vanilla-wow-addons – Blame information for rev 1

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