Full list of events

Cr4zyb4rd

Active Member
I culled the patch archives for all of the events, since this information doesn't seem to appear anywhere on the wiki. Hopefully this is a full and accurate list. (I tried to clump things that seemed to belong together with the relevant notes.)

Code:
See the script 'ISXEQ2-EventsSample.iss' to for sample usages of several events.

EQ2_StartedZoning()

EQ2_FinishedZoning(string TimeInSeconds)   
	- "TimeInSeconds" is the amount of time it took you to zone.

EQ2_onQuestOffered(string Name, string Description)

EQ2_onQuestUpdate(string ID, string Name, string CurrentZone, string Category, string Description, ... ProgressText)
Note:  See forums for example on how to use "QuestUpdates".

EQ2_onInventoryUpdate()

EQ2_LootWindowAppeared(string ID)
	* Modified the "LootWindow" TLO so that it works identically to the "ReplyDialog" TLO.  
	- LootWindow      (returns the last 'lootwindow' window that appeared on the UI.)
	- LootWindow[ID#] (returns the 'lootwindow' that corresponds to the ID# given)

EQ2_ExamineItemWindowAppeared(string ItemName, string WindowID)
	* Added a new TOP LEVEL OBJECT: "ExamineItemWindow"  (returns an 'examineitemwindow' datatype)
	- ExamineItemWindow[WindowID#]  (returns the 'replydialog' that corresponds to the WindowID# given [via event])

EQ2_ReplyDialogAppeared(string ID)

EQ2_ExamineAchievement(string Type, string ID)
	- This event fires every time you 'examine' an achievement

EQ2_OnHOWindowStateChange(string HOName, string HODescription, string HOWindowState, string HOTimeLimit
	string HOTimeElapsed, string HOTimeRemaining, string HOCurrentWheelSlot,
	string HOWheelState, string HOIconID1, string HOIconID2, string HOIconID3,
	string HOIconID4, string HOIconID5, string HOIconID6 )

EQ2_ActorTargetChange(string ActorID, string ActorName, string ActorType, string OldTargetID, string NewTargetID, string Distance, string IsInGroup, string IsInRaid)
	- A value of "-1" indicates NO TARGET.
EQ2_ActorStanceChange(string ActorID, string ActorName, string ActorType, string OldStance, string NewStance, string TargetID, string Distance, string IsInGroup, string IsInRaid)
   - Stance can be: "IN_COMBAT", "AT_PEACE", "DEAD"
EQ2_ActorHealthChange(string ActorID, string ActorName, string ActorType, string OldHealth, string NewHealth, string Distance, string IsInGroup, string IsInRaid)
EQ2_ActorPowerChange(string ActorID, string ActorName, string ActorType, string OldPower, string NewPower, string Distance, string IsInGroup, string IsInRaid) 
NOTE: - The max range on the actor events is set with ISXEQ:SetActorEventsRange[#]
SetActorEventsTimeInterval[#]   (# in milliseconds)
	- This sets the number of milliseconds interval that isxeq2 should wait before iterating through the 
		internal actor events array to issue events.  By default this is set to 500 milliseconds and should 
		be good for most all zones.  If you're noticing lag or performance degredation in a zone, then you
		should raise this number.  One second (1000) SHOULD be the highest you would ever need to go with
		 most machines.   If you feel that 1/2 second is not a short enough interval to handle your scripting
		needs, you could start lowering this until you see performance loss.
	- This setting is persistant and saved in isxeq2settings.xml

EQ2_ActorSpawned(string ID, string Name, string Level, string Type)
EQ2_ActorDespawned(string ID, string Name)
NOTE:  Please note that when you 'zone', all of the actors will despawn 
		   and then respawn at once when you zone, which may spam you. 
     
EQ2_CastingStarted()
EQ2_CastingEnded()
NOTE:  To get the name of the spell you're casting, use: ${EQ2DataSourceContainer[GameData].GetDynamicData[Spells.Casting].ShortLabel}
The only question I have is weather EQ2_ActorSpawned and EQ2_ActorDespawned are affected by the ActorEventsRange and ActorTimeInterval?
 
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