Event | Event Group / Description |
mouseleavebutton | Mouse enter/leave button |
Target = Button that mouse left -- Called when mouse enters a button | |
mouseenterbutton | Mouse enter/leave button |
Target = Button that mouse entered -- Called when mouse leaves a button | |
mouseentergroup | Mouse enter/leave group |
Target = Group that mouse entered -- Called when mouse enters a button group | |
mouseleavegroup | Mouse enter/leave group |
Target = Group that mouse left -- Called when mouse leaves a button group | |
entercombat | Enter/Leave Melee |
No Target -- Called when player starts meleeing | |
leavecombat | Enter/Leave Melee |
No Target -- Called when player stops meleeing | |
gainaggro | Gain/Lose Aggro |
No Target -- Called when player get aggro | |
loseaggro | Gain/Lose Aggro |
No Target -- Called when player loses aggro | |
endcombat | Start/End Combat |
Target = Unit Code ('player','target','pet','party1'-'party4') -- Called when the specified unit is no longer affecting combat (aggro, melee etc.) | |
startcombat | Start/End Combat |
Target = Unit Code ('player','target','pet','party1'-'party4') -- Called when the specified unit is affecting combat (aggro, melee etc.) | |
cooldownstart | Action Cooldown |
Target = button in cooldown -- Called when an action starts it's cooldown | |
cooldownmet | Action Cooldown |
Target = button in cooldown -- Called when an action ends it's cooldown | |
outofrange | Action In Range |
Target = button in out of range -- Called when an action goes out of range. | |
nowinrange | Action In Range |
Target = button in range -- Called when an action comes into range | |
enoughmana | Action Mana |
Target = button with enough mana -- Called when an action gains enough mana to cast | |
notenoughmana | Action Mana |
Target = button with out enough mana -- Called when an action no longer has enough mana to cast | |
notusable | Action Usable |
Target = button that is not usable -- Called when an action becomes unusable. This applies primarily to actions with a prerequisite (dodge for overpower, parry for riposte). As of WoW patch 1300 this is no longer raised for warrior abilities if you are not in the correct stance. This is a blizzard change, not mine | |
isusable | Action Usable |
Target = button that is now usable -- Called when an action becomes usable. This applies primarily to actions with a prerequisite (dodge for overpower, parry for riposte). As of WoW patch 1300 this is no longer raised for warrior abilities if you are not in the correct stance. This is a blizzard change, not mine | |
gaintarget | Gain/Lose/Change Target |
Target = Target reaction ('hostile', 'neutral', 'friendly') -- Called when you gain a target (from having no target | |
losttarget | Gain/Lose/Change Target |
No Target -- Called when you lose your current target. | |
targetlosetarget | Gain/Lose/Change Target |
Target = No Target . -- Called when your current target loses it's target. | |
targetchangetarget | Gain/Lose/Change Target |
Target = Unit Code of your target's new target if it is in your party, or if it is in your raid and you have performance options for this group set to high. Otherwise it is a combination of friendly/hostile/neutral and pc/npc. IE: friendlypc, hostilenpc. -- Called when your target changes it's target. With one big caveat though: This can not tell the difference between your target changing between two identical mobs. | |
targetgaintarget | Gain/Lose/Change Target |
Target = Unit Code of your target's new target if it is in your party, or if it is in your raid and you have performance options for this group set to high. Otherwise it is a combination of friendly/hostile/neutral and pc/npc. IE: friendlypc, hostilenpc. -- Called when your target gains a target. | |
loseaura | Gain/Lose Aura |
Target = Aura Name (examples are 'Stealth','Battle Stance','Bear Form') -- Called when the specified aura drops | |
gainaura | Gain/Lose Aura |
Target = Aura Name (examples are 'Stealth','Battle Stance','Bear Form') -- Called when the specified aura is aquired | |
unitdebufftype | Gain/Lose Buff |
