vanilla-wow-addons – Blame information for rev 1
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1 | office | 1 | <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> |
2 | <html> |
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3 | <head> |
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4 | <meta name="GENERATOR" content="PageBreeze Free HTML Editor (http://www.pagebreeze.com)"> |
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5 | <title>FlexBar Events</title> |
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6 | </head> |
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7 | <body bgcolor="#ffffff"> |
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8 | <p> |
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9 | |||
10 | |||
11 | <table cellspacing="0" cellpadding="3" width="100%" align="center" border="1" bordercolor="#000000"> |
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12 | <caption>FlexBar Events</caption> |
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13 | |||
14 | <tr> |
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15 | <td width="25%">Event</td> |
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16 | <td> Event Group / Description</td></tr> |
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17 | <tr> |
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18 | <td width="25%">mouseleavebutton</td> |
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19 | <td>Mouse enter/leave button</td></tr> |
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20 | <tr><td></td><td width="100%">Target = Button that mouse left -- |
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21 | Called when mouse enters a button</td> |
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22 | <tr> |
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23 | <td width="25%">mouseenterbutton</td> |
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24 | <td>Mouse enter/leave button</td></tr> |
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25 | <tr><td></td><td width="100%">Target = Button that |
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26 | mouse entered -- Called when mouse leaves a button</td> |
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27 | <tr> |
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28 | <td width="25%">mouseentergroup</td> |
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29 | <td>Mouse enter/leave group</td></tr> |
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30 | <tr><td></td><td width="100%">Target = Group that mouse entered -- |
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31 | Called when mouse enters a button group </td> |
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32 | <tr> |
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33 | <td width="25%">mouseleavegroup</td> |
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34 | <td>Mouse enter/leave group</td></tr> |
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35 | <tr><td></td><td width="100%">Target = Group that mouse left -- |
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36 | Called when mouse leaves a button group</td> |
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37 | <tr> |
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38 | <td width="25%">entercombat</td> |
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39 | <td>Enter/Leave Melee</td></tr> |
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40 | <tr><td></td><td width="100%">No Target -- Called when player |
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41 | starts meleeing</td> |
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42 | <tr> |
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43 | <td width="25%">leavecombat</td> |
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44 | <td>Enter/Leave Melee</td></tr> |
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45 | <tr><td></td><td width="100%">No Target -- Called when player stops |
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46 | meleeing</td> |
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47 | <tr> |
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48 | <td width="25%">gainaggro</td> |
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49 | <td>Gain/Lose Aggro</td></tr> |
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50 | <tr><td></td><td width="100%">No Target -- Called when player get |
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51 | aggro</td> |
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52 | <tr> |
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53 | <td width="25%">loseaggro</td> |
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54 | <td>Gain/Lose Aggro</td></tr> |
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55 | <tr><td></td><td width="100%">No Target -- Called when player loses |
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56 | aggro</td> |
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57 | <tr> |
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58 | <td width="25%">endcombat</td> |
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59 | <td>Start/End Combat</td></tr> |
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60 | <tr><td></td><td width="100%">Target = Unit Code |
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61 | ('player','target','pet','party1'-'party4') -- Called when the specified |
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62 | unit is no longer affecting combat (aggro, melee etc.)</td> |
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63 | <tr> |
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64 | <td width="25%">startcombat</td> |
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65 | <td>Start/End Combat</td></tr> |
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66 | <tr><td></td><td width="100%">Target = Unit Code |
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67 | ('player','target','pet','party1'-'party4') -- Called when the specified |
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68 | unit is affecting combat (aggro, melee etc.)</td> |
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69 | <tr> |
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70 | <td width="25%">cooldownstart</td> |
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71 | <td>Action Cooldown</td></tr> |
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72 | <tr><td></td><td width="100%">Target = button in cooldown -- |
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73 | Called when an action starts it's cooldown</td> |
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74 | <tr> |
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75 | <td width="25%">cooldownmet</td> |
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76 | <td>Action Cooldown</td></tr> |
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77 | <tr><td></td><td width="100%">Target = button in cooldown -- |
