Triggers

Note: Not all these triggers are available in version 55i
If there is a trigger with no description which you know what it does, please email me, thanks.
Note: "something" is what the trigger relates to, for example if the something is an axe of death then the trigger would be placed in the axe of deaths ITEMDEF


@AcceptItem = Whenever something accepts an item.

@Click = Whenever something is single clicked

@CliPeriodic = Triggered every now and then when something enters a new region

@Create = Whenever something is created

@Damage = Whenever something has taken damage

@DClick = Whenever something has been double clicked

@Death = Whenever something dies

@DeathCorpse

@Destroy = Whenever something has been destroyed

@DropOn_Char = Whenever something is dragged over and dropped onto a character

@DropOn_Ground = Whenever something has been dropped onto the ground

@DropOn_Item = Whenever something has been dropped on an item (done before stacking)

@Enter = Whenever something enters a new region

@EnvironChange = Whenever somethings environment changes be it light or weather

@Equip = Whenever something is equipped

@Exit = Whenever something exits a new region

@Fail

@FearOfDeath = Whenever something is low on health

@FightSwing = Whenever something says something during battle

@Fire = Whenever something is fired (eg. a bow)

@GetHit = Whenever something is hit

@Hit = Whenever something hits something else

@HitMiss = Whenever something tries to hit something else but misses

@HitTry = Whenever something tries to hit something else(before it is decided whether or not they hit)

@ItemClick = Whenever an item is single clicked

@ItemDamage = Whenever an item takes damage

@ItemDClick = Whenever an item is double clicked.

@ItemDrop = Whenever an item is dropped (regardless of what it is dropped on)

@ItemDropOn_Char = Whenever an item is dropped on a person

@ItemDropOn_Ground = Whenever an item is dropped on the ground

@ItemDropOn_Item = Whenever an item is dropped on another item (before stacking)

@ItemEquip = Whenever an item is equipped

@ItemPickUp_Ground = Whenever an item is picked up off the ground

@ItemPickUp_Pack = Whenever an item is picked up out of the pack

@ItemSpell = Whenever an item casts a spell

@ItemStackOn = Whenever an item has been dropped on another and stacking takes place

@ItemStep = Whenever an item is stepped on

@ItemTargOn_Char = Whenever an item is targeted at a person

@ItemTargOn_Ground = Whenever an item is targeted at the ground

@ItemTargOn_Item = Whenever an item is targeted at an item

@ItemToolTip = Whenever the tooltip comes up (Comes up when target is left over an item for a set amount of time, check your options in UO)

@ItemUnEquip = Whenever an item is unequipped

@Login = Whenever a person logs in (Note: The login triggers goes off before the dialog flush so if your using a dialog for login give it a timer and put it on a memory item that is located on the player)

@Logout = Whenever a person logs out

@NPCAcceptItem = Whenever an NPC accepts an item

@NPCHearGreeting = Whenever an NPC hears a greeting, eg. "Hello"

@NPCHearNeed = Whenever someone says an NPCs need (defined in the chardef)

@NPCHearUnknown = Whenever an npc hears something not defined in its speech or chardef, eg. "Woozle Wazzle"

@NPCRefuseItem = Whenever an NPC refuses an item.

@NPCRestock = Whenever an NPC restocks its inventory

@NPCSeeNewPlayer = Whenever an NPC sees a new player (this is targeted once the memory item for whether or not the player has been seen before decays)

@NPCSeeWantItem = Whenever an NPC sees an item it wants (according to its needs and desires in the chardef)

@PersonalSpace = Whenever somethings personal space has been stepped on

@PickUp_Ground = Whenever something is picked up off the ground

@PickUp_Pack = Whenever something has been picked up out of the pack

@Profile = Whenever somethings profile is examined (through paperdoll)

@RecieveItem = Whenever something recieves an item (before they judge whether or not they want the item)

@RefuseItem = Whenever something refuses an item

@RegPeriodic = Every now and then according to hardcoded variables

@SkillFail = Whenever something fails a skill check

@SkillSelect = Whenever something selects that they want to use a skill

@SkillStart = Whenever a skill begins (hardcoded anim goes here)

@SkillSuccess = Whenever something succeeds at a skill check

@SkillTry = Whenever something tries to use a skill (before it is determined whether or not they succeed)

@SpellCast = Whenever a spell is cast

@SpellEffect = Whenever something is effected by a spell

@StackOn = Whenever something is stacked on (item has been dragged over another item and stacking takes place)

@Step = Whenever something is stepped upon

@TargOn_Char = Whenever something targets a character

@TargOn_Ground = Whenever something targets the ground

@TargOn_Item = Whenever something targets an item

@Timer = Whenever the timer for something reaches 0 (Note: Timers cannot be used for players since their timer is used for skills, if you need to make a timer for a player make a memory item with the timer and have it equipped on layer 30 on the player)

@ToolTip = Whenever the cursor has been over something long enough for the tool tip to come up (check your options in UO to know the amount of time)

@UnEquip = Whenever something has been unequipped