# How to use hooks Hooks are basically functions that get called when events happen in-game, like chat messages. They can be triggered either by Lua itself or the game code. ## Adding hooks Hooks can be added like this: ``` Hook.Add("chatMessage", "test", function(message, client) print(client.Name .. " has sent " .. message) end) ``` The event name (first argument), is case-insensitive, so you can call it chatMessage, cHaTmEsSaGe, chatmessage, etc. ## Calling hooks You can also call hooks with the following code: ``` Hook.Call("myCustomEvent", {"some", "arguments", 123}) ``` ## XML Status Effect Hooks With Lua, a new XML tags is added, it can be used to call Lua hooks inside status effects: ``` ``` ``` Hook.Add("doSomething", "something", function (effect, deltaTime, item, targets, worldPosition) print(effect, ' ', item) end) ``` ## Patching Patching allows you to hook into existing methods in the game code, notice that it can be a little unstable depending on the method that you are patching, so be aware. ``` Hook.HookMethod("Barotrauma.CharacterInfo", "IncreaseSkillLevel", function (instance, ptable) print(string.format("%s gained % xp", instance.Character.Name, ptable.increase)) end, Hook.HookMethodType.After) ``` If you return anything other than nil, it will stop the execution of the method, if the method has a return type, it will also return what you returned in the Lua function. (Only in Hook.HookMethodType.After)