Events are the prerequisites that trigger actions. This article will detail all the configuration areas where events can be applied.
Here's a simple example where players are given experience orbs on successful fishing
Here are the available triggers for different mechanics
Loots
events:
success: <- successful loot capture
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failure: <- failed loot capture
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hook: <- fish hooked (Requires reeling in)
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success-times:
1: <- number of successful loot captures
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2:
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999:
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consume: <- ate by player
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bite: <- fish attempt to eat the hook
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new_size_record: <- the size of fish caught exceeded personal record
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interact: <- interact with the item in hand
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Rods
events:
success: <- Successful loot capture
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failure: <- Failed loot capture
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hook: <- Fish hooked (Requires reeling in)
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cast: <- Cast the rod
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land: <- fishing hook land the liquid
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bite: <- Fish attempt to eat the hook
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escape: <- Fish escaped
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reel: <- reel in the rod
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Baits
events:
success: <- Successful loot capture
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failure: <- Failed loot capture
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cast: <- cast rod
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land: <- Fishing hook land the liquid
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hook: <- fish hooked (Requires reeling in)
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bite: <- fish attempt to eat the hook
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interact: <- interact with the item in hand
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escape: <- Fish escaped
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reel: <- reel in the rod
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Utils
events:
land: <- fishing hook land the liquid
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cast: <- cast the rod
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success: <- Successful loot capture
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failure: <- Failed loot capture
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interact: <- interact with the item in hand
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escape: <- Fish escaped
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reel: <- reel in the rod
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hook: <- fish hooked (Requires reeling in)
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