B		(By Tag = Free Ban)

BOOL _IS_ATTRIBUTE_OVERPOWERED(int ped, int coreIndex);

Core index:
* 0 = Health
* 1 = Stamina
* 2 = Dead Eye
Use `0xf6a7c08df2e28b28` (`_SET_ATTRIBUTE_OVERPOWER_AMOUNT`) with these parameters `int ped, int coreIndex, float value, BOOL makeSound` to make the outer core overpowered. Value is between `0.0` and more than `5000.0`, the higher the number, the longer it takes for the core to drain the overpowered status.
```

## Usage

### Lua

```lua
local retval = IsAttributeOverpowered(ped, attributeIndex)

-- always available, by hash
local retval = Citizen.InvokeNative(0x103C2F885ABEB00B, ped, attributeIndex, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsAttributeOverpowered(ped, attributeIndex);

// by hash
const retval = Citizen.invokeNative('0x103C2F885ABEB00B', ped, attributeIndex, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0x103C2F885ABEB00B, ped, attributeIndex);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

## Related enums

- [PedAttribute__AttributeType](https://natives.borderlinerp.com/enums/PedAttribute__AttributeType.md) — 23 values

*Sources: alloc8or RDR3 NativeDB, femga rdr3_discoveries.*
