I have not found any comprehensive reference to this class on the forums, so here's my rundown on a very in-progress, interesting feature. PZ offers "Hooks", through Lua accessor Hook as a sort of mutable counterpart to Events. While Events are purely informational, Hooks themselves have direct consequence. When you Hook one of the compatible functions, you're actually superceding its original logic, and vowing to implement something meaningful in its place. Out of the 6 Hooks laid out by LuaHookManager, only 3 are called by game code with the correct name. Several are called with a name that disagrees with the name registered by LuaHookManager (e.g "UseItem" vs. "HookUseItem"). There may be some conceivable pure-Lua sleight of hand to get these mistyped Hooks calling -- but I doubt it. However, Attack CalculateStatsWeaponSwingare correctly wired and usable in game. Here's an example showing how to use these features semantically: function weaponswing(owner, weapon) print("USE ITEM")endfunction calculatestats(character) print("CALCSTATS")endfunction attack(character, floatChargeDelta) print("ATTACK")endHook.WeaponSwing.Add(weaponswing)Hook.Attack.Add(attack)Hook.CalculateStats.Add(calculatestats)Note that a bare CalculateStats hook causes several exceptions that prevents the game from starting. Remarks I'm interested in where the developers are going with this. Blocking the original code is handy, but a more robust system would allow modders to conditionally block, allow, or even change the arguments to each call. Per-object-instance hooking is a more complicated, but highly powerful direction to move in.