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event_codes.h
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#ifndef EVENT_CODES_H
#define EVENT_CODES_H
typedef enum {
EVENT_SAY = 0,
EVENT_TRADE, //being given an item or money
EVENT_DEATH, //being killed
EVENT_SPAWN, //triggered when we first spawn
EVENT_ATTACK, //being attacked (resets after an interval of not being attacked)
EVENT_COMBAT, //being attacked or attacking (resets after an interval of not being attacked)
EVENT_AGGRO, //entering combat mode due to a PC attack
EVENT_SLAY, //killing a PC
EVENT_NPC_SLAY, //killing an NPC
EVENT_WAYPOINT_ARRIVE, // reaching a waypoint on a grid
EVENT_WAYPOINT_DEPART, // departing a waypoint on a grid
EVENT_TIMER,
EVENT_SIGNAL,
EVENT_HP,
EVENT_ENTER, //PC entering your set proximity
EVENT_EXIT, //PC leaving your set proximity
EVENT_ENTER_ZONE, //PC only, you enter zone
EVENT_CLICK_DOOR, //pc only, you click a door
EVENT_LOOT, //pc only
EVENT_ZONE, //pc only
EVENT_LEVEL_UP, //pc only
EVENT_KILLED_MERIT, //killed by a PC or group, gave experience; will repeat several times for groups
EVENT_CAST_ON, //pc casted a spell on npc
EVENT_AGGRO_SAY,
EVENT_PLAYER_PICKUP,
EVENT_ENVIRONMENTAL_DAMAGE,
EVENT_PROXIMITY_SAY,
EVENT_CAST,
EVENT_CAST_BEGIN,
EVENT_TARGET_CHANGE, //target selected, target changed, or target removed
EVENT_HATE_LIST,
EVENT_SPELL_EFFECT_CLIENT,
EVENT_SPELL_EFFECT_NPC,
EVENT_SPELL_BUFF_TIC_CLIENT,
EVENT_SPELL_BUFF_TIC_NPC,
EVENT_SPELL_FADE,
EVENT_SPELL_EFFECT_TRANSLOCATE_COMPLETE,
EVENT_COMBINE_SUCCESS, //PC successfully combined a recipe
EVENT_COMBINE_FAILURE, //PC failed to combine a recipe
EVENT_ITEM_CLICK, //SoF+ Item Right Clicked from worn or main/top inventory slot
EVENT_ITEM_CLICK_CAST,
EVENT_GROUP_CHANGE,
EVENT_FORAGE_SUCCESS,
EVENT_FORAGE_FAILURE,
EVENT_FISH_START,
EVENT_FISH_SUCCESS,
EVENT_FISH_FAILURE,
EVENT_CLICK_OBJECT,
EVENT_DISCOVER_ITEM,
EVENT_DISCONNECT,
EVENT_CONNECT,
EVENT_ITEM_TICK,
EVENT_DUEL_WIN,
EVENT_DUEL_LOSE,
EVENT_ENCOUNTER_LOAD,
EVENT_ENCOUNTER_UNLOAD,
EVENT_COMMAND,
EVENT_DROP_ITEM,
EVENT_DESTROY_ITEM,
EVENT_FEIGN_DEATH,
EVENT_WEAPON_PROC,
EVENT_EQUIP_ITEM,
EVENT_UNEQUIP_ITEM,
EVENT_ENTER_AREA,
EVENT_LEAVE_AREA,
EVENT_RESPAWN,
EVENT_DEATH_COMPLETE,
EVENT_UNHANDLED_OPCODE,
EVENT_BOARD_BOAT,
EVENT_LEAVE_BOAT,
EVENT_TICK,
EVENT_SPAWN_ZONE,
EVENT_DEATH_ZONE,
EVENT_CLICK_MERCHANT, // client clicked on a merchant NPC
_LargestEventID
} QuestEventID;
extern const char *QuestEventSubroutines[_LargestEventID];
#endif