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78 | Called when an action ends it's cooldown</td> |
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79 | <tr> |
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80 | <td width="25%">outofrange</td> |
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81 | <td>Action In Range</td></tr> |
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82 | <tr><td></td><td width="100%">Target = button in out of range -- |
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83 | Called when an action goes out of range.</td> |
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84 | <tr> |
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85 | <td width="25%">nowinrange</td> |
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86 | <td>Action In Range</td></tr> |
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87 | <tr><td></td><td width="100%">Target = button in range -- |
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88 | Called when an action comes into range</td> |
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89 | <tr> |
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90 | <td width="25%">enoughmana</td> |
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91 | <td>Action Mana</td></tr> |
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92 | <tr><td></td><td width="100%">Target = button with enough mana -- |
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93 | Called when an action gains enough mana to cast</td> |
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94 | <tr> |
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95 | <td width="25%">notenoughmana</td> |
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96 | <td>Action Mana</td></tr> |
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97 | <tr><td></td><td width="100%">Target = button with out enough mana -- |
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98 | Called when an action no longer has enough mana to cast</td> |
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99 | <tr> |
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100 | <td width="25%">notusable</td> |
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101 | <td>Action Usable</td></tr> |
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102 | <tr><td></td><td width="100%">Target = button that is not usable -- |
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103 | Called when an action becomes unusable. This applies primarily to |
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104 | actions with a prerequisite (dodge for overpower, parry for |
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105 | riposte). As of WoW patch 1300 this is no longer raised for warrior |
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106 | abilities if you are not in the correct stance. This is a |
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107 | blizzard change, not mine</td> |
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108 | <tr> |
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109 | <td width="25%">isusable</td> |
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110 | <td>Action Usable</td></tr> |
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111 | <tr><td></td><td width="100%">Target = button that is now usable -- |
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112 | Called when an action becomes usable. This applies primarily to |
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113 | actions with a prerequisite (dodge for overpower, parry for |
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114 | riposte). As of WoW patch 1300 this is no longer raised for warrior |
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115 | abilities if you are not in the correct stance. This is a |
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116 | blizzard change, not mine</td> |
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117 | <tr> |
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118 | <td width="25%">gaintarget</td> |
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119 | <td>Gain/Lose/Change Target</td></tr> |
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120 | <tr><td></td><td width="100%">Target = Target reaction ('hostile', |
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121 | 'neutral', 'friendly') -- Called when you gain a target (from having no |
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122 | target</td> |
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123 | <tr> |
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124 | <td width="25%">losttarget</td> |
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125 | <td>Gain/Lose/Change Target</td></tr> |
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126 | <tr><td></td><td width="100%">No Target -- Called when you lose |
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127 | your current target.</td> |
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128 | <tr> |
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129 | <td width="25%">targetlosetarget</td> |
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130 | <td>Gain/Lose/Change Target</td></tr> |
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131 | <tr><td></td><td width="100%">Target = No Target . |
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132 | -- Called when your current target loses it's target.</td> |
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133 | |||
134 | <tr> |
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135 | <td width="25%">targetchangetarget</td> |
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136 | <td>Gain/Lose/Change Target</td></tr> |
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137 | <tr><td></td><td width="100%">Target = Unit Code of your target's |
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138 | new target if it is in your party, or if it is in your raid and you have |
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139 | performance options for this group set to high. Otherwise it is a |
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140 | combination of friendly/hostile/neutral and pc/npc. IE: |
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141 | friendlypc, hostilenpc. -- Called when your target changes it's |
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142 | target. With one big caveat though: This can not tell the |
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143 | difference between your target changing between two identical mobs.</td> |
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144 | <tr> |
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145 | <td width="25%">targetgaintarget</td> |
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146 | <td>Gain/Lose/Change Target</td></tr> |
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147 | <tr><td></td><td width="100%">Target = Unit Code of your target's |
