Every object can have events. Events are containers for code that can be executed. Here's a small diagram showing the hierarchy:

Predefined events

When creating an object, there can be predefined events. A list of all of them can be found here:

Object Type Event Name Parameters Description
location examine name when player uses 'examine' command. Compare {name} to check if entity should be examined
location entry comeFromLocation, gotoLocation when location is entered via goto
location exit comeFromLocation, gotoLocation when leaving location via goto
location walk newLocation executed when using walk command. Check here where to go next based on {newLocation}
npc talkTo name every NPC at location of player calls their talkTo event when player uses
npc examine name when player uses 'examine' command. Compare {name} to check if entity
item use - - - when player selects 'use' in inventory
item pickup amount, inventory when item goes into inventory
item drop amount, inventory when item leaves inventory
item examine name when player uses 'examine' command. Compare {name} to check if entity should be examined
inventory pickup amount, item when item goes into inventory
inventory drop amount, item when item leaves into inventory
battleMap start - - - when battlemap is opened and intro is done
battleMap end outcome when either of the events 'fail' or 'win' take place
battleMap walkOnTile x, y, entity when entity walks on a tile; {entity} = npc's uid / 'player'
battleMap damage attacker, victim, damage, item when entity attacks entity; {attacker,victim} = npc's uid / 'player'
battleMap dies entity when an entity reaches 0 HP (npc's uid / 'player')
battleMap walkOnItem x, y, entity, item when entity walks on item
battleMap rightClick x, y when player right clicks on tile
lootTable dropLoot - - - when loot table is dropped into an inventory; may only contain a loot table, not actual code
lootTable dropLootCode inventory when loot table is dropped into an inventory
popup popupOpened name when a new popup instance is created
popup clickListener componentType, componentName, popupName when a component with a click listener executes its event
--> General launch - - - when adventure is selected
--> General intro - - - when character creaction is done and intro launches
--> General introOver - - - when intro is over and adventure starts
--> General exit - - - when adventure is stopped
--> General audioStart uid when audio starts playing
--> General audioStop uid when audio stops playing via 'audio stop'
--> General audioEnd uid when audio stops playing in any way
--> General showAvailableCommands when player clicks Show commands on main frame
customCommands commandExecuted ... when customCommand is executed; parameters depend on customCommand

Editing an event

An event can be opened and edited via the object frame. The editor looks like this:
If the editor does not meet your demands, you can always use the button Open in text editor to open the code in any text editor which makes it a lot easier when writing large amounts of code. As soon as you save the file, the code in the action editor gets refreshed.

Calling an event

When calling an event via the execute command you can pass as many parameters over as you want. As seen in the table above, certain predefined events already pass parameters automatically, such as UIDs and more. You can use these parameters just as all other variables: {variableName}
One thing to note is that you can't use any modifiers such as {variableName}.toUppercase() on these. You would first need to enclose them in the {value|[VALUE]} variable: {value|{variableName}}.toUppercase()

As already said, you can call an event with the execute command. The full syntax is:
execute event [EVENT] as [SELECTOR] {[PARAMETERS]}
This means you will need these three parameters:

  • [EVENT] - An event variable defining what events to execute
  • [SELECTOR] - What objects will execute this event
  • [PARAMETERS] - The parameters you want to pass over to the event

The event variable looks like this:
This means you need to specify the object you want to execute the event from and the event name itself.

The parameters look like this:
Meaning you split multiple parameters with a ;. You can leave it empty if you don't need any paramteters.

Using the {this} variable will fill in the UID of the object executing the event (the ones defined with as [SELECTOR]). {this} also needs to be enclosed in a {value|[VALUE]} variable to be able to use modifiers.


execute event {event|#uid:{player|location}#|{input|line}.toLowercase()} as #uid:{player|location}# {}

execute event {event|#uid:{player|location}#|walk} as #uid:{player|location}# {newLocation:{nLoc}}

execute event {event|#uid:{this}#|examine} as #uid:{this}# {name:{name}}