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📑Lua

Enables/disables, one by one, the specific points in the game where the GameServer triggers a Lua script — disabling any of them does not alter the core game rules, it simply prevents the Lua script associated with that event from executing.

Ini, TOML

Enables/disables, one by one, the specific points in the game where the GameServer triggers a Lua script — disabling any of them does not alter the core game rules, it simply prevents the Lua script associated with that event from executing.
Ini, TOML
[GameServerInfo]
;==================================================
; DISABLE LUA BRIDGES
;==================================================
DisableOnReadScript = "0 = calls the script when loading or reloading Lua scripts | 1 = does not call"
DisableOnShutScript = "0 = calls the script when shutting down or unloading Lua scripts | 1 = does not call"
DisableOnTimerThread = "0 = calls the script on every tick of the server's main timer thread | 1 = does not call"
DisableOnCommandManager = "0 = calls the script whenever a command is processed | 1 = does not call"
DisableOnCommandDone = "0 = calls the script after a command finishes processing | 1 = does not call"
DisableOnCharacterEntry = "0 = calls the script when a character enters the game | 1 = does not call"
DisableOnCharacterClose = "0 = calls the script when a character disconnects | 1 = does not call"
DisableOnNpcTalk = "0 = calls the script when a player talks to an NPC | 1 = does not call"
DisableOnMonsterDie = "0 = calls the script when a monster dies | 1 = does not call"
DisableOnUserDie = "0 = calls the script when a player dies | 1 = does not call"
DisableOnUserRespawn = "0 = calls the script when a player respawns | 1 = does not call"
DisableOnCheckUserTarget = "0 = calls the script when validating an attack target | 1 = does not call"
DisableOnCheckUserKiller = "0 = calls the script when validating who killed the player (PK) | 1 = does not call"
DisableOnUserItemDrop = "0 = calls the script when a player drops an item on the ground | 1 = does not call"
DisableOnUserItemMove = "0 = calls the script when a player moves an item | 1 = does not call"
DisableOnCommandManagerDirect = "0 = calls the script on a direct command processing variant | 1 = does not call"
DisableOnUserMove = "0 = calls the script when a player moves or teleports | 1 = does not call"
DisableOnPacketRecv = "0 = calls the script whenever a packet is received from the client | 1 = does not call"
DisableOnUserLevelUp = "0 = calls the script when a player levels up | 1 = does not call"
DisableOnUserDamage = "0 = calls the script when a player deals or receives damage | 1 = does not call"
DisableOnSQLAsyncResult = "0 = calls the script when an asynchronous database query returns | 1 = does not call"
DisableOnUserWalk = "0 = calls the script when a player walks | 1 = does not call"
DisableOnMonsterDieGiveItem = "0 = calls the script when a monster drops an item upon dying | 1 = does not call"
DisableOnUserItemPick = "0 = calls the script when a player picks up an item from the ground | 1 = does not call"
DisableOnUserExperience = "0 = calls the script when a player gains experience | 1 = does not call"
DisableOnPotionInfinite = "0 = calls the script during the infinite potion check | 1 = does not call"
DisableOnReloadMonster = "0 = calls the script when reloading monster data (`/reload`) | 1 = does not call"
DisableOnChaosMixResult = "0 = calls the script when the result of a Chaos Machine combination comes out | 1 = does not call"
DisableOnCheckItemUse = "0 = calls the script when checking if an item can be used | 1 = does not call"
Notes
All keys follow the same pattern: 0 keeps the script for that event active (normal behavior), 1 disables only that specific hook — there is no single key to disable all of them at once.
Disabling a hook here does not affect the default game mechanics for that event (e.g., the monster still dies, the item still drops) — it only prevents the custom Lua script for that event from being called. This is useful for optimization (avoiding Lua execution on high-frequency events, such as DisableOnPacketRecv or DisableOnUserWalk) as well as for disabling a problematic script without having to modify the script file itself.

Notes

  • All keys follow the same pattern: 0 keeps the script for that event active (normal behavior), 1 disables only that specific hook — there is no single key to disable all of them at once.

  • Disabling a hook here does not affect the default game mechanics for that event (e.g., the monster still dies, the item still drops) — it only prevents the custom Lua script for that event from being called. This is useful for optimization (avoiding Lua execution on high-frequency events, such as DisableOnPacketRecv or DisableOnUserWalk) as well as for disabling a problematic script without having to modify the script file itself.

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