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