FlexBar Events
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'
/flexbar show button=1 on='party1losebuff' target='Power Word: Shield'
/flexbar show button=1 on='party1gaindebufftype' target='poison'

 

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:

  1. Events are called ONCE when they happen, they are not conditions (see conditionals) -- IE, when my health goes from 79% to 81% HealthAbove80 is called with 'player' as the target.  When my health then goes from 81% to 85% - NO EVENT IS CALLED.  Another way to think of events is triggers - the command atttached to them will fire one time when the event happens.
  2. If you omit the target on events with them, the command attached will fire any time that event is raised, regardless of target.  IE - /flexbar show button=1 on='NowInRange' is INCORRECT, that will show button one when ANY action comes into range.  If you want button one, only when it's action is in range use:  /flexbar show button=1 on='NowInRange' target=1
  3. Targets for conditions can be ranges (target=1-25) or tables (target=[1 3 5] or target=['hostile' 'neutral']) .  In these cases the command is executed if the target that raised the event is any of the targets listed.
  4. The Event Group is used in the performance options panel - if you turn of the event group, all events in that group are turned off.