All Classes and Interfaces

Class
Description
Enumerates various access levels with priorities for comparison.
The Agent class represents a Java instrumentation agent used for dynamic manipulation of the Java runtime environment.
The AgentLoader class provides a method for loading an agent into a running virtual machine (JVM).
A class for managing agents designed to modify classes at runtime.
The class represents a class transformer, used to change classes at boot time.
A Widget that serves as a base class for layout containers like VerticalBoxWidget and HorizontalBoxWidget.
A class representing a ButtonWidget, which is a type of PanelWidget.
A set of tools for chat management
A Widget that represents a checkbox with a title and an icon.
A class for modifying Java classes at runtime using the Javassist library.
A class that implements the Builder pattern to create a ClassModifier object
A class for transforming Java classes at runtime.
A ColorPickerWidget that allows the user to pick and adjust colors using sliders for red, green, blue, and alpha values.
A customizable ComboBoxWidget.
Interface for implementing a new command.
An annotation that indicates the required access level for a user.
Annotation to provide a description for command classes.
An annotation to specify the scope where a command can be executed.
An annotation that includes the name of the command (without slashes or other prefixes).
Enumerates the scopes where a command can be executed.
A set of tools for handling custom commands
Set of main avrix constants
An enumeration representing the execution environment, such as server, client, etc.
Template class for all in-game events
Manages Event subscriptions and their raising.
Standard event listener class
A Widget that places its children horizontally with a specified amount of space between them.
A widget for input text that supports text editing, selection, and clipboard operations.
Handling input events for widgets
Console writer for Tinylog that redirects logging to isolated streams.
A set of tools for working with isometric objects
Enum representing the types of keyboard events.
A Widget for displaying text labels with customizable font and color.
The Launcher class serves as the entry point for the application.
An OutputStream implementation that reads byte arrays, interprets them as lines of text, and processes each line based on specific rules for logging or consumption.
A utility class for exposing classes and global objects for use in Lua scripts.
Provides utility methods for managing Lua scripts.
Represents metadata for a plugin, including various details such as name, description, author, version, and dependencies.
Builder class for constructing Metadata instances.
The ModalWidget class represents a modal window widget that can display a content panel in the center of the screen.
NanoColor is a class representing a color with RGBA components.
Functional interface for performing actions with an NVGColor instance.
The NanoContext class encapsulates a NanoVG context and provides utility methods for managing and rendering with the context in an OpenGL environment.
A set of tools for rendering NanoVG elements
A set of tools for working with fonts in NanoVG
A utility class for loading images and caching them.
The Notification class represents a notification that is displayed on the screen and has a limited lifetime.
Enum representing different types of notifications.
The Notify class is responsible for managing and rendering notifications.
Triggered when a faction invite has been accepted.
Triggered when a safehouse invite has been accepted.
Triggered when a trade request has been accepted.
Triggered when a Steam invite has been accepted.
Triggered when the forage definitions are being added.
Triggered when a packet from a client arrives at the server.
Triggered when a chat message is being sent.
Triggered when a player gains XP.
Triggered when a chat message from the server admin is being sent.
Triggered before an AI state is being changed.
Triggered when an ambient sound starts.
Triggered when the client global object system is being initialized.
Triggered when the challenge options are getting populated.
Triggered when the language is changed through the settings
Triggered when the weather is changing.
Triggered when two characters collide together.
Triggered when a character dies.
Triggered when a player sends a chat message.
Triggered when the chat window is being initialized.
Triggered when the player sends a command to the server.
Triggered after the ClimateManager has been initialized.
Triggered for every climate tick but only when debug mode is enabled.
Triggered for every climate tick.
Triggered when a character's clothing items are updated.
Triggered when the player successfully connects to the server.
Triggered when the connection to the server has failed.
When a player is connecting to the server, the connection is going through different stages.
Triggered when a container is being updated.
Triggered when a player fails to join a cooperative game.
Triggered when the player receives a server message during a cooperative game.
Triggered when either a player or survivor is being created.
Triggered when a player is being created.
Triggered when a survivor is being created.
Triggered after UI initialization.
Triggered when a custom UI key has been released.
Triggered when a custom UI key has been pressed.
Triggered when a custom UI key has been released.
Triggered at dawn.
Triggered when a thumpable object is being destroyed.
Triggered when a media device is displaying text.
Triggered when search mode is being disabled.
Triggered when the player disconnects from the server.
Triggered before merging the world distribution.
Triggered when a special tooltip is being rendered, after a user right-clicked an object.
Triggered when a building tile is being set.
Triggered when a building tile is being set.
Triggered at dusk.
Triggered when a dynamic recipe for a movable inventory item is being used.