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148 | new target if it is in your party, or if it is in your raid and you have |
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149 | performance options for this group set to high. Otherwise it is a |
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150 | combination of friendly/hostile/neutral and pc/npc. IE: |
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151 | friendlypc, hostilenpc. -- Called when your target gains a target.</td> <tr> |
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152 | <td width="25%">loseaura</td> |
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153 | <td>Gain/Lose Aura</td></tr> |
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154 | <tr><td></td><td width="100%">Target = Aura Name (examples are |
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155 | 'Stealth','Battle Stance','Bear Form') -- Called when the specified aura |
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156 | drops</td> |
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157 | <tr> |
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158 | <td width="25%">gainaura</td> |
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159 | <td>Gain/Lose Aura</td></tr> |
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160 | <tr><td></td><td width="100%">Target = Aura Name (examples are |
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161 | 'Stealth','Battle Stance','Bear Form') -- Called when the specified aura |
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162 | is aquired</td> |
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163 | <tr> |
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164 | <td width="25%">unitdebufftype</td> |
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165 | <td>Gain/Lose Buff</td></tr> |
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166 | <tr><td></td><td width="100%">Target = Unit Code |
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167 | ('pet','target','party1'-'party4') -- called when a unit |
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168 | gains/loses a type of debuff (such as poison, disease and the |
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169 | like). As only one target can be raised for an event, use a |
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170 | conditional to check if it's the type you are interested in. IE: |
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171 | on='unitdebufftype' target='target' if='unitdebufftype<"target" |
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172 | "poison"></td> |
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173 | <tr> |
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174 | <td width="25%"></td> |
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175 | <td><strong><em>New to 1.41 and up - Extended Unit Gain/Lose |
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176 | Buff/Debuff/Debufftype events</em></strong></td></tr> |
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177 | <tr> |
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178 | <td width="25%"></td> |
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179 | <td> |
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180 | <p>A new set of events is available - but you won't find them in the event |
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181 | editor. The reason is that there are over 360 of them, and I didn't |
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182 | want to clog up the drop down.</p> |
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183 | <p>The event is constructed as follows: <unitcode><gain | |
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184 | lose><buff | debuff | debufftype></p> |
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185 | <p>Where unitcode can be any of : pet, target, party1-party4, |
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186 | partypet1-partypet4, raid1 - raid40, raidpet1 - raidpet40.</p> |
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187 | <p>As you can see there are 90 units * 2 states * 3 messages = 360 |
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188 | events.</p> |
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189 | <p>The target for the event is the buff/debuff name or |
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190 | debufftype. If you hand type the event in, you can use the drop down to get the known buffs, debuffs, debufftypes.</p> |
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191 | <p>Examples are:</p> |
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192 | <p>/flexbar show button=1 on='targetlosedebuff' |
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193 | target='corruption' <br>/flexbar show button=1 on='party1losebuff' |
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194 | target='Power Word: Shield' <br>/flexbar show button=1 on='party1gaindebufftype' target='poison'</p> |
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195 | <p> </p></td></tr> |
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196 | <tr> |
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197 | <td width="25%">gaindebuff</td> |
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198 | <td>Gain/Lose Buff</td></tr> |
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199 | <tr><td></td><td width="100%">Target = Debuff name (EG - 'Tetanus') |
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200 | -- Called when the Player gets a new debuff</td> |
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201 | <tr> |
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202 | <td width="25%">losedebuff</td> |
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203 | <td>Gain/Lose Buff</td></tr> |
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204 | <tr><td></td><td width="100%">Target = Debuff name (EG - 'Tetanus') |
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205 | -- Called when the Player loses a debuff</td> |
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206 | <tr> |
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207 | <td width="25%">gaindebufftype</td> |
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208 | <td>Gain/Lose Buff</td></tr> |
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209 | <tr><td></td><td width="100%">Target = Debuff Type (EG - |
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210 | 'Poison') -- Called when the Player gets a new debufftype</td> |
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211 | <tr> |
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212 | <td width="25%">losebuff</td> |
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213 | <td>Gain/Lose Buff</td></tr> |
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214 | <tr><td></td><td width="100%">Target = Buff name (EG - 'Blessing of |
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215 | Might') -- Called when the Player gets loses a buff</td> |
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216 | <tr> |
