List of Game Events

gyogen2

Emperor
Joined
May 8, 2014
Messages
1,201
For anyone interested, I have started a list of game events. Currently just have in general categories.
This is not a complete list, there are most likely a few events I missed, and also likely more not listed in luas.
Spoiler TURNS :
Events.EndTurnBlockingChanged.Add( OnEndTurnBlockingChanged );
Events.EndTurnDirty.Add(OnEndTurnDirty );
Events.TurnBegin.Add( OnTurnBegin );
Events.LocalPlayerTurnBegin.Add(OnLocalPlayerTurnBegin );
Events.LocalPlayerTurnEnd.Add(OnLocalPlayerTurnEnd );
Events.RemotePlayerTurnEnd.Add(OnRemotePlayerTurnEnd );
Events.PlayerTurnActivated.Add( OnPlayerTurnActivated );
Events.PlayerTurnDeactivated.Add( OnPlayerTurnDeactivated );



Spoiler UNITS :
Events.UnitCommandStarted.Add( OnUnitCommandStarted );
Events.UnitDamageChanged.Add( OnUnitDamageChanged );
Events.UnitMoveComplete.Add( OnUnitMoveComplete );
Events.UnitChargesChanged.Add( OnUnitChargesChanged );
Events.UnitPromoted.Add( OnUnitPromotionChanged );
Events.UnitActivityChanged.Add( OnUnitActivityChanged );
Events.UnitOperationStarted.Add( OnUnitOperationStarted );
Events.UnitOperationsCleared.Add( OnUnitOperationsCleared );
Events.UnitOperationAdded.Add( OnUnitOperationAdded );
Events.UnitOperationSegmentComplete.Add(OnUnitOperationSegmentComplete);
Events.UnitOperationDeactivated.Add( OnUnitOperationDeactivated );
Events.UnitRemovedFromMap.Add( OnUnitRemovedFromMap );
Events.UnitSelectionChanged.Add( OnUnitSelectionChanged );
Events.SpyAdded.Add( OnSpyAdded );
Events.SpyRemoved.Add( OnSpyRemoved );
Events.UnitGreatPersonActivated.Add( OnUnitGreatPersonActivated );
Events.UnitCaptured.Add(OnUnitCaptured);
Events.UnitAddedToMap.Add( OnRefreshYields );
Events.UnitKilledInCombat.Add(OnRefreshYields );
Events.UnitEnterFormation.Add(OnUnitEnterFormation );
Events.UnitMoved.Add(OnUnitMoved );
Events.UnitPromotionAvailable.Add(OnUnitPromotionAvailable );
Events.UnitVisibilityChanged.Add(OnUnitVisibilityChanged );
Events.UnitExitFormation.Add( OnEnterFormation );
Events.UnitFormCorps.Add( OnMilitaryFormationChanged );
Events.UnitFormArmy.Add( OnMilitaryFormationChanged );
