scripting:reference:events_reference
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Table of Contents
Events Reference
Here is a list of all the events currently supported by the world server.
Player Status Events
NewPlayer
Triggered by | A new player logging in to the world for the first time |
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Event Parameter | None |
CancelTransaction | N/A |
Example
Event( "NewPlayer", "" ) { *say Welcome %PLAYER% to our world! }
PlayerLogin
Triggered by | A player logging in to the world |
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Event Parameter | None |
CancelTransaction | N/A |
Notes |
Example
Event( "PlayerLogin", "" ) { *say %PLAYER% has entered our world! }
PlayerLoginComplete
Triggered by | A player completing the log-in process to the world |
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Event Parameter | None |
CancelTransaction | N/A |
Notes |
Example
Event( "PlayerLoginComplete", "" ) { *say %PLAYER% has finished entering our world! }
PlayerLogout
PlayerBirthday
PlayerChangeVehicle
PlayerDeath
PlayerKilled
RobocrowKilled
RobocrowKill
StartFishing
OnFish
PlayerRespawn
PlayerResurrect
Menus & UI Events
OSDSelect
Triggered by | Player clicking a scripted OSD item |
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Event Parameter | OSDName:OSDButtonName |
CancelTransaction | N/A |
Notes | For details on created scripted UI, see the Scripted OSD Overview |
MenuOption
Triggered by | A player selecting a customisable menu or button in the main game UI |
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Event Parameter | Menu number : |
1 = Custom main menu item linked to F9 (Set with … ?? ) | |
2 = Player list popup button 1 | |
3 = Player list popup button 2 | |
4 = Player list popup button 3 | |
5 = Player list popup button 4 | |
6 = Info screen custom button 1 | |
7 = Info screen custom button 2 | |
8 = Pub custom button 1 | |
9 = Pub custom button 2 | |
10 = Pub custom button 3 | |
11 = Pub custom button 4 | |
12 = Pub custom button 5 | |
CancelTransaction | N/A |
Notes | Most of these events won't appear until you've first set up the particular custom menu option or other settings. |
Example
Event( "MenuOption", "1" ) { *notify %PLAYER% You selected a custom menu option }
ItemDetails
Triggered by | Player clicking the custom 'Details' button on the inventory item popup |
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Event Parameter | Item Name |
CancelTransaction | N/A |
Notes | This will only be triggered on items that have had a custom details button enabled using *itemdetailstext ItemNum,ButtonText |
Example
Event( "ItemDetails", "Bronze Sword" ) { osdcreate(OSDLOWER,"SwordOSD", "- Bronze Sword -" ) osdaddat(TEXT, 0, 0, 600, 80, "", "The Bronze Sword is a basic weapon, +4 dmg, occupies 1 inventory slot etc." ) osdactivate() }
Inventory & Skill Events
UseItem
Triggered by | An item being used by the player |
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Event Parameter | Item Name |
CancelTransaction | Cancels the normal 'Use' behaviour (the normal behaviour usually involves removing the item from the inventory). e.g. If a food item, the world server would normally remove the item from the player's inventory and update their hunger. |
Notes | Not all items will always have a 'Use' option. You can control which ones do or don't by changing their behaviour using *setitemuse or by setting the *settings → World Rules → Inventory Mode. (Inventory Mode 2 makes all items usable irrespective of their behaviour type) |
Example
Event( "UseItem", "Axe" ) { *msg %PLAYER% You used the axe to chop down the nearest tree *grantitem %PLAYER% 1 Wood CancelTransaction() // Calling this means the player keeps the Axe }
ItemAdded
Triggered by | A new item being added to the player's inventory |
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Event Parameter | Item Name |
CancelTransaction | N/A |
Notes |
Example
Event( "ItemAdded", "Bronze Sword" ) { // Level up when the player first gets a bronze sword if ( $gPlayerLevel < 1 ) { *setlevel %PLAYER% 1 *notifylarge %PLAYER% Level up! } }
ItemRemoved
UseSkill
SkillAdded
SkillRemoved
BarterRequest
Weapon Events
FireWeapon
WeaponHitGround
WeaponHitPlayer
Task System Events
BuildingTaskStart
Triggered by | A player building task starting (See *dobuildingtask) |
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Event Parameter | Building Type |
CancelTransaction | N/A |
Notes | $gTaskItem1 = 2. $gTaskItem2 = Building record num. |
Example
Event( "BuildingTaskStart", "10" ) { *msg %PLAYER% You triggered a building task from a building of type 10 }
CustomTaskStart
CombiTaskStart
BuildingTaskComplete
CustomTaskComplete
CombiTaskComplete
TaskComplete
Triggered by | A player task completing |
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Event Parameter | Task Type |
0 = Combination task (Triggered through the 'Combination Item' interface or via *docombitask command) | |
1 = Custom task (Triggered through the *dotask command) | |
2 = Building task (Triggered through the *dobuildingtask command) | |
CancelTransaction | N/A |
Notes | TBD - $gTaskItem1 etc |
Example
Event( "TaskComplete", "1" ) { if ( $gTaskItem1 == 100 ) { *msg %PLAYER% You completed task 100 } }
TaskStart
Building Events
NewBuilding
PreAccessBuilding
AccessBuilding
AccessConstruction
BuildingPurchase
BuildingDestroyed
BuildingTriggered
BuildingTriggerSequenceComplete
BuildingProductionRun
BuildingDemolished
BuildingOwnerDied
PlaceBuilding
PlaceAnyBuilding
BuildingCapture
BuildingIDProxEnter
BuildingIDProxLeave
BuildingProxEnter
BuildingProxLeave
PickupBuilding
BuildingDamaged
Special Server Events
Custom
ProductionRunStart
ProductionRunEnd
EndSequence
&command
Timer
ScriptReload
RangeLeave
SeaDepth
KillWildlife
WorldUpdate
Entity Events
EntityDestroyed
EntityDamaged
EntityUpdate
Town Events
TownButton
TownDeclareWar
TownEndWar
Battle Events
InitChallenge
AcceptChallenge
BattleStart
BattleUpdate
BattleEnd
BattleSurrender
BattleLeave
BattleJoin
BattleAcceptSurrender
BattleComplete
scripting/reference/events_reference.1580255412.txt.gz · Last modified: 2020/01/28 17:50 by 127.0.0.1