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client_editable.lua

Override any of these functions to hook in custom logic. Return nil / false to fall back to auto-detection.

Custom Menu

function CustomClient.OpenMenu(data, teleportCallback)
    -- Fires when Config.InteractionType = 'custom'
    -- data = menu items, teleportCallback = function to call on floor select
end

function CustomClient.CloseMenu()
    -- Close your custom menu
end

Custom Sound

function CustomClient.PlaySound(soundType)
    -- soundType: 'ding', 'move', or 'error'
    -- Fires when Config.SoundEffects = 'custom'
end

Inventory Check

function CustomClient.HasItem(itemName, amount)
    -- Fires when Config.Compatibility['inventory'] = "other"
    -- Return true if player has the item, false if not
    return true
end

Money Check

function CustomClient.HasMoney(moneyType, amount)
    -- Fires when Config.Compatibility['framework'] = "other"
    return true
end

Job Check

function CustomClient.GetJob()
    -- Fires when Config.Compatibility['framework'] = "other"
    -- Return the player's current job name as a string
    return "unemployed"
end

Notifications

function CustomClient.Notify(msg, type)
    -- Fires when Config.Compatibility['notification'] = "other"
end

Custom Minigame

function CustomClient.Minigame(difficulty)
    -- Fires when minigame = "custom" on an elevator
    -- difficulty: "easy", "medium", "hard"
    -- Return true on success, false on failure
    return true
end

server_editable.lua

Custom Player Object

function CustomServer.GetPlayer(source)
    -- Return your custom player object
    return nil
end

Custom Item Removal

function CustomServer.RemoveItem(source, item, amount)
    -- Fires on minigame failure when removeItemOnFail = true
    -- and Config.Compatibility['inventory'] = "other"
    return false
end

Custom Money Removal

function CustomServer.RemoveMoney(source, moneyType, amount)
    -- Fires on minigame failure when removeMoneyOnFail = true
    -- and Config.Compatibility['framework'] = "other"
    return false
end