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217 | <td width="25%">unitdebuff</td> |
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218 | <td>Gain/Lose Buff</td></tr> |
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219 | <tr><td></td><td width="100%">Target = Unit Code |
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220 | ('pet','target','party1'-'party4') -- called when a unit gains/loses |
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221 | a debuff (such as "tetanus"). As only one target can be |
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222 | raised for an event, use a conditional to check if it's the debuff |
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223 | you are interested in. IE: on='unitdebuff' target='target' |
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224 | if='unitdebuff<"target" "Judgement of the Crusader"></td> |
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225 | <tr> |
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226 | <td width="25%">gainbuff</td> |
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227 | <td>Gain/Lose Buff</td></tr> |
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228 | <tr><td></td><td width="100%">Target = Buff name (EG - 'Blessing of |
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229 | Might') -- Called when the Player gets a new buff</td> |
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230 | <tr> |
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231 | <td width="25%">unitbuff</td> |
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232 | <td>Gain/Lose Buff</td></tr> |
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233 | <tr><td></td><td width="100%">Target = Unit Code |
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234 | ('pet','target','party1'-'party4') -- called when a unit gains/loses |
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235 | a buff (such as "Blessing of Might"). As only one target |
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236 | can be raised for an event, use a conditional to check if it's |
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237 | the debuff you are interested in. IE: on='unitbuff' |
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238 | target='target' if='unitbuff<"target" "Blessing of Might"></td> |
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239 | <tr> |
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240 | <td width="25%">losedebufftype</td> |
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241 | <td>Gain/Lose Buff</td></tr> |
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242 | <tr><td></td><td width="100%">Target = Debuff Type (EG - |
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243 | 'Poison') -- Called when the Player loses a debufftype</td> |
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244 | <tr> |
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245 | <td width="25%">loseitembuff</td> |
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246 | <td>Gain/Lose ItemBuff</td></tr> |
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247 | <tr><td></td><td width="100%">Target = 'MainHand' or 'OffHand' -- |
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248 | Called when the player loses the item buff on the specified hand</td> |
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249 | <tr> |
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250 | <td width="25%">mainhandcharges</td> |
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251 | <td>Gain/Lose ItemBuff</td></tr> |
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252 | <tr><td></td><td width="100%">Target = Number of charges left on |
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253 | the mainhand buff -- Called when the number of charges on the mainhand |
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254 | item buff (poison) changes</td> |
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255 | <tr> |
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256 | <td width="25%">gainitembuff</td> |
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257 | <td>Gain/Lose ItemBuff</td></tr> |
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258 | <tr><td></td><td width="100%">Target = 'MainHand' or 'OffHand' -- |
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259 | Called when the player gains an item buff on the specified |
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260 | hand</td> |
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261 | <tr> |
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262 | <td width="25%">offhandcharges</td> |
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263 | <td>Gain/Lose ItemBuff</td></tr> |
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264 | <tr><td></td><td width="100%">Target = Number of charges left on |
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265 | the offhand buff -- Called when the number of charges on the offhand item |
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266 | buff (poison) changes</td> |
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267 | <tr> |
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268 | <td width="25%">gainpartymate</td> |
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269 | <td>Gain/Lose Partymate</td></tr> |
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270 | <tr><td></td><td width="100%">Target = 'party1' - 'party4' -- |
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271 | Called when the specified party member joins.</td> |
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272 | <tr> |
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273 | <td width="25%">losepartymate</td> |
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274 | <td>Gain/Lose Partymate</td></tr> |
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275 | <tr><td></td><td width="100%">Target = 'party1' - 'party4' -- |
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276 | Called when the specified party member disbands.</td> |
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277 | <tr> |
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278 | <td width="25%">losepet</td> |
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279 | <td>Gain/Lose Pet</td></tr> |
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280 | <tr><td></td><td width="100%">No Target - Called when the pet is |
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281 | unsummoned - NOT when he dies</td> |
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282 | <tr> |
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283 | <td width="25%">gainpet</td> |
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284 | <td>Gain/Lose Pet</td></tr> |
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285 | <tr><td></td><td width="100%">Target = Pet name -- Called when the |
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286 | pet is summoned - NOT when he is revived.</td> |
