Script Integrations
How to connect your own inventory, target, notify, progressbar, and other scripts
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How to connect your own inventory, target, notify, progressbar, and other scripts
If you want to use your own server scripts, the original documentation points to these integration locations:
Inventory: modules/inventory/server.lua
Target: modules/target/client.lua
Notify, progressbar, skillbar, and helper functions: modules/utils/client.lua
Server-side helper functions: modules/utils/server.lua
Export hooks: modules/exports/client.lua and modules/exports/server.lua
File: modules/inventory/server.lua
Use this file if your server does not match the default inventory logic.
This usually means adapting:
Give item
Remove item
Check item
Count item
Basic example:
function Inventory.giveItem(source, itemName, count)
return exports['my_inventory']:AddItem(source, itemName, count)
endFile: modules/target/client.lua
If you use a custom target system, adapt your zone and interaction logic here.
This usually includes:
Adding zones
Removing zones
Adding entity interactions
Removing entity interactions
File: modules/utils/client.lua
Most custom integrations happen here.
Common changes:
Replace notify logic
Replace progressbar logic
Replace skillcheck logic
Replace any helper functions used during farming task flow
Notify example:
Progressbar example:
File: modules/utils/server.lua
Use this file if your server needs custom server-side helper behavior.
Common examples:
Reward helper logic
Server-side notifications
Shared farming task utilities
Files:
modules/exports/client.lua
modules/exports/server.lua
Use these if you want to attach custom logic before or after the farming flow without rewriting the whole resource.
Common examples:
Extra validation before starting a task
Custom logging
Reward extensions
Extra cleanup or analytics after task completion
Use this order:
Read the existing function and keep the same input/output behavior.
Replace only the integration-specific lines with your own export or event.
Do not change return types unless you know the script expects it.
Test the full farming flow in game.
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function Utils.notify(title, type, duration, description)
exports['my_notify']:Send({
title = title,
description = description,
type = type,
duration = duration
})
endfunction Utils.progressBar(data)
return exports['my_progressbar']:Progress(data)
end