Triggered when search mode is being enabled.
Triggered when a player successfully enters a vehicle.
Triggered when a character equips an item in its primary slot.
Triggered when a character equips an item in its secondary slot.
Triggered every day at midnight (in-game).
Triggered every hour (in-game).
Triggered every minute (in-game).
Triggered every ten minutes (in-game).
Triggered when a character is exiting a vehicle.
Same as OnTick, except is only called while on the main menu.
Triggered after a container has been filled.
Triggered when inventory object context menus are being filled.
TODO
Triggered when world object context menus are being filled.
Triggered when either a game or a server is being started, or when mods are getting reloaded during a game.
Triggered when a gamepad has been connected.
Triggered when a gamepad has been disconnected.
Triggered after the start of a new game, and after a saved game has been loaded.
Triggered after the Game time has been initialized.
Client window full initialization events
Triggered when the game client is receiving a database schema from the server.
Triggered when the game client is receiving a table result from the server.
Triggered when a grid square is burning.
Triggered when a character hits a zombie.
Triggered after GlobalModData has been initialized.
Triggered when the modded weather state is being initialized.
Triggered when a media is being recorded.
Triggered when the seasons have been initialized.
Triggered during the process of initializing the world.
Triggered when an item is being dropped on the ground.
Triggered when a joypad is activated in-game.
Triggered when joypad is activated from main screen.
Triggered when a joypad was disconnected, just before being deactivated.
Triggered when a joypad was connected, just before being activated.
Triggered when a joypad was disconnected, just after it's been deactivated.
Triggered when a joypad was connected, just after it's been activated.
Triggered every time the screen is being rendered, whether in-game or on main screen.
Triggered when a keyboard key is being held down.
Triggered when a keyboard key is being pressed.
Triggered when a keyboard key is initially being pressed.
Triggered when a perk is being leveled up.
Triggered after tiles definitions have been loaded.
Triggered when a game is loading, after Lua Events/OnGameStart.
Triggered when a square is being loaded.
Triggered when IsoWorld initialises and is registering the zones for the map.
Triggered after ModData has been received from the server.
Triggered when radio scripts are being loaded.
Triggered when sound banks are loaded for the game.
Triggered when a standard group of Lua files is loaded.
Triggered when Lua script loaded.
Triggered when main menu is displayed to users.
Triggered when a player finished a mechanic action.
Triggered when the mini scoreboard is being updated.
Triggered when the game client is receiving inventory items from the server.
Triggered when a mod has been modified on the filesystem.
Triggered when the mouse button is down.
Triggered when the mouse is moved.
Triggered when the mouse button is released.
No description available.
Triggered when a fire starts.
Triggered after a new world has been initialized.
Triggered when an object is about to get removed.
Triggered when an object is added to the map.
Triggered when a character collides with an object.
Triggered when left mouse button clicked on object
Triggered when left mouse button is released on object
Triggered when right mouse button clicked on object
Triggered when right mouse button is released on object
Triggered when a character is done performing an attack.
Triggered when the player ban command is called.
Triggered when the player connects to the server
Triggered when a player dies.
Triggered when the server decided to disconnect from the player.
Triggered when the player is fully connected to the server.
Triggered when the player kick command is called.
Triggered while the player is moving.
Triggered when the player unban command is called.
Triggered when a player is being updated.
Triggered after the distribution merge.
Triggered after a floor layer is rendered.
Triggered after a cell is loaded.
Triggered every time after a frame is rendered in-game.
Triggered after a game has been saved.
Triggered by UI Manager in its render function after the UI has been drawn.
Trigger when all widgets are rendered, but before the NanoVG frame has finished rendering
Triggered before foraging category definitions are being added.
Triggered before foraging definitions are being added.
Triggered before foraging item definitions are being added.
Triggered before foraging zone definitions are being added.
Triggered before the distribution merge.
Triggered before context menus get filled with options.
Triggered before context menu for world objects is filled.
Triggered before a map is loaded.
Triggered when a player hits the button to rack a firearm.
Triggered when a player hits the button to reload a firearm.
Triggered by UI Manager in its render function before the UI gets drawn.
Trigger before widgets are drawn, but after NanoVG frame creation begins
Triggered when it stops raining.
Triggered when a player is invited to join a faction.
Triggered when the game client is receiving GlobalModData from the server.
Triggered when a player is receiving a list of items from another player.
Triggered when a player is invited to a safehouse.
Triggered when the game client is receiving user log from the server.
Triggered every time the display is being rendered.
Triggered when a character is requesting a trade with another character.
Triggered when Lua is being reset.
Triggered when game resolution has changed.
Triggered when a grid square is being reused.
Triggered when right mouse button is down.
Triggered when mouse button is released.
Triggered when the safehouse is being changed.
Triggered during the game's saving process.
Triggered when multiplayer scoreboard is updated.
Triggered for each room about to get spawned, the first time a character gets close enough to the building where the room is located.
Triggered when the player sends a command to the chat.
Triggered when the command is sent to the server console.
Triggered when the game server is sending custom ModData to the client.
Triggered when a command from the server is being received.
Triggered when the server is done saving.
Triggered when the server is fully initialized.
Triggered when the game client receives the response after intiating a ping to a server.
Triggered when the server shuts down
Triggered when the game server has started.
Triggered when the server starts saving.
Triggered when the game client receives statistics from the server.
Triggered when the default chat tab has been set.
Triggered when the server global object system is being initialized.
Triggered after spawn regions are loaded.
Triggered when the status of a friend changed on Steam.
Triggered when joining a game through Steam.
Triggered when the list of public Internet servers is being refreshed.
TODO
TODO
TODO
TODO
Triggered after a new Steam workshop item was successfully created.
Triggered when a Steam workshop item couldn't be created.
Triggered when a Steam workshop item couldn't be updated.
Triggered after a Steam workship item was successfully updated.
Triggered when a user presses TAB on his keyboard to switch chat stream.
Triggered when a character is switching seat in a vehicle.
Triggered when a faction is being synced by the server on client side.
Triggered when a chat tab is added.
Triggered when a chat tab is closed.
Triggered when a thunderstorm is about to start.
Same as OnTick, but triggered when the game is paused as well.
Triggered every tick, try to not use this one, use EveryTenMinutes instead because it can create a lot of frame loss/garbage collection.
Triggered when every tick after elements have been rendered.
Triggered when a tile object has been removed.
Triggered when search mode is being toggled.
Triggered when a player adds an item to a trade.
Triggered when a player removes an item from a trade.
Triggered when a player updates the item state of a trade.
No description available.
TODO
Triggered when the modded weather sage is being updated.
Triggered when a character is using a vehicle.
Triggered when the texture of a vehicle part is changed after being damaged.
Triggered when a character is using a vehicle horn.
Triggered when the game client is receiving tickets from the server.
Triggered when the amount of water in an object has changed.
Triggered when a character has been hit by a weapon.
Triggered when a character hits a tree with a hand weapon.
Triggered when a player is gaining XP for a successful hit.
Triggered when a player swings a hand weapon.
Triggered when a hand weapon has reached the apex of its swing.
Triggered when a weather period is complete.
Triggered when a weather period stage starts.
Triggered when a weather period starts.
Triggered when a weather period stops.
Triggers when the widget manager is fully initialized (contexts for NanoVG are installed)
Triggered when a sound is being played.
Triggered when a zombie dies.
Triggered when a zombie is being updated.
Represents a panel Widget with optional rounded corners, borders, and drag functionality.
BanSteamIDCommand patcher
BanUserCommand patcher
ChatServer patcher
GameKeyboard patcher
Game Server patcher
Game window patcher
KickUserCommand patcher
Lua Event Manager patcher
LuaManager patcher
LuaManager$Exposer patcher
QuitCommand patcher
RenderThread patcher
SpriteRenderer patcher
Translator patcher
UIManager patcher
UnbanSteamIDCommand patcher
UnbanUserCommand patcher
Manager for making modifications to game files.
ZLogger patcher
A set of tools for player management, monitoring and analysis
Basic template for implementing the plugin entry point.
A custom class loader for loading plugin classes.
The PluginManager class manages the loading, initialization, and handling of plugins within the application context.
The PopupWidget class is a custom widget that extends the ScrollPanelWidget.
The enumeration defines five priority levels.
A Widget that represents a set of radio buttons.
Utility class for checking the latest release version of Avrix from GitHub.
Manages resources such as images, including caching and encoding utilities.
The ScrollbarWidget class represents a scrollbar component that can be either horizontal or vertical.
The ScrollPanelWidget class represents a panel widget that supports scrolling.
The service manager allows you to register services by their interfaces and access them
Represents a slider widget that allows the user to select a value by dragging a thumb along a bar.
Represents a Widget that displays tabular data in a scrollable table format.
A set of tools for checking the compatibility of two versions.
A Widget that arranges its children vertically with a specified margin between them.
Abstract base class for all UI Widget's.
Manages a collection of Widget instances, handling rendering and updates.
A set of tools for managing the game window
Represents a Widget panel that can be customized with various properties such as font, title, header color, and header height.
This class represents a YAML file and provides methods to read, write, and manipulate its contents.