Character events are individual to your character.

// Register to a single character event: character.on("level_up",function(data){ game_log("I am now level "+data.level+"!"); }); // Register to all character events: character.all(function(name,data){ data.event_name=name; show_json(data); });

Data Reference:

"new_map"
{ // Sent after your character enters a new map name: "main", // G.maps.main in: "main", // Unique instance ID for instances }
"incoming"
{ // If an "action" Game Event is targeting you // It's emitted to your character as an "incoming" event source: "attack", // Can be positive or negative actor: "CharacterName", // Monster ID or Character ID target: "42", // Monster ID or Character ID damage: 1390, projectile: "momentum", eta: 50, // Arrival in milliseconds pid: "abcd1234", // Projectile ID }
"hit"
{ // Emitted when you've been hit by a projectile // Could be damaging, healing, or containing a condition // The full reference can be found in Game Events source: "attack", actor: "AttackerID", // Monster ID or Character ID target: "YourCharacterName", // Monster ID or Character ID damage: 1390, pid: "abcd1234", // Projectile ID }
"target_hit"
{ // Same format as "hit" event // Emitted when you've hit someone }
"loot"
{ // Emitted when you or a party member opens a chest id: "qwerty12345", opener: "CharacterName", // Character who opened the chest goldm: 1.2, // Character who opened the chest had +20% Gold dry: false, // Set if the opener was far away from the chest stale: false, // Set if the chest was unopened for more than 30 minutes // If the dry or stale flags are set, goldm is 1 gold: 87, // You looted 87 gold party: true, // The chest was looted by a party items:[ {name:"xsword", "level":0, "looter":"ACharacterName"}, {name:"xstaff", "level":0, "looter":null, "lostandfound":true}, // Lost {name:"xbow", "level":10, "looter":"AnotherCharacterName", pvp_loot:true}, // pvp_loot flag is set if the chest was a character drop at pvp ], }
"buy"
{ name: "coat", num: 0, // Inventory slot 0 q: 1, // Quantity cost: 6000, // Gold spent }
"sell"
{ item: {name:"staff",level:9}, gold: 500, }
"cm"
{ name: "CharacterName", // Name of the character who sent the code message message: object, // Can be a string, array, any serializable object }
"clim"
{ // Raw data that's posted to the CLI jsdom window from character.js // Can also be posted from master.js, which character.js will propagate }
"death"
{ past: false, // true when your code executes with a dead character }
"respawn"
{ // Respawned }
"item_received"
{ name: "SenderName", item: "staff", q: 1, num: 12, // Inventory# }
"item_sent"
{ name: "ReceiverName", item: "staff", q: 1, num: 12, // Inventory# }
"mail_sent"
{ to: "ReceiverName", // There's also a "mail_failed" with a reason }
"gold_sent"
{ name: "ReceiverName", gold: 100, }
"gold_received"
{ name: "SenderName", gold: 100, }
"craft"
{ name: "gstaff", // Item ID of the item num: 12, // Inventory# of the item }
"dismantle"
{ name: "staff", // Item ID of the item you've dismantled }
"sale"
{ buyer: "BuyerName", item: {name:"staff",level:9}, slot: "trade8", }
"mluck"
{ name: "MerchantName", item: {name:"staff",level:0}, num: 12, }
"exchange_buy"
{ // Token Exchange num: 12, // Inventory# of the item }
"mobbing"
{ // If you target 4+ monsters, they start dealing increased damage // This behaviour is called "mobbing" intensity: 1, // The intensity increases with each hit }
"stacked"
{ // If you place your characters on top of each other // Monsters deal stacked/increasing damage to all the stacked characters // When this event is triggered, scatter your characters ids: ["CharacterName1","CharacterName2","..."], }
"level_up"
{ level: 72, // Your new level }

Work in progress ...