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287 | <tr> |
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288 | <td width="25%">unitdied</td> |
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289 | <td>Unit Died/Ressed</td></tr> |
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290 | <tr><td></td><td width="100%">Target = Unit Code |
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291 | ('player','pet','party1'-'party4') -- Called when the Unit specified |
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292 | dies. (doesn't fire for target)</td> |
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293 | <tr> |
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294 | <td width="25%">unitressed</td> |
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295 | <td>Unit Died/Ressed</td></tr> |
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296 | <tr><td></td><td width="100%">Target = Unit Code |
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297 | ('player','pet','party1'-'party4') -- Called when the Unit specified is |
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298 | ressurected.</td> |
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299 | <tr> |
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300 | <td width="25%">bindingkeydown</td> |
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301 | <td>Binding Key Up/Down</td></tr> |
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302 | <tr><td></td><td width="100%">Target = FlexBar Event Number |
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303 | associated with that binding key -- Called when the binding key is |
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304 | pressed</td> |
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305 | <tr> |
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306 | <td width="25%">bindingkeyup</td> |
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307 | <td>Binding Key Up/Down</td></tr> |
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308 | <tr><td></td><td width="100%">Target = FlexBar Event Number |
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309 | associated with that binding key -- Called when the binding key is |
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310 | released</td> |
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311 | <tr> |
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312 | <td width="25%">rightbuttondown</td> |
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313 | <td>Button Up/Down/Click</td></tr> |
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314 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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315 | the right mouse button is depressed over specified button.</td> |
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316 | <tr> |
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317 | <td width="25%">leftbuttonclick</td> |
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318 | <td>Button Up/Down/Click</td></tr> |
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319 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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320 | the left mouse button is clicked on the specified button.</td> |
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321 | <tr> |
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322 | <td width="25%">leftbuttondown</td> |
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323 | <td>Button Up/Down/Click</td></tr> |
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324 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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325 | the left mouse button is depressed over specified button.</td> |
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326 | <tr> |
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327 | <td width="25%">rightbuttonup</td> |
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328 | <td>Button Up/Down/Click</td></tr> |
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329 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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330 | the right mouse button is released over specified button.</td> |
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331 | <tr> |
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332 | <td width="25%">leftbuttonup</td> |
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333 | <td>Button Up/Down/Click</td></tr> |
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334 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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335 | the left mouse button is released over specified button.</td> |
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336 | <tr> |
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337 | <td width="25%">rightbuttonclick</td> |
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338 | <td>Button Up/Down/Click</td></tr> |
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339 | <tr><td></td><td width="100%">Target = Button number -- Called when |
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340 | the right mouse button is clicked on the specified button.</td> |
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341 | <tr> |
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342 | <td width="25%">altkeydown</td> |
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343 | <td>Modifier Key Up/Down</td></tr> |
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344 | <tr><td></td><td width="100%">No Target -- Called when the alt key |
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345 | is depressed</td> |
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346 | <tr> |
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347 | <td width="25%">controlkeydown</td> |
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348 | <td>Modifier Key Up/Down</td></tr> |
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349 | <tr><td></td><td width="100%">No Target -- Called when the control |
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350 | key is depressed</td> |
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351 | <tr> |
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352 | <td width="25%">controlkeyup</td> |
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353 | <td>Modifier Key Up/Down</td></tr> |
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354 | <tr><td></td><td width="100%">No Target -- Called when the control |
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355 | key is released</td> |
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356 | <tr> |
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357 | <td width="25%">altkeyup</td> |
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358 | <td>Modifier Key Up/Down</td></tr> |
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359 | <tr><td></td><td width="100%">No Target -- Called when the alt key |
