Mod Events

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player_death
userid short user ID who died
attacker short user ID who killed
assistid short user ID of kill assister
weapon string weapon name killed used
special bool special attack
grail bool grail graced kill
suiassist bool suicide assist
headshot bool headshot
debuffed bool killed player was debuffed?'


player_changeteam
userid short user ID who changed team
oldteam short Team number of previous team
newteam short Team number of new team


player_changeclass
userid short user ID who changed class
old_class short class ID of old class
new_class short class ID of new class


player_spawn
userid short user ID who just spawned


player_objective
userid short user ID of person who did objective
groupids string string of user IDs for a list of players doing an objective
assistid short user ID of any assistant with objective (0 means unused)
enemyid short user ID of possible enemy (0 means unused)
extra string string of extra data that is placed in #EXTRA# section of the score string
text string text to append to the userid's name ( The string is searched and uses: #I# is userid, #ASSIST# is assistid, and #ENEMY# is enemyid )


player_points
userid short user ID of person who gained points
points float Points the user earned
sid short Score ID (These are the indices of the different specific scoring metrics, for example: killing someone who stole your chest recently)


player_stats_updated
forceupload bool


player_nemesis
userid short user ID of player who caused the nemesis
victim short user ID of player who was the victim


player_revenge
userid short user ID of player who achieved revenge
victim short user ID of player who was the nemesis


npc_death
userid short user ID whose parrot/npc died
attacker short user ID who killed
weapon string weapon name killed used
special bool special attack
type string classname of the npc entity (npc_parrot/npc_vulture)


player_hurt
userid short
health short
priority short
attacker short
damagetype long


player_jump
userid short user ID of player who jumped


player_special
userid short user ID of player who used their special


player_special_full
userid short user ID of player whose special bar is full


player_throw_explosive
userid short user ID of player who tossed it
weapon string explosive type tossed (is the weapon name like powderkeg)


player_bomb_explode
userid short user ID of player who tossed it
victims string aray of chars representing user IDs of players who were hit (if any)
weapon string explosive type (is weapon name like powderkeg)
damage float How much total damage was done


player_melee_swing
userid short user ID of player who swung
victims string array of chars representing user IDs of players who were hit (if any)
weapon string weapon that was swung
atkdir short melee attack direction
damage float how much damage was dealt total with the swing
hitper float what percentage of the swing arc hit actual targets


player_ranged_impact

This also is fired when a powderkeg or chest hits a player. The weapon will be thrownkeg or chest

userid short user ID of player who fired
victim short entindex of entity that was hit (if any)
weapon string weapon that was fired
damage float how much damage was dealt, if 0 obviously missed or blocked by shield if victim is set
headshot bool headshot
parrot bool was damage caused by a parrot


player_perfect_parry
userid short user ID of player who performed a Perfect Parry
attacker short user ID of the attacker


player_counter_attack
userid short User ID of player who performed a counter-attack


player_shield_damage
userid short User ID of player whose shield took damage
strength short New shield strength
maxstrength short Maximum shield strength


player_roll
userid short user ID of person who rolled


player_kick

This is for kicking in combat, not to be confused with kicking a player from the server

userid short user ID of player who kicked
victim short entindex of the ent that was hit, user ID if player.
damage float how much damage was dealt


For the next two events, to best detect these you would listen for the player_ranged_impact and trigger on your player's userid matching store the victim id and then listen for a player_ranged_impale. If one comes within a short time with the same victim id you know it was your player who impaled him and you will know what weapon was used.

It is the same for projectile_bounce just in reverse. You would listen for the bounce first then the player_ranged_impact if you wanted to know that a player was ballin' and bounced the projectile off a surface for the kill

player_ranged_impale

Fired when a player is impaled to a surface with a ranged weapon (only client-side)

victim short user ID of player who was impaled


projectile_bounce

Fired when a projectile has bounced off a surface

userid short user ID of player who shot this projectile
weapon string weapon that was fired


player_healtheffect

Fired when a player has a health effect applied to him, Food Pickups, Freebooter Poison

userid short user ID of player who is having the health effect applied to
health float the health amount being added per second
duration float how long this effect will last. Total health change for this effect is (health * duration)
type short type of the effect


item_pickup
userid short user ID of player who picked up this item
type short type of pickup, 0 = Food, 1 = Armor, 2 = Ranged Ammo (Since you have userid you can get specific type of armor/ammo from the team number of that player)


