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Template:Eventlistheader


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"PARTY_INVITE_CANCEL" Category: Party


Fired when you decline a party invite.


"PARTY_INVITE_REQUEST" Category: Party


Fired when a player invite you to party.

arg1
team leader name


"PARTY_LEADER_CHANGED" Category: Party


Fired when the player's leadership changed.

Referred to as buggy.


"PARTY_LOOT_METHOD_CHANGED" Category: Party,Loot


Fired when the party's loot method changes


"PARTY_MEMBERS_CHANGED" Category: Party


Fired when the player's party changes.

As of 1.8.3 this event also fires when players are moved around in a Raid and when a player leaves the raid. This holds true even if the changes do not affect your party within the raid.

4-2-05 Edit: This event is called twice when the event PARTY_LOOT_METHOD_CHANGED is called.

7-28-05 EDIT: This event is generated whenever someone rejects an invite and your in a group, also generated obviously when someone joins or leaves the group. Also, if for instance you have 3 people in your group and you invite a 4th, it will generate 4 events. If you call GetNumPartyMembers() it will return 0, 1, 2, and 3. First event returing zero, 2nd event returning 1, etc etc.


"PARTY_MEMBER_DISABLE" Category: Party


Fired when a specific party member is offline or dead

arg1
Player Name


"PARTY_MEMBER_ENABLE" Category: Party


Fired when a specific party member is still connected

arg1
Player Name


"PETITION_CLOSED" Category: Misc


"PETITION_SHOW" Category: Misc


"PET_ATTACK_START" Category: Combat,Pet


Fired when the player's pet begins attacking.


"PET_ATTACK_STOP" Category: Combat,Pet


Fired when the player's pet ceases attack


"PET_BAR_HIDEGRID" Category: Pet,Action Bar


Fired when pet spells are dropped into the PetActionBar.


"PET_BAR_SHOWGRID" Category: Pet, Action Bar


Fired when pet spells are dragged from the pet spellbook or the PetActionBar.

arg1
MouseButton used (e.g. "LeftButton","RightButton")


"PET_BAR_UPDATE" Category: Pet, Action Bar


Fired when the pet bar is updates.


"PET_BAR_UPDATE_COOLDOWN" Category: Pet, Action Bar


Fired when a pet spell cooldown starts. It is not called when cooldown ends.


"PET_STABLE_CLOSED" Category: Pet


"PET_STABLE_SHOW" Category: Pet


"PET_STABLE_UPDATE" Category: Pet


"PET_STABLE_UPDATE_PAPERDOLL" Category: Pet


"PET_UI_CLOSE" Category: Pet


"PET_UI_UPDATE" Category: Pet


"PLAYERBANKBAGSLOTS_CHANGED" Category: Bank


Fired when the One of the six bag slots bank changes.

Does not fire when an item is added to or removed from a bank bag, only when a bag is added or removed from the bag slots.


"PLAYERBANKSLOTS_CHANGED" Category: Bank


Fired when the One of the slots in the player's 24 bank slots has changed.

Does not fire when an item is added to or removed from a bank bag.


"PLAYER_ALIVE" Category: Death


Fired when the player:

  • Releases from death to a graveyard.
  • Accepts a resurrect before releasing their spirit.

Does not fire when the player is alive after being a ghost. PLAYER_UNGHOST is triggered in that case.


"PLAYER_AURAS_CHANGED" Category: Buff


Called when a buff or debuff is either applied to a unit or is removed from the player. (Further details to follow, study needed).

Also fired when you start eating and/or drinking (which really is only a buff being applied like any other).

Druid
This event is also called when a Druid changes form (or prowl state). arg1 - arg9 are all nil in this case. These args are probably nil for other classes as well. Also, this event is called multiple times per form change.


"PLAYER_CAMPING" Category: Player


Fired when the player is camping


"PLAYER_COMBO_POINTS" Category: Player,Combat


Fired when your combo points change.

arg1
always "player", not the number of combo points you have.

Use the GetComboPoints() API to get the exact number of combo points you have.


"PLAYER_CONTROL_GAINED" Category: Player,Combat


Fires after the PLAYER_CONTROL_LOST event, when control has been restored to the player.

"PLAYER_CONTROL_LOST" Category: Player,Combat


Fires whenever the player is unable to control the character. Examples are when afflicted by fear or when using a taxi.


"PLAYER_DAMAGE_DONE_MODS" Category: Misc


"PLAYER_DEAD" Category: Death


Fired when the player has died.


"PLAYER_ENTERING_WORLD" Category: System,Instance


Fired when the player enters the world, enters/leaves an instance, or respawns at a graveyard. Also fires any other time the player sees a loading screen.

To check if the player is entering an instance, check GetPlayerMapPosition to see if both X and Y are zero.

Correction on the above comment: When PLAYER_ENTERING_WORLD fires, you'll notice that WORLD_MAP_UPDATE fires just before it. My instincts tell that leaving an instance puts the player in void space momentarily. So for the case that you are entering AND leaving an instance, GetPlayerMapPosition always returns the coordinates [0, 0]File:VZ-.jpgBlip and hence there is no way to determine using the event PLAYER_ENTERING_WORLD if the player is entering an instance or not. When leaving an instance the following events fire (ignoring party/raid events).

WORLD_MAP_UPDATE
PLAYER_ENTERING_WORLD
WORLD_MAP_UPDATE <--- Player coordinates are non-zero here

Instances do have coordinates for units once the second WORLD_MAP_UPDATE event has fired. For the case of entering a battleground such as WSG, WORLD_MAP_UPDATE won't fire until you leave Silverwing Hold or Warsong Lumber Mill and you are outside. --Salanex

"PLAYER_ENTER_COMBAT" Category: Combat


Fired when a player engages auto-attack. Note that firing a gun or a spell, or getting aggro, does NOT trigger this event.

