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EVENTS.md

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The following events are available:

  • begincast triggered when player starts casting any channeled spell
  • cast triggered when something was successfully cast. Can also be triggered by procs and other weird things, even boss mechanics sometimes show up as player casts.
  • miss
  • damage triggered by any kind of damage event, either by players or ennemies.
  • heal triggered by healing done. This can have an abosrbed property that is used for healing absorbs (a debuff that consumes a certain amount of healing, like the Time debuff on Chronomatic Anomaly). This is NOT used for absorbs such as Power Word: Shield.
  • absorbed triggered by absorb healing, like from Power Word: Shield.
  • healabsorbed ???
  • applybuff triggered when a buff is applied.
  • applydebuff triggered when a debuff is applied.
  • applybuffstack triggered when a buff stack is gained.
  • applydebuffstack triggered when a debuff stack is gained.
  • refreshbuff triggered when a buff is refreshed. You will rarely need this as applybuff -> removebuff usually suffices.
  • refreshdebuff triggered when a debuff is refreshed. You will rarely need this as applydebuff -> removedebuff usually suffices.
  • removebuff triggered when a buff is removed.
  • removedebuff triggered when a debuff is removed.
  • removebuffstack triggered when a buff stack is removed.
  • removedebuffstack triggered when a debuff stack is removed.
  • summon ???
  • create ???
  • death probably triggered by deaths...
  • destroy ???
  • extraattacks ???
  • aurabroken ???
  • dispel ???
  • interrupt ???
  • steal ???
  • leech ???
  • energize ???
  • drain ???
  • resurrect ???
  • encounterstart never triggered as we filter by selected player's actor id and this has no actor id. Use on_initialized() instead.
  • encounterend never triggered as we filter by selected player's actor id and this has no actor id. Use on_finished() instead.

Please update this list if you find something new and interesting.