Target = Unit Code ('pet','target','party1'-'party4') -- called when a unit gains/loses a type of debuff (such as poison, disease and the like). As only one target can be raised for an event, use a conditional to check if it's the type you are interested in. IE: on='unitdebufftype' target='target' if='unitdebufftype<"target" "poison"> | |
New to 1.41 and up - Extended Unit Gain/Lose Buff/Debuff/Debufftype events | |
A new set of events is available - but you won't find them in the event editor. The reason is that there are over 360 of them, and I didn't want to clog up the drop down. The event is constructed as follows: <unitcode><gain | lose><buff | debuff | debufftype> Where unitcode can be any of : pet, target, party1-party4, partypet1-partypet4, raid1 - raid40, raidpet1 - raidpet40. As you can see there are 90 units * 2 states * 3 messages = 360 events. The target for the event is the buff/debuff name or debufftype. If you hand type the event in, you can use the drop down to get the known buffs, debuffs, debufftypes. Examples are: /flexbar show button=1 on='targetlosedebuff'
target='corruption'
| |
gaindebuff | Gain/Lose Buff |
Target = Debuff name (EG - 'Tetanus') -- Called when the Player gets a new debuff | |
losedebuff | Gain/Lose Buff |
Target = Debuff name (EG - 'Tetanus') -- Called when the Player loses a debuff | |
gaindebufftype | Gain/Lose Buff |
Target = Debuff Type (EG - 'Poison') -- Called when the Player gets a new debufftype | |
losebuff | Gain/Lose Buff |
Target = Buff name (EG - 'Blessing of Might') -- Called when the Player gets loses a buff | |
unitdebuff | Gain/Lose Buff |
Target = Unit Code ('pet','target','party1'-'party4') -- called when a unit gains/loses a debuff (such as "tetanus"). As only one target can be raised for an event, use a conditional to check if it's the debuff you are interested in. IE: on='unitdebuff' target='target' if='unitdebuff<"target" "Judgement of the Crusader"> | |
gainbuff | Gain/Lose Buff |
Target = Buff name (EG - 'Blessing of Might') -- Called when the Player gets a new buff | |
unitbuff | Gain/Lose Buff |
Target = Unit Code ('pet','target','party1'-'party4') -- called when a unit gains/loses a buff (such as "Blessing of Might"). As only one target can be raised for an event, use a conditional to check if it's the debuff you are interested in. IE: on='unitbuff' target='target' if='unitbuff<"target" "Blessing of Might"> | |
losedebufftype | Gain/Lose Buff |
Target = Debuff Type (EG - 'Poison') -- Called when the Player loses a debufftype | |
loseitembuff | Gain/Lose ItemBuff |
Target = 'MainHand' or 'OffHand' -- Called when the player loses the item buff on the specified hand | |
mainhandcharges | Gain/Lose ItemBuff |
Target = Number of charges left on the mainhand buff -- Called when the number of charges on the mainhand item buff (poison) changes | |
gainitembuff | Gain/Lose ItemBuff |
Target = 'MainHand' or 'OffHand' -- Called when the player gains an item buff on the specified hand | |
offhandcharges | Gain/Lose ItemBuff |
Target = Number of charges left on the offhand buff -- Called when the number of charges on the offhand item buff (poison) changes | |
gainpartymate | Gain/Lose Partymate |
Target = 'party1' - 'party4' -- Called when the specified party member joins. | |
losepartymate | Gain/Lose Partymate |
Target = 'party1' - 'party4' -- Called when the specified party member disbands. | |
losepet | Gain/Lose Pet |
No Target - Called when the pet is unsummoned - NOT when he dies | |
gainpet | Gain/Lose Pet |
Target = Pet name -- Called when the pet is summoned - NOT when he is revived. | |
unitdied | Unit Died/Ressed |
Target = Unit Code ('player','pet','party1'-'party4') -- Called when the Unit specified dies. (doesn't fire for target) | |
unitressed | Unit Died/Ressed |
Target = Unit Code ('player','pet','party1'-'party4') -- Called when the Unit specified is ressurected. | |
bindingkeydown | Binding Key Up/Down |
Target = FlexBar Event Number associated with that binding key -- Called when the binding key is pressed | |
bindingkeyup | Binding Key Up/Down |
Target = FlexBar Event Number associated with that binding key -- Called when the binding key is released | |
rightbuttondown | Button Up/Down/Click |
Target = Button number -- Called when the right mouse button is depressed over specified button. | |