From a post by Dhrago on the WoW forums:

PLAYER_ENTER_COMBAT and PLAYER_LEAVE_COMBAT are for *MELEE* combat only. They fire when you initiate autoattack and when you turn it off. However, any spell or ability that does not turn on autoattack does not trigger it. Nor does it trigger when you get aggro.
You probably want PLAYER_REGEN_DISABLED (happens when you get aggro) and PLAYER_REGEN_ENABLED (happens when you lose aggro).
"PLAYER_FARSIGHT_FOCUS_CHANGED" Category: Player,Spell
"PLAYER_FLAGS_CHANGED" Category: Player,Communication

This event fires when a Unit's flags change (eg: due to /afk, /dnd, etc.)

arg1
The UnitId affected, eg: "player"
NOTE
WoW appears to condense simultaneous flag changes into a single event. If you are currently AFK and not(DND) but you type /dnd you'll see two Chat Log messages ("You are no longer AFK" and "You are now DND: Do Not Disturb") but you'll only see a single PLAYER_FLAGS_CHANGED event.


"PLAYER_GUILD_UPDATE" Category: Guild,Player


This appears to be fired when a player is gkicked, gquits, etc.

Reference handler in FriendsFrame.lua.


"PLAYER_LEAVE_COMBAT" Category: Combat


Fired when the player leaves combat through death, defeat of opponents, or an ability. Does not fire if a player flees from combat on foot.


"PLAYER_LEAVING_WORLD" Category: System


Fired when a player logs out and possibly at other situations as well


"PLAYER_LEVEL_UP" Category: Player


Fired when a player levels up.

arg1
New player level. Note that UnitLevel("player") will most likely return an incorrect value when called in this event handler or shortly after, so use this value.
arg2
Hit points gained from leveling.
arg3
Mana points gained from leveling.
arg4
Talent points gained from leveling. Should always be 1 unless the player is between levels 1 to 9.
arg5 - arg9
Attribute score increases from leveling. Strength (5) / Agility (6) / Stamina (7) / Intellect (8) / Spirit (9).


"PLAYER_LOGIN" Category: System


Triggered immediately before PLAYER_ENTERING_WORLD on login and UI Reload, but NOT when entering/leaving instances.


"PLAYER_LOGOUT" Category: System


Sent when the player logs out or the UI is reloaded, after PLAYER_LEAVING_WORLD, but before variables are saved.

Note: There seems to be little useful you can do after this event is fired. Changes to saved variables do not seem to have any effect, at least some API functions no longer return valid values, and client crashes may also occur in some cases. Perhaps worst of all, the error handling in Lua is no longer functional; so you will get no error messages if your code fails.

"PLAYER_MONEY" Category: Player


Fired whenever the player gains or loses money.


"PLAYER_PET_CHANGED" Category: Pet


Fired when a player's pet changes.


"PLAYER_PVP_KILLS_CHANGED" Category: Player,Honor


Fired when you slay another player


"PLAYER_PVP_RANK_CHANGED" Category: Honor


"PLAYER_PVPLEVEL_CHANGED" Category: Honor


"PLAYER_QUITING" Category: System


Fired when the player tries to quit, as opposed to logout, while outside an inn. This event does not indicate that the "player has quit", but instead that the "player has the quitting option".

The dialog which appears after this event, has choices of "Exit Now" or "Cancel". The dialog which appears when you try to logout outside an inn, only has a "Cancel" choice, and the event is not fired.


"PLAYER_REGEN_DISABLED" Category: Player,Combat


Fired whenever you get aggro, as normal regen rates are disabled during combat.


"PLAYER_REGEN_ENABLED" Category: Player,Combat


Fired after ending combat, as regen rates return to normal. Useful for determining when a player has lost aggro.


"PLAYER_SKINNED" Category: Player,Battleground


Fired when the player's insignia is removed in a Battleground.


"PLAYER_TARGET_CHANGED" Category: Combat,Unit Info


This event is fired whenever the player's target is changed, including when the target is lost.

The arg1--arg9 values are undefined; they will be whatever they were in the previous event, i.e. if you click a unit portrait to change target, arg1 will be "LeftButton" - if you click a macro button, it will be the macro script, etc.

There used to be an old notice here about UnitName() et al not returning correct info immediately after a target change, but as even FrameXML itself depends on it doing so, I assume that's outdated and/or inaccurate information.
UnitName("target") returns the correct name, but UnitName("targettarget") does not.


"PLAYER_TRADE_MONEY" Category: Trade


Fired when the player trades money


"PLAYER_UNGHOST" Category: Death


Fired when the player is alive after being a ghost. Called after one of:

  • Performing a successful corpse run and the player accepts the 'Resurrect Now' box.
  • Accepting a resurrect from another player after releasing from a death.
  • Zoning into an instance where the player is dead.
  • When the player accept a resurrect from a Spirit Healer.

The player is alive when this event happens. Does not fire when the player is resurrected before releasing. PLAYER_ALIVE is triggered in that case.


"PLAYER_UPDATE_RESTING" Category: Player


Fired when the player starts or stops resting, i.e. when entering/leaving inns/major towns.


"PLAYER_XP_UPDATE" Category: Player


Fired when the player's XP is updated (due quest completion or killing)


"PLAYERBANKBAGSLOTS_CHANGED" Category: Bank


"PLAYERBANKSLOTS_CHANGED" Category: Bank


"PLAYTIME_CHANGED" Category: Player


Fired when the playtime state changes.

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