LuaAPI Core
What it exposes
Core gives Lua 155 functions across 25 namespaces, covering players, monsters, items, inventories, stats, buffs, skills, parties, guilds, movement, currencies, timers and a scheduler. On top of that come 13 data structures with direct access to player, monster, item and query result objects.
Reacting to the game
Behaviour hangs off 60 event hooks. A script runs when a player connects, enters the world, levels up, resets, kills or dies, picks up an item, buys from a shop or the cash shop, changes map, or types a command.
Some hooks are decisions rather than notifications. Return a non-zero value and the action is refused, which is how you block an exploit, gate a purchase, or enforce a rule the client cannot be trusted with.
Keeping data
Queries go to the DataServer or JoinServer straight from Lua, and results arrive row by row in a callback. Currencies, cooldowns, custom statistics and history therefore live in your own database tables instead of a variable that dies with the next restart.
What you can build
Seasonal events, boss invasions, custom drop rules, reward tiers, PvP restrictions, economy tuning, guild automation. Anything whose logic can be expressed in terms of the events above.
Working with it
Every function and callback is documented, and the definitions are annotated for the Lua Language Server, so an editor such as VS Code completes names and shows parameters while you type.
Full documentation: https://github.com/srv-config/Configs-Preview/wiki