leftbuttonclick | Button Up/Down/Click |
Target = Button number -- Called when the left mouse button is clicked on the specified button. | |
leftbuttondown | Button Up/Down/Click |
Target = Button number -- Called when the left mouse button is depressed over specified button. | |
rightbuttonup | Button Up/Down/Click |
Target = Button number -- Called when the right mouse button is released over specified button. | |
leftbuttonup | Button Up/Down/Click |
Target = Button number -- Called when the left mouse button is released over specified button. | |
rightbuttonclick | Button Up/Down/Click |
Target = Button number -- Called when the right mouse button is clicked on the specified button. | |
altkeydown | Modifier Key Up/Down |
No Target -- Called when the alt key is depressed | |
controlkeydown | Modifier Key Up/Down |
No Target -- Called when the control key is depressed | |
controlkeyup | Modifier Key Up/Down |
No Target -- Called when the control key is released | |
altkeyup | Modifier Key Up/Down |
No Target -- Called when the alt key is released | |
shiftkeyup | Modifier Key Up/Down |
No Target -- Called when the ShiftKey if released | |
shiftkeydown | Modifier Key Up/Down |
No Target -- Called when the shift key is depressed | |
combopoints | Combo Points |
Target = Number of Combo points player currently has -- Called when player's combo points change | |
healthabove## | Health Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet'), where ## is 10, 20,30,40,50,60,70,80,90 -- Called when the specified unit's health goes over the specified percentage. | |
healthbelow## | Health Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet'), where ## is 10, 20,30,40,50,60,70,80,90,100 -- Called when the specified unit's health goes under the specified percentage. | |
healthfull | Health Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet') -- Called when the specified unit's health is full | |
manaabove## | Mana Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet'), where ## is 10, 20,30,40,50,60,70,80,90 -- Called when the specified unit's mana goes over the specified percentage | |
manabelow## | Mana Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet'), where ## is 10, 20,30,40,50,60,70,80,90,100 -- Called when the specified unit's mana goes under the specified percentage | |
manafull | Mana Above/Below ## |
Target = Unit Code ('player','target','party1'-'party4','pet') -- Called when the specified unit's mana is full | |
playercombat | Unit Combat |
Target = Type of combat action - in english clients ('wound', 'dodge', 'parry', 'critical', 'block'). -- Called when the specified action happens to the player - IE: the player is wounded, the player dodges, the player parries, the player blocks, the player is critted on. | |
targetcombat | Unit Combat |
Target = Type of combat action - in english clients ('wound', 'dodge', 'parry', 'critical', 'block'). -- Called when the specified action happens to the target - IE: the target is wounded, the target dodges, the target parries, the target blocks, the target is critted on. | |
autoitemout | Auto Item events |
Target = Name of items that ran out EG 'Elixir of Minor Defense' -- Called when an item runs out. Useful for putting a big red "OUT" on the button :) | |
autoitemrestored | Auto Item events |
Target = Name of items that you gained more of EG 'Elixir of Minor Defense' -- Called when an item is restored to the butotn. Useful for taking the big red out off the button | |
actionbarpage | Action Bar Page |
Target = 1-6 (number of action bar page to which the player changed). -- Called when the player changes the default actionbar's page. | |
playermiss | Player/Target Miss (obsolete) |
Target = miss type -- THIS IS OBSOLETE and should be replaced with targetcombat | |
targetmiss | Player/Target Miss (obsolete) |
Target = miss type -- THIS IS OBSOLETE and should be replaced with playercombat | |
trackingchanged |
New in version 1.406 fires when your tracking type changes |
Target= any one of the following: herbs, minerals, treasure, beasts, humanoids, hidden, elementals, undead, demons, giants, dragonkin, senseundead, sensedemons or none. 'none' will fire if we loose tracking |
Important Notes: