Event
event makes the client do something by calling its own internal functions, as if you had done it in the
client yourself: run one of its macros, pick up an item, show a message, walk to a spot. Because the client
does the work, what it shows stays in step with what it does.
| Command | What it does |
|---|---|
| event ContTop | Brings a gump to the front. |
| event Drag | Picks up an item, as if dragged with the mouse. |
| event ExMsg | Shows a message above an object. |
| event Macro | Runs one of the client’s built-in macros. |
| event PathFind | Walks to a nearby spot, finding a way around obstacles. |
| event Property | Reads an item’s property tooltip into #Property. |
| event SkillLock | Sets a skill’s lock; the same as exevent SkillLock. |
| event Sleep | Not implemented in EasyUO Reforged. |
| event StatBar | Opens a character’s health bar. |
| event SysMessage | Shows a system message in the client. |
Every event type needs at least one parameter after it.
Each one calls a function inside the client. On a client version where that function’s address is not
known, the command does nothing rather than risk the client. exevent commands work
differently: they send packets to the server directly.
See also
Based on the EasyUO wiki, edited for EasyUO Reforged. This text is available under the GNU Free Documentation License 1.2.