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Bridge Function Attach and Descriptions

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Raphael Singelo
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0% found this document useful (0 votes)
12 views8 pages

Bridge Function Attach and Descriptions

Uploaded by

Raphael Singelo
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

BRIGDE FUNCTION ATTACH

BridgeFunctionAttach(BridgeName,FunctionName)

BridgeName = Name of the bridge function.


FunctionName = Name of the custom function.

Attach a custom function to the selected bridge function.

BRIGDE FUNCTION LIST

OnReadScript()
OnShutScript()
OnTimerThread()
OnCommandManager()
OnCommandDone()
OnCharacterEntry()
OnCharacterClose()
OnNpcTalk()
OnMonsterDie()
OnUserDie()
OnUserMove() - NEW
OnUserRespawn()
OnCheckUserTarget()
OnCheckUserKiller()
OnUserItemPick()
OnUserItemDrop()
OnUserItemMove()
OnSQLAsyncResult()

BRIGDE FUNCTION DESCRIPTION

OnReadScript()

Called once at GameServer initialization.

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OnShutScript()

Called once before script reload.

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OnTimerThread()

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

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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.

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OnCommandDone(aIndex,code)

aIndex = User index.


code = Command index.

Called after a user execute valid command.

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OnCharacterEntry(aIndex)

aIndex = User index.

Called after a user enters the game with a character.

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OnCharacterClose(aIndex)

aIndex = User index.


Called after a user leaves the game with a character.

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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.

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OnMonsterDie(aIndex,bIndex)

aIndex = Monster index (victim).


bIndex = User index (killer).

Called after a monster dies.

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OnUserDie(aIndex,bIndex)

aIndex = User index (victim).


bIndex = Object index (killer).
Called after a user dies.

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OnUserMove(aIndex,MapIndex) - NEW

aIndex = User index.


MapIndex = Object map index.

Called after a user move.

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OnUserRespawn(aIndex,KillerType)

aIndex = User index.

KillerType = Killer type (0=Monster,1=User,2=GuildWar,3=Duel).

Called when a user is going to respawn.

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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.

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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.

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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.
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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.

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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.

Flag list:

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.
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OnSQLAsyncResult(label,param,result)

label = Query identification label.


param = String parameter.
result = Query result (0=Fail/1=Success).

Called after async query execution.

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