Complete list of all 50+ typed game events.
Events Reference
All events available via ctx.eventBus.on(eventName, handler).
Combat Events
mob:killed
{ killerId, mobId, mobDefinitionId, posX, posY, zoneId, mobTier }player:killed
{ victimId, killerId, posX, posY, isPvpKill, pvpRule, zoneId }damage:dealt
{ attackerId, targetId, abilityId, damage, isCrit, damageType, targetHpLeft }loot:dropped
{ mobId, killerId, items: [{ definitionId, quantity }], posX, posY, zoneId }item:pickedup
{ playerId, itemDefinitionId, quantity, sourceEntityId }Harvesting & Crafting
harvest:yield
{ playerId, nodeId, resourceType, itemDefinitionId, quantity, zoneId }harvest:nodeDepleted
{ nodeId, resourceNodeDefId, zoneId, posX, posY, respawnMs }craft:started
{ entityId, recipeId, recipeName }craft:completed
{ playerId, recipeId, outputItemDefinitionId, outputQuantity, quality }Progression
skill:discovered
{ entityId, skillId, skillName, triggerAction }skill:xpGained
{ entityId, skillId, amount, newXp, newLevel }skill:levelUp
{ playerId, skillId, newLevel }player:levelUpdate
{ entityId, level, totalSkillLevels, skillCount }Quests
quest:accepted
{ entityId, questId, questName }quest:objectiveAdvanced
{ entityId, questId, objectiveId, objType, newProgress, targetCount }quest:turnedIn
{ playerId, questId, questName, rewardGold, rewardXp, rewardItemIds }quest:abandoned
{ entityId, questId }Economy & Social
trade:completed
{ playerAId, playerBId, itemsTraded, goldTraded }gold:changed
{ entityId, amount, newBalance }chat:message
{ senderId, senderName, channel, text, zoneId }Pets
tame:success
{ playerId, petDefinitionId, petLevel, mobEntityId }tame:failed
{ playerId, mobEntityId, mobDefinitionId }petBattle:started
{ battleId, challengerId, defenderId }petBattle:ended
{ battleId, winnerId, loserId }Inventory
item:equipped
{ entityId, itemInstanceId, definitionId, slot }item:unequipped
{ entityId, itemInstanceId, definitionId, slot }item:broken
{ entityId, itemInstanceId, definitionId }Zone & Connection
zone:changed
{ entityId, previousZoneId, newZoneId, zoneName }player:login
{ playerId, playerName, isGuest, zoneId }player:logout
{ playerId, playerName, zoneId }Achievements
achievement:progress
{ entityId, characterId, achievementId, currentCount, requiredCount }achievement:completed
{ entityId, characterId, achievementId, achievementName, points }Server Lifecycle
tick:start / tick:end
{ deltaMs } // tick:end also has tickMsserver:starting
{}server:ready
{ timestamp }server:stopping
{ timestamp }