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.
Server
Section titled “Server”| 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.
Client
Section titled “Client”| 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 |
Internal — do not trigger
Section titled “Internal — do not trigger”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.
