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Access

All event C++ functions are exposed to your Lua script via a single global table named event. You access individual values by using the dot (.) or bracket ([]) operator on this table.
Event Usage Example
event.set(EventType.Draw, function() end); -- Dot Operator
event["set"]("Tick", function() end); -- Bracket Operator

Functions

This section lists all available C++ functions exposed within the global event table. These functions are used to manage the registration and execution of Lua functions (callbacks) in response to specific module or game triggers.

set

Registers a Lua function (callback) to be executed whenever a specified event is triggered. Returns a boolean indicating the success of the registration.
set(EventType | string: event_type, function: callback): boolean
event_type
EventType | string
required
The event to register the callback for. This can be either a numeric value from the EventType enumeration (e.g., EventType.Draw) or its corresponding string name (e.g., "Draw").
callback
function
required
The Lua function to be executed when the specified event fires.
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