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...failure:<- failed loot capture...hook:<- fish hooked (Requires reeling in)...success-times:1:<- number of successful loot captures...2:...999:...consume:<- ate by player...bite:<- fish attempt to eat the hook...new_size_record:<- the size of fish caught exceeded personal record...interact:<- interact with the item in hand...
Rods
events:success:<- Successful loot capture...failure:<- Failed loot capture...hook:<- Fish hooked (Requires reeling in)...cast:<- Cast the rod...land:<- fishing hook land the liquid...bite:<- Fish attempt to eat the hook...escape:<- Fish escaped...reel:<- reel in the rod...
Baits
events:success:<- Successful loot capture...failure:<- Failed loot capture...cast:<- cast rod...land:<- Fishing hook land the liquid...hook:<- fish hooked (Requires reeling in)...bite:<- fish attempt to eat the hook...interact:<- interact with the item in hand...escape:<- Fish escaped...reel:<- reel in the rod...
Utils
events:land:<- fishing hook land the liquid...cast:<- cast the rod...success:<- Successful loot capture...failure:<- Failed loot capture...interact:<- interact with the item in hand...escape:<- Fish escaped...reel:<- reel in the rod...hook:<- fish hooked (Requires reeling in)...
Totems
events:activate:<- activate the totem...timer:<- timer...end:<- expired...