Bridges
Client Side
(Version 2.6) LuaWorkInventory() Description: Used to launch visual functions, windows, images etc... Example:
require "System\\ScriptCore"
function NewWorkInv()
-- Your visual function here
end
BridgeFunctionAttach("LuaWorkInventory", "NewWorkInv")(Version 2.5) LuaLoadWavFile() Example of bridge usage:
require "System\\ScriptCore"
function WavFilePath()
LoadWavFile(1, "Data\\Custom\\Sound\\Toasty.wav")
end
BridgeFunctionAttach("LuaLoadWavFile", "WavFilePath")Ponte utilizada para chamar as funções LoadWavFile() para carregamento de arquivos de som no formato .wav.
(Version 2.5) LuaToolTipBridge(ToolTipTable) ToolTipTable = Table. ToolTip Table: ToolTip.Type - "Return Item index" ToolTip.Durability - "Return Item Durability" ToolTip.Level - "Return Item level" ToolTip.Skill - "Return Item Skill [0 or 1]" ToolTip.Luck - "Return Item Luck [0 or 1]" ToolTip.Option - "Return Optiton Life" ToolTip.Excellent - "Return Excellent Value" ToolTip.Ancient - "Return Ancient Type" ToolTip.Socket1 - "Return Socket Slot 1 Value" ToolTip.Socket2 - "Return Socket Slot 2 Value" ToolTip.Socket3- "Return Socket Slot 3 Value" ToolTip.Socket4 - "Return Socket Slot 4 Value" ToolTip.Socket5 - "Return Socket Slot 5 Value" ToolTip.Periodic - "Return Item Periodic [0 or 1]" Example of bridge usage:
(Version 2.3) LuaObjectAction(Index, Action, Class, Weapon1, Weapon2, Wing, PosX, PosY, SafeZone) Index = User Index. Action = Movement ID. Class = Character class. SafeZone = "Returns 0 for hunting area and 1 for safe area" Bridge used to replace the characters' default movements. The function depends on the return of the Action argument. The maximum number of actions for Season 6 Player.bmd is 285, if Season 8 Player.bmd is used the system will automatically increase the limit to 305 actions. Example of Using:
(Version 2.3) LuaRenderTitle(Player, Monster, PosX, PosY) Player = User Index. Monster = Monster Class. Bridge used to render Images over the character as well as the RankUser 2D. Example of Using:
(Version 2.3) LuaRuneEffect(Character) Character = Character Table. Character Table: Character.Object - "Used in the first argument of the UserRuneEffect function" Character.Class - "Character class" Character.CtrlCode - "Administrative level = 0 none, 8 GM, 32 ADM" Character.Helm Character.Armor Character.Pants Character.Gloves Character.Boots Character.HelmLevel Character.ArmorLevel Character.PantsLevel Character.GlovesLevel Character.BootsLevel Character.HandR Character.HandL Character.HandRLevel Character.HandLLevel Character.Wing Character.WingLevel Character.Pet Character.MonsterIndex - "Monster Class" Character.UserIndex - "User Index" Example of using the bridge in conjunction with the UserRuneEffect function:
LuaWorkSS() Description: Activates only on Select Server. Used to launch visual functions, windows, images etc... Example:
LuaWorkSC() Description: Activates only on Select Character. Used to launch visual functions, windows, images etc... Example:
LuaWorkMH() Description: Used to launch visual functions, windows, images etc... Example:
LuaWork() Description: Used to launch visual functions, windows, images etc... Example:
LuaLoadImages() Description: Hook function for loading images, use with LoadImage() Example:
LuaMouseEvent() Description: Used to initiate keyboard and mouse functions Example:
LuaEntryProc() Description: Starts functions that will be loaded once when opening Main.exe Example:
LuaPacketRecv(aIndex, String) Description: Starts a function that receives packets from the GameServer Example:
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