The ScriptAI system implemented by AC uses a special Observer pattern strategy to implement an event-driven programming which is also the CORE of our modular system.
This guide, together with our module system lets you extend the AzerothCore without patching it directly. This allows you to update your repository by keeping your additions and customizations conflict-free!
The full hook catalog is documented in Hooks C++ Reference and mirrors the declarations in the ScriptMgr.h file.
AzerothCore groups its C++ hooks by script type inside ScriptMgr.h.
Pick the script type that matches the subsystem you want to extend, then inspect that class in ScriptMgr.h for the complete signatures and the full list of available callbacks.
| Script type | Use it for | Example hooks |
|---|---|---|
ServerScript |
Network startup, sockets and packet filtering | OnNetworkStart, CanPacketReceive, CanPacketSend |
WorldScript |
Server lifecycle, config loading and world updates | OnBeforeConfigLoad, OnStartup, OnShutdown |
FormulaScript |
Gameplay formulas and rating calculations | OnHonorCalculation, OnGainCalculation, OnAfterArenaRatingCalculation |
CommandScript |
Registering chat commands | GetChatCommands |
| Script type | Use it for | Example hooks |
|---|---|---|
MapScript |
Map creation, unloading and per-map updates | OnCreateMap, OnPlayerEnterMap, OnMapUpdate |
InstanceMapScript |
Providing the InstanceScript implementation for an instance map |
CreateInstanceScript |
PlayerScript |
Player login, progression, inventory, chat, battlegrounds and many other player events | OnPlayerLogin, OnPlayerGiveXP, OnPlayerBeforeTeleport |
UnitScript |
Generic combat and aura events for any unit | OnHeal, OnDamage, OnUnitDeath |
CreatureScript |
NPC gossip, quests and custom CreatureAI binding |
OnGossipHello, OnQuestReward, GetCreatureAI |
GameObjectScript |
GameObject gossip, state changes and custom GameObjectAI binding |
OnGossipHello, OnGameObjectStateChanged, GetGameObjectAI |
ItemScript |
Item use, item quests and item gossip | OnItemUse, OnQuestAccept, OnGossipSelect |
AreaTriggerScript |
Area trigger activation | OnAreaTrigger |
BattlegroundScript |
Creating custom battleground implementations | CreateBattleground |
OutdoorPvPScript |
Creating custom outdoor PvP implementations | CreateOutdoorPvP |
VehicleScript |
Vehicle seat and passenger lifecycle | OnInstall, OnAddPassenger, OnRemovePassenger |
DynamicObjectScript |
Dynamic object updates | OnDynamicObjectUpdate |
TransportScript |
Transport movement and passengers | OnTransportUpdate, OnAddPassenger, OnRelocate |
WeatherScript |
Weather changes and ticks | OnWeatherChange, OnWeatherUpdate |
| Script type | Use it for | Example hooks |
|---|---|---|
AccountScript |
Account login and account management events | OnAccountLogin, OnPasswordChange, CanAccountCreateCharacter |
GuildScript |
Guild events and guild bank behavior | OnGuildAddMember, OnGuildDisband, CanGuildSendBankList |
GroupScript |
Group invites, removals and battleground queue checks | OnGroupAddMember, OnGroupDisband, CanGroupJoinBattlegroundQueue |
GlobalScript |
Cross-cutting hooks used by multiple systems | OnArenaWeekReset, OnLoadSpellCustomAttr, OnBeforeSetBossState |
MovementHandlerScript |
Player movement packets | OnPlayerMove |
AllCreatureScript |
Hooks that run for every creature | OnBeforeCreatureSelectLevel, OnCreatureSaveToDB |
AllGameObjectScript |
Hooks that run for every gameobject | OnGameObjectSaveToDB |
AllMapScript |
Cross-instance hooks for instance script creation and instance destruction | OnBeforeCreateInstanceScript, OnDestroyInstance |
BattlefieldScript |
Outdoor battlefield events | OnBattlefieldPlayerEnterZone, OnBattlefieldWarEnd |
BGScript |
Battleground and queue flow | OnBattlegroundStart, OnQueueUpdate, OnBeforeSendJoinMessageArenaQueue |
ArenaScript |