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360 | is released</td> |
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361 | <tr> |
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362 | <td width="25%">shiftkeyup</td> |
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363 | <td>Modifier Key Up/Down</td></tr> |
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364 | <tr><td></td><td width="100%">No Target -- Called when the ShiftKey |
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365 | if released</td> |
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366 | <tr> |
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367 | <td width="25%">shiftkeydown</td> |
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368 | <td>Modifier Key Up/Down</td></tr> |
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369 | <tr><td></td><td width="100%">No Target -- Called when the shift |
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370 | key is depressed</td> |
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371 | <tr> |
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372 | <td width="25%">combopoints</td> |
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373 | <td>Combo Points</td></tr> |
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374 | <tr><td></td><td width="100%">Target = Number of Combo points |
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375 | player currently has -- Called when player's combo points change</td> |
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376 | <tr> |
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377 | <td width="25%">healthabove##</td> |
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378 | <td>Health Above/Below ##</td></tr> |
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379 | <tr><td></td><td width="100%">Target = Unit Code |
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380 | ('player','target','party1'-'party4','pet'), where ## is 10, |
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381 | 20,30,40,50,60,70,80,90 -- Called when the specified unit's health goes |
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382 | over the specified percentage.</td> |
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383 | <tr> |
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384 | <td width="25%">healthbelow##</td> |
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385 | <td>Health Above/Below ##</td></tr> |
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386 | <tr><td></td><td width="100%">Target = Unit Code |
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387 | ('player','target','party1'-'party4','pet'), where ## is 10, |
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388 | 20,30,40,50,60,70,80,90,100 -- Called when the specified unit's health |
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389 | goes under the specified percentage.</td> |
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390 | <tr> |
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391 | <td width="25%">healthfull</td> |
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392 | <td>Health Above/Below ##</td></tr> |
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393 | <tr><td></td><td width="100%">Target = Unit Code |
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394 | ('player','target','party1'-'party4','pet') -- Called when the specified |
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395 | unit's health is full</td> |
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396 | <tr> |
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397 | <td width="25%">manaabove##</td> |
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398 | <td>Mana Above/Below ##</td></tr> |
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399 | <tr><td></td><td width="100%">Target = Unit Code |
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400 | ('player','target','party1'-'party4','pet'), where ## is 10, |
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401 | 20,30,40,50,60,70,80,90 -- Called when the specified |
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402 | unit's mana goes over the specified percentage</td> |
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403 | <tr> |
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404 | <td width="25%">manabelow##</td> |
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405 | <td>Mana Above/Below ##</td></tr> |
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406 | <tr><td></td><td width="100%">Target = Unit Code |
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407 | ('player','target','party1'-'party4','pet'), where ## is 10, |
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408 | 20,30,40,50,60,70,80,90,100 -- Called when the specified unit's mana |
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409 | goes under the specified percentage</td> |
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410 | <tr> |
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411 | <td width="25%">manafull</td> |
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412 | <td>Mana Above/Below ##</td></tr> |
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413 | <tr><td></td><td width="100%">Target = Unit Code |
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414 | ('player','target','party1'-'party4','pet') -- Called when the specified |
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415 | unit's mana is full</td> |
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416 | <tr> |
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417 | <td width="25%">playercombat</td> |
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418 | <td>Unit Combat</td></tr> |
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419 | <tr><td></td><td width="100%">Target = Type of combat action - in |
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420 | english clients ('wound', 'dodge', 'parry', 'critical', 'block'). -- |
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421 | Called when the specified action happens to the player - IE: the player is |
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422 | wounded, the player dodges, the player parries, the player blocks, the |
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423 | player is critted on.</td> |
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424 | <tr> |
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425 | <td width="25%">targetcombat</td> |
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426 | <td>Unit Combat</td></tr> |
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427 | <tr><td></td><td width="100%">Target = Type of combat action - in |
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428 | english clients ('wound', 'dodge', 'parry', 'critical', 'block'). -- |
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429 | Called when the specified action happens to the target - IE: |
