Bridges

Mu Server Side


OnUserDamage(aIndex, bIndex, Damage, Skill, Combo, DmgFlag) aIndex = User Index (Attacker). bIndex = Object Index (Target). Damage = Returns the value of damage dealt. Skill = Returns the skill used. Combo = Return 1 for combo and 0 for common attack. DmgFlag = 0 - Common (Yellow) | 1 - Ignore (Light blue) | 2 - Excellent (Green) | 3 - Critical (Blue) | 64 - Double (Yellow) | 128 - Combo (Yellow) | 129 - Combo + Ignore (Light blue) | 130 - Combo + Excellent | 131 - Combo + Critical (Blue) | 256 - Triple (Yellow) | 257 - Triple + Ignore (Light blue) | 258 - ... (Green). return Damage if return -1 = Miss


OnCommandManager(aIndex, code, arg) aIndex = User index. code = Command index. arg = Command parameters. Called after a user types a valid command, must return (1) if the command is valid, (0) if not.


OnCommandDone(aIndex, code) aIndex = User index. code = Command index. Called after a user execute valid command.


OnCharacterEntry(aIndex) aIndex = User index. Called after a user enters the game with a character.


OnCharacterClose(aIndex) aIndex = User index. Called after a user leaves the game with a character.


OnNpcTalk(aIndex, bIndex) aIndex = NPC index. bIndex = User index. Called after a user talks with a NPC, must return (1) if the talk is successful, (0) if not.


OnMonsterDie(aIndex, bIndex) aIndex = Monster index (victim). bIndex = User index (killer). Called after a monster dies.


OnUserDie(aIndex, bIndex) aIndex = User index (victim). bIndex = Object index (killer). Called after a user dies.


OnUserRespawn(aIndex, KillerType) aIndex = User index. KillerType = 0 - Monster | 1 - User | 2 - GuildWar | 3 - Duel. Called when a user is going to respawn.


OnCheckUserTarget(aIndex, bIndex) aIndex = User index (attacker). bIndex = User index (target). Called on the attack target verification, must return (1) if the target can be attacked, (0) if not.


OnCheckUserKiller(aIndex, bIndex) aIndex = User index (killer). bIndex = User index (victim). Called on the player killer verification, must return (1) if the killer is going to recieve PK status, (0) if not.


OnUserItemPick(aIndex, Index) aIndex = User index. Index = Item slot. Called on item pick, must return (1) if the item can be picked, (0) if not.


OnUserItemDrop(aIndex, Index, x, y) aIndex = User index. Index = Item slot. x = Item drop position x. y = Item drop position y. Called on item drop, must return (1) if the item can be dropped, (0) if not.


OnUserItemMove(aIndex, aFlag, aSlot, bFlag, bSlot) aIndex = User index. aFlag = Item source flag. aSlot = Item source slot. bFlag = Item target flag. bSlot = Item target slot. FlagList: 0 - Inventory | 1 - Trade | 2 - Warehouse | 3 - Chaos Box | 4 - Personal Shop | 5~20 - Chaos Box | 21 - Event Inventory | 22 - Muun Inventory. Called on item move, must return (1) if the item can be moved, (0) if not.


OnCommandManagerDirect(aIndex, str) Called when player type /command, can be used for create direct commands instead declare him at Commands.txt


OnUserMove(aIndex, Map) Called when a player move to another map (M Window or /move), must return (0) if allow move, (1) if not.


OnPacketRecv(aIndex, Str) aIndex = User index. Str = Information in text format. Used to receive text string from client side (send) function.


OnUserLevelUp(aIndex, Level) aIndex = User index. Level = User level. return -1 = Returns the normal amount of points defined on the GameServer. return 0 = Blocks earning points per level. return value = Determines a specific value of points per level. Used to modify point gains per level or master level


OnReadScript() Called once at GameServer initialization.


OnShutScript() Called once before script reload.


OnTimeThread() Called every 1 second, can be used as a timer.


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