Arena match rules and member update behavior | OnArenaStart, OnBeforeArenaCheckWinConditions, OnAddMember |
ArenaTeamScript |
Arena team slot and point calculations | OnGetSlotByType, OnGetArenaPoints, OnSetArenaMaxPlayersPerTeam |
AuctionHouseScript |
Auction events and auction mail behavior | OnAuctionAdd, OnAuctionExpire, OnBeforeAuctionHouseMgrSendAuctionWonMail |
ConditionScript |
Custom condition checks | OnConditionCheck |
GameEventScript |
Seasonal or scheduled game events | OnGameEventStart, OnGameEventStop |
WorldObjectScript |
Generic world object lifecycle and map updates | OnWorldObjectCreate, OnWorldObjectDestroy, OnWorldObjectUpdate |
LootScript |
Loot-related events | OnLootMoney |
TicketScript |
GM ticket lifecycle events | OnTicketCreate, OnTicketStatusUpdate, OnTicketResolve |
MiscScript |
Cross-cutting object, item and utility hooks | OnConstructObject, OnItemCreate, CanApplySoulboundFlag |
CommandSC |
Internal command execution handlers | OnHandleDevCommand, OnTryExecuteCommand, OnBeforeIsInvokerVisible |
DatabaseScript |
Module-owned database lifecycle and revision hooks | OnModuleDatabasesLoading, OnAfterDatabasesLoaded, OnDatabaseGetDBRevision |
MailScript |
Mail delivery customization | OnBeforeMailDraftSendMailTo |
AchievementScript |
Achievement and criteria flow | SetRealmCompleted, CanCheckCriteria |
AchievementCriteriaScript |
Criteria checks bound to a scripted ID | OnCriteriaCheck |
PetScript |
Pet stats, talents and unlearn checks | OnInitStatsForLevel, CanResetTalents |
SpellSC |
Global spell-system hooks exposed through ScriptMgr |
OnSpellCheckCast, OnSpellCast, OnCalcMaxDuration |
For spell-specific handlers implemented with SpellScript, AuraScript and registration macros, see Core Scripts and the Spell system documentation.
Use the full Hooks C++ Reference when you need exact signatures. Use the notes below when you want to quickly understand when a hook runs and why you would use it.
OnBeforeConfigLoad / OnAfterConfigLoad: run before configuration loading starts or after it finishes. Use OnBeforeConfigLoad for pre-load behavior and OnAfterConfigLoad to react to values that are already loaded.OnStartup / OnShutdown: run during server startup and shutdown. Use them for module initialization, final cleanup or reporting.OnWorldUpdate: runs on the world update loop. Use it only for lightweight periodic logic.OnBeforeWorldInitialized: runs before the world finishes initializing. Useful when you need to prepare state early in the boot sequence.OnPlayerLogin, OnPlayerFirstLogin, OnPlayerLogout: player session lifecycle hooks.OnPlayerGiveXP, OnPlayerLevelChanged, OnPlayerCompleteQuest: progression hooks for custom rewards, scaling or progression rules.OnPlayerBeforeTeleport: runs before a teleport is executed and can be used to block or alter teleport-related behavior.OnPlayerCanUseItem, OnPlayerCanEquipItem, OnPlayerCanSellItem: validation hooks that let you enforce custom restrictions.OnPlayerBeforeSendChatMessage / OnPlayerCanUseChat: chat filtering and moderation hooks.GetCreatureAI / GetGameObjectAI: bind a custom AI class to a creature or gameobject script.OnGossipHello, OnGossipSelect, OnQuestAccept, OnQuestReward: common interaction hooks for NPCs, items and gameobjects.OnCreateMap, OnPlayerEnterMap, OnMapUpdate: map lifecycle hooks for map-wide systems.CreateInstanceScript: creates the InstanceScript used by an instance map.OnAreaTrigger: runs when a player activates an area trigger.OnHeal, OnDamage, OnUnitDeath: generic unit combat hooks used by combat-wide systems.OnSpellCheckCast, OnSpellCast, OnSpellPrepare: global spell pipeline hooks exposed through SpellSC.OnHonorCalculation, OnGainCalculation, OnAfterArenaRatingCalculation: formula hooks for core numeric calculations.OnLoadSpellCustomAttr: lets modules adjust spell custom attributes during spell data initialization.OnBattlegroundStart, OnQueueUpdate, OnBattlegroundEnd: battleground flow hooks.OnBeforeSendJoinMessageArenaQueue / OnBeforeSendExitMessageArenaQueue: arena queue messaging hooks.OnArenaStart, OnBeforeArenaCheckWinConditions: ArenaScript hooks for arena match flow and win-condition handling.CanAddMember, OnAddMember: ArenaScript hooks specifically for ArenaTeam membership validation and post-add handling.OnBeforeArenaTeamMemberUpdate: ArenaScript hook for ArenaTeam member update logic such as rating or stat updates.OnGetPoints: ArenaScript hook for arena-team point calculation based on member rating.OnGetArenaPoints, OnGetSlotByType, OnSetArenaMaxPlayersPerTeam: ArenaTeamScript hooks for arena-team slot, queue and max-player settings.OnGuildAddMember, OnGroupAddMember, OnGroupDisband: guild and group lifecycle hooks.OnAuctionAdd, OnAuctionExpire, OnBeforeAuctionHouseMgrSendAuctionWonMail: auction house behavior hooks.OnLootMoney: runs when money is awarded from loot.OnTicketCreate, OnTicketStatusUpdate, OnTicketResolve: GM ticket workflow hooks.OnBeforeMailDraftSendMailTo: mail customization hook before a message is sent.Modules that need their own database should use DatabaseScript.
The most relevant hooks are:
OnModuleDatabasesLoading() to open the pool, create/populate/update the schema and abort startup by returning false on failureOnModuleDatabasesKeepAlive() to ping the module-owned connections during the world keep-alive tickOnModuleDatabasesClosing() to close the pool during shutdownOnDatabaseGetDBRevision() to expose your module database revision in .server infoOnDatabaseWarnAboutSyncQueries(bool apply) if your module wants to mirror the core synchronous-query warning stateScriptObject and contains hooks (e.g. PLayerScript, CreatureScript, etc.),
when you extend the script type class you are initializing a Concrete ObserverDon't worry! is not scary as you may think!

Before going through the next step you should ask yourself: do I have to create a new script type based on ScriptObject class or can I reuse one of those already existing?
A script type is normally strictly related to a certain class of the core. For example:
PlayerScript -> Player classWorldScript -> World classCreatureScript -> Creature classAnd so on.
There are some exceptions such as the GlobalScript which is an Observer used in different classes throughout the core. But generally speaking, a script type should refer to a specific class.
Therefore, if you have created a new class that has to be extended with hooks, then you can proceed with the first point.
However, most of the time you just have to add new hooks to existing scripts, in this case just jump to point 2 of this chapter.
First of all, define the actual class, and have it inherit from ScriptObject, like so:
class MyScriptType : public ScriptObject
{
uint32 _someId;
private:
void RegisterSelf();
protected:
MyScriptType(const char* name, uint32 someId)
: ScriptObject(name), _someId(someId)
{
ScriptRegistry<MyScriptType>::AddScript(this);
}
public:
// If a virtual function in your script type class is not necessarily
// required to be overridden, just declare it virtual with an empty
// body. If, on the other hand, it's logical only to override it (i.e.
// if it's the only method in the class), make it pure virtual, by adding
// = 0 to it.
virtual void OnBeforeSomeEvent(uint32 /*someArg1*/, std::string& /*someArg2/*) { }
// This is a pure virtual function:
virtual void OnAnotherEvent(uint32 /*someArg*/) = 0;
}
Next, you need to add a specialization for ScriptRegistry. Put this at the beginning of ScriptMgr.cpp:
template class ScriptRegistry<MyScriptType>;
Now add the register at the bottom of the ScriptMgr.cpp:
MyScriptType::MyScriptType(const char* name)
: ScriptObject(name)
{
ScriptRegistry<MyScriptType>::AddScript(this);
}
Then add a cleanup routine in ScriptMgr::unload()
SCR_CLEAR(MyScriptType);
And finally your class is good to go with the script system!
If you didn't follow point 1 and you want to reuse an existing ScriptObject, then you have to declare the functions within one of the pre-existing ScriptObject classes first (such as PlayerScript, ServerScript etc.)
What you need to do now is add functions to ScriptMgr that can be called from the core to actually trigger certain events.
In ScriptMgr.h, inside the class ScriptMgr
void OnBeforeSomeEvent(uint32 someArg1, std::string& someArg2);
void OnAnotherEvent(uint32 someArg);
This step defines the way your hook should call the registered listeners. The most common way to do it is the following
In ScriptMgr.cpp:
void ScriptMgr::OnBeforeSomeEvent(uint32 someArg1, std::string& someArg2)
{
FOREACH_SCRIPT(MyScriptType)->OnBeforeSomeEvent(someArg1, someArg2);
}
void ScriptMgr::OnAnotherEvent(uint32 someArg)
{
FOREACH_SCRIPT(MyScriptType)->OnAnotherEvent(someArg);
}
Now you simply call these two functions from anywhere in the core to trigger the event on all registered scripts of that type.
The ScriptMgr class is initialized within the AC as a singleton that will contain all the observers (ScriptObjects) and their related registered listeners (hooks).
AC provides a global property called "sScriptMgr" that you can use to call your script within the AC functions.
For instance:
void CoreClass::SomeEvent()
{
uint32 arg1=10;
std::string arg2="something";
sScriptMgr->OnBeforeSomeEvent(arg1, arg2);
//[...]
}
Remember to document your new hook by following the How to document your code guide.
When you create a new hook to publish into the AC repo, one of the acceptance criteria is to write proper documentation for it, hence other people know how to use it properly. So please, read that guide carefully.
Every hook must have the following naming convention:
On[When]<Action>
For example:
OnBeforeConfigLoadOnAfterArenaRatingCalculationThe action normally matches the name of the function within which the hook is called.
If the parent function is complex enough to even host different hooks, then the action should reflect what the hook is used for.
The [When] part is optional, but strongly suggested.
It helps to understand in which part of the parent function the hook is called.
For instance, you can have both OnBeforeConfigLoad and OnAfterConfigLoad, to change the behaviour before and after the config is loaded.
With hooks you can't only run specific actions at a specific time, you can even change the behaviour of the function where the hook is called to do so, you have 2 solutions:
This is the most common one. Basically using the concept of passing a parameter by reference you can change everything that is passed to the hook itself. For instance:
OnMotdChange(std::string& newMotd)
Passing the newMotd with the '&' character you allow the listeners to change the value of the Motd when that action is called.
This approach is not very common, most of the hooks return a "void" type, and working with references is easier most of the time, but if you really need it you can implement a hook that is declared in this way:
bool ScriptMgr::OnBeforePlayerTeleport(Player* player, uint32 mapid, float x, float y, float z, float orientation, uint32 options, Unit* target)
{
bool ret = true;
FOR_SCRIPTS_RET(PlayerScript, itr, end, ret) // return true by default if not scripts
if (!itr->second->OnBeforeTeleport(player, mapid, x, y, z, orientation, options, target))
ret = false; // we change ret value only when scripts return false
return ret;
}
This hook notifies all the listeners but also catches when at least one of the registered listener returns "false", in that case the final return value will be false as well.
In this particular case, this hook is used within an if-condition to disallow a player to be teleported if one of the listeners returns false for some reason.
You can implement your different logic (e.g. false by default, true if any) just remember to document it properly!
By using the guide above you can even create your ScriptObject within your module to allow people to extend it.
Some modules, such as the auto-balance, allows customizing certain part of their function by using internal hooks
You can take a look at this file as an example: https://github.com/azerothcore/mod-autobalance/blob/master/src/AutoBalance.h
There are different other features of the ScriptAI system that have not been included in this documentation, such as the creation of scripts bound to specific entities inside our database (E.g. CreatureScript). This advanced usage can be implemented by replicate the related code we have inside the ScriptMgr files.
If you need any help or you want to improve this documentation, feel free to ask for support and edit this page.