## [:rewind: Lua Reference](lua.md) # Hooks Hooks are a way for SM64 to trigger Lua code, whereas the functions listed in [functions](functions.md) allow Lua to trigger SM64 code.
## [hook_chat_command](#hook_chat_command) `hook_chat_command()` allows Lua mods to react and respond to chat commands. Chat commands start with the `/` character. The function the mod passes to the hook should return `true` when the command was valid and `false` otherwise. ### Parameters | Field | Type | | ----- | ---- | | command | string | | description | string | | func | Lua Function | ### Lua Example ```lua function on_test_command(msg) if msg == 'on' then djui_chat_message_create('Test: enabled') return true elseif msg == 'off' then djui_chat_message_create('Test: disabled') return true end return false end hook_chat_command('test', "[on|off] turn test on or off", on_hide_and_seek_command) ``` [:arrow_up_small:](#)
## [hook_event](#hook_event) The lua functions sent to `hook_event()` will be automatically called by SM64 when certain events occur. ### [Hook Event Types](#Hook-Event-Types) | Type | Description | Parameters | | :--- | :---------- | :--------- | | HOOK_UPDATE | Called once per frame | None | | HOOK_MARIO_UPDATE | Called once per player per frame at the end of a mario update | [MarioState](structs.md#MarioState) mario | | HOOK_BEFORE_MARIO_UPDATE | Called once per player per frame at the beginning of a mario update | [MarioState](structs.md#MarioState) mario | | HOOK_ON_SET_MARIO_ACTION | Called every time a player's current action is changed | [MarioState](structs.md#MarioState) mario | | HOOK_BEFORE_PHYS_STEP | Called once per player per frame before physics code is run | [MarioState](structs.md#MarioState) mario | | HOOK_ON_PVP_ATTACK | Called when one player attacks another | [MarioState](structs.md#MarioState) attacker, [MarioState](structs.md#MarioState) victim | | HOOK_ON_PLAYER_CONNECTED | Called when a player connects | [MarioState](structs.md#MarioState) connector | | HOOK_ON_PLAYER_DISCONNECTED | Called when a player disconnects | [MarioState](structs.md#MarioState) disconnector | | HOOK_ON_HUD_RENDER | Called when the HUD is being rendered | None | | HOOK_ON_INTERACT | Called when mario interacts with an object | [MarioState](structs.md#MarioState) interactor, [Object](structs.md#Object) interactee, [InteractType](constants.md#InteractType) interactType, bool interactValue | ### Parameters | Field | Type | | ----- | ---- | | hook_event_type | [HookEventType](#Hook-Event-Types) | | func | Lua Function | ### Lua Example The following example will print out a message 16 times per frame (once for every possible player). ```lua function mario_update(m) print('Mario update was called for player index ', m.playerIndex) end hook_event(HOOK_MARIO_UPDATE, mario_update) ``` [:arrow_up_small:](#)
## [hook_mario_action](#hook_mario_action) `hook_mario_action()` allows Lua mods to create new actions or override existing ones. ### Parameters | Field | Type | | ----- | ---- | | action_id | integer | | func | Lua Function | | interaction_type | [enum InteractionFlag](constants.md#InteractionFlag) | ### Lua Example ```lua ACT_WALL_SLIDE = (0x0BF | ACT_FLAG_AIR | ACT_FLAG_MOVING | ACT_FLAG_ALLOW_VERTICAL_WIND_ACTION) function act_wall_slide(m) if (m.input & INPUT_A_PRESSED) ~= 0 then local rc = set_mario_action(m, ACT_TRIPLE_JUMP, 0) m.vel.y = 72.0 if m.forwardVel < 20.0 then m.forwardVel = 20.0 end m.wallKickTimer = 0 return rc end -- attempt to stick to the wall a bit. if it's 0, sometimes you'll get kicked off of slightly sloped walls mario_set_forward_vel(m, -1.0) m.particleFlags = m.particleFlags | PARTICLE_DUST play_sound(SOUND_MOVING_TERRAIN_SLIDE + m.terrainSoundAddend, m.marioObj.header.gfx.cameraToObject) set_mario_animation(m, MARIO_ANIM_START_WALLKICK) if perform_air_step(m, 0) == AIR_STEP_LANDED then mario_set_forward_vel(m, 0.0) if check_fall_damage_or_get_stuck(m, ACT_HARD_BACKWARD_GROUND_KB) == 0 then return set_mario_action(m, ACT_FREEFALL_LAND, 0) end end m.actionTimer = m.actionTimer + 1 if m.wall == nil and m.actionTimer > 2 then mario_set_forward_vel(m, 0.0) return set_mario_action(m, ACT_FREEFALL, 0) end -- gravity m.vel.y = m.vel.y + 2 return 0 end function mario_on_set_action(m) -- wall slide if m.action == ACT_SOFT_BONK then m.faceAngle.y = m.faceAngle.y + 0x8000 set_mario_action(m, ACT_WALL_SLIDE, 0) end end hook_event(HOOK_ON_SET_MARIO_ACTION, mario_on_set_action) hook_mario_action(ACT_WALL_SLIDE, act_wall_slide) ``` [:arrow_up_small:](#)
## [hook_on_sync_table_change](#hook_on_sync_table_change) `hook_on_sync_table_change()` allows Lua mods to react to sync table changes. - `syncTable` parameter must be a sync table, e.g. [gGlobalSyncTable](globals.md#gGlobalSyncTable), [gPlayerSyncTable[]](globals.md#gPlayerSyncTable), or one of their child tables. - `field` parameter must be one of the fields in the `SyncTable`. - `tag` parameter can be any type, and is automatically passed to the callback. - `func` parameter must be a function with three parameters: `tag`, `oldVal`, and `newVal`. - `tag` will be the same `tag` passed into `hook_on_sync_table_change()`. - `oldVal` will be the value before it was set. - `newVal` will be the value that it was set to. ### Parameters | Field | Type | | ----- | ---- | | syncTable | SyncTable | | field | value | | tag | value | | func | Lua Function | ### Lua Example ```lua function on_testing_field_changed(tag, oldVal, newVal) print('testingField changed:', tag, ',', oldVal, '->', newVal) end hook_on_sync_table_change(gGlobalSyncTable, 'testingField', 'tag', on_testing_field_changed) -- now when testingField is set, either locally or over the network, on_testing_field_changed() will be called gGlobalSyncTable.testingField = 'hello' ``` [:arrow_up_small:](#)