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Events

All of these are local events. Use AddEventHandler, never RegisterNetEvent. Names are built from the folder name at runtime, so they follow a rename of the resource folder.

Event Arguments
nuggs_multicharacter:characterSelected (source, slot, charKey) — an existing character was picked, before the player is in the world
nuggs_multicharacter:characterCreated (source, slot, charKey) — a new character row now exists
nuggs_multicharacter:characterLoaded (source, slot, charKey, isNew) — the framework has finished loading a character
nuggs_multicharacter:characterDeleted (source, slot, charKey) — a character and its data are gone
nuggs_multicharacter:membershipChanged (identifier, kind, value)kind is "slots", "tier" or "revoke"

characterLoaded is the one to hang “this player is now playing” logic off.

Event Arguments
nuggs_multicharacter:screenOpened (screen)"selection" or "creation"
nuggs_multicharacter:screenClosed ()
nuggs_multicharacter:characterSpawned (isNew) — the player is in the world and the screen has faded in

Server: setupCharacters, selectCharacter, createCharacter, deleteCharacter, disconnect, relog. Client: setupUI, error, spawnPoint, applySkin, handoff, loaded.

They are validated server-side regardless and the client ones are guarded, but firing them by hand will confuse the session map. Use the exports.