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430 | the target is wounded, the target dodges, the target |
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431 | parries, the target blocks, the target is critted on.</td> |
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432 | <tr> |
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433 | <td width="25%">autoitemout</td> |
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434 | <td>Auto Item events</td></tr> |
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435 | <tr><td></td><td width="100%">Target = Name of items that ran out |
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436 | EG 'Elixir of Minor Defense' -- Called when an item runs out. Useful |
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437 | for putting a big red "OUT" on the button :)</td> |
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438 | <tr> |
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439 | <td width="25%">autoitemrestored</td> |
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440 | <td>Auto Item events</td></tr> |
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441 | <tr><td></td><td width="100%">Target = Name of items that you |
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442 | gained more of EG 'Elixir of Minor Defense' -- Called when an item is |
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443 | restored to the butotn. Useful for taking the big red out off the |
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444 | button</td> |
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445 | <tr> |
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446 | <td width="25%">actionbarpage</td> |
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447 | <td>Action Bar Page</td></tr> |
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448 | <tr><td></td><td width="100%">Target = 1-6 (number of action bar |
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449 | page to which the player changed). -- Called when the player changes |
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450 | the default actionbar's page.</td> |
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451 | <tr> |
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452 | <td width="25%">playermiss</td> |
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453 | <td>Player/Target Miss (obsolete)</td></tr> |
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454 | <tr><td></td><td width="100%">Target = miss type -- THIS IS |
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455 | OBSOLETE and should be replaced with targetcombat</td> |
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456 | <tr> |
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457 | <td width="25%">targetmiss</td> |
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458 | <td>Player/Target Miss (obsolete)</td></tr> |
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459 | <tr> |
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460 | <td></td> |
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461 | <td width="100%">Target = miss type -- THIS IS OBSOLETE and should be |
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462 | replaced with playercombat</td></tr> |
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463 | <tr> |
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464 | <td>trackingchanged</td> |
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465 | <td width="100%"> |
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466 | <p align="left">New in version 1.406 fires when your tracking type |
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467 | changes</p></td></tr> |
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468 | <tr><td></td><td width="100%" > |
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469 | Target= any one of the following: |
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470 | herbs, minerals, treasure, beasts, humanoids, hidden, elementals, undead, |
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471 | demons, giants, dragonkin, senseundead, sensedemons or none. 'none' will |
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472 | fire if we loose tracking |
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473 | </td></tr> |
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474 | |||
475 | </table></p> |
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476 | <p><strong><em><font size="4">Important |
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477 | Notes:</font></em></strong></p> |
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478 | <ol> |
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479 | <li>Events are called <strong><em>ONCE</em></strong> when they happen, they are not |
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480 | conditions (see conditionals) -- IE, when my health goes from 79% to 81% |
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481 | HealthAbove80 is called with 'player' as the target. When my health then |
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482 | goes from 81% to 85% - NO EVENT IS CALLED. Another way to think of |
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483 | events is triggers - the command atttached to them will fire one time when the |
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484 | event happens. |
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485 | <li>If you omit the target on events with them, the |
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486 | command attached will fire any time that event is raised, regardless of |
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487 | target. IE - /flexbar show button=1 on='NowInRange' is |
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488 | INCORRECT, that will show button one when ANY action comes into |
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489 | range. If you want button one, only when it's action is in range |
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490 | use: /flexbar show button=1 on='NowInRange' target=1 |
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491 | <li>Targets for conditions can be ranges (target=1-25) or |
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492 | tables (target=[1 3 5] or target=['hostile' 'neutral']) . In these |
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493 | cases the command is executed if the target that raised the event is any of |
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494 | the targets listed. |
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495 | <li>The Event Group is used in the performance options panel - if you turn of |
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496 | the event group, all events in that group are turned |
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497 | off.</li></ol> |
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498 | </body> |
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499 | </html> |