chest_pickup
userid short user ID of player who picked up the chest
chestid short entity index of the chest that was picked up
last_owner byte Team Number of the last owner of this chest; 2 = Pirates, 3 = Vikings, 4 = Knights (Last zone it was in essentially, if not in a zone initially it will be 1)
captured bool true if the chest was owned by a team before it was picked up


chest_drop
userid short user ID of player who dropped the chest
chestid short entity index of the new chest that was dropped
oldid short index of the old chest that was being carried. Chests get a new index every drop because of code to reduce latency in dropping them.
last_owner byte Team Number of the last owner of this chest; 2 = Pirates, 3 = Vikings, 4 = Knights (Last zone it was in essentially, if not in a zone initially it will be 1)
bashid short user ID of the player (if any) that bashed the carrier to cause him to drop it


chest_capture
userid short user ID of player who captured this chest
chestid short index of the chest that was captured
last_owner short team that owned this chest previously, 0 if none


chest_respawn
chestid short entity index of the chest that respawned back to its owner


chest_special
userid short user ID of player who initiated the special
chestid short index of the chest that this special was performed with


grail_pickup
team short Team whose trinket was picked up
userid short user ID of player who picked up trinket
victim short user ID of player who was killed to get trinket, otherwise 0
assistid short user ID of player who assisted in killing the victim if was a non-kill pickup will always be 0
initial bool true on round start


grail_drop

Does not fire a drop if the carrier was killed and his attacker automatically received the grail because a grail_pickup will instead fire containing this same info except he will be the victim not userid.

userid short user ID of player who dropped trinket
team short team of player who dropped trinket
killerid short user ID of player who killed the trinket carrier


grail_grace
userid short user ID of player who is getting grace points


grail_despawn
team short team whose trinket despawned


trinket_heal
team short team whose trinket this is
amount short total amount healed to teammates by the trinket


round_end
winner short


gamemode_suddendeath_begin

Sudden Death has been entered in Last Team Standing

plpirate short Number of players that are left alive
plviking short
plknight short


gamemode_lts_death

A player died in LTS mode

team short Team of the player who died
palive short Pirates alive
valive short Vikings alive
kalive short Knights alive


gamemode_roundrestart

The round is restarting


gamemode_firstround_wait_begin

Fired when the game starts the Waiting for Players time period when first playing a new map


gamemode_firstround_wait_end

Fired when the game ends the Waiting for Players time period when first playing a new map

plpirate short Number of players on Pirates when this is fired
plviking short Number of players on Vikings when this is fired
plknight short Number of players on Knights when this is fired


gamemode_territory_capture
userids string Each character is the user id of a player who captured it
team short Team that captured
tindex short Territory that was captured
pcontrol short Number of territories owned by Pirates after the capture
vcontrol short Number of territories owned by Vikings after the capture
kcontrol short Number of territories owned by Knights after the capture
unoccupied short Number of territories unoccupied after the capture


gamemode_territory_guard
userid short user ID of player getting guard points


gamemode_territory_contested
team short Team whose territory is contested
tindex short Territory entity index


gamemode_territory_unoccupied
team short Team that previously owned the territory
tindex short Territory that became unoccupied
pcontrol short Number of territories owned by Pirates after the capture
vcontrol short Number of territories owned by Vikings after the capture
kcontrol short Number of territories owned by Knights after the capture
unoccupied short Number of territories unoccupied after the capture


gamemode_booty_winning
team short Team that is currently about to win


game_end


update_mvp_panel
winner short
pid_1 short
pid_2 short
pid_3 short
pscore_1 short
pscore_2 short
pscore_3 short
pdmg_1 float
pdmg_2 float
pdmg_3 float


spec_target_updated


leaderboard_leader_alert
player byte
boardid short


reputation_rank_earned
player byte
repid short
rank short


achievement_earned
player byte entindex of the player
achievement short achievement ID


achievement_event_almost
achievement_name string
my_val short
req_val short


achievement_event
achievement_name string
cur_val short
max_val short


achievement_event_comp
achievement_name string
cur_val short
max_val short
comp_val short


freezecam_started

Client-side event for initiating the frozen part of the death cam


freezecam_freeze

The freeze frame has been taken


show_freezepanel

Starts the death cam up and begins zooming towards the killer

killer short entindex


hide_freezepanel

Death cam finished event client-side only


localplayer_melee_start_block

Client-side event when the player starts blocking


localplayer_melee_start_charge

Client-side event when the player starts a charged attack


localplayer_melee_attack

Client-side event when the player releases an attack

charge float Amount of charge


localplayer_melee_shield_bash

Client-side event when the player performs a shield bash


localplayer_spotted_entity

Client-side event when the player looks towards an entity

entindex int Entity index of spotted entity