Server declares mp global variable that gives access to the whole API. This page contains the list of mp object methods available to use in scripts.
mp.makeProperty()
Creates a new property that would be attached to all instances of MpActor and MpObjectReference. Values are saved to database automatically. See Properties System for more information.
/* Definition */interfaceMakePropertyOptions {// If set to false, `updateOwner` would never be invoked// Player's client wouldn't see it's own value of this property// Reasonable for passwords and other secret values isVisibleByOwner:boolean;// If set to false, `updateNeighbor` would never be invoked// Player's client wouldn't see values of neighbor Actors/ObjectReferences isVisibleByNeighbors:boolean;// Body of functions that would be invoked on client every update. updateOwner:string; // For the PlayerCharacter updateNeighbor:string; // For each synchronized Actor/ObjectReference}interfaceMp {// ...makeProperty(propertyName:string, options:MakePropertyOptions):void;// ...}/* Usage */mp.makeProperty("playerLevel", { isVisibleByOwner:true, isVisibleByNeighbors:false, updateOwner:"ctx.sp.Game.setPlayerLevel(ctx.value)" updateNeighbor: ""});
mp.makeEventSource()
Creates a new event source allowing you to catch specific game situations and pass them to a server as events. See Events System for more information.