scripting:reference:events_reference
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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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 |
|---|---|
| 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) |
|---|---|
| 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 |
|---|---|
| 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.txt · Last modified: by 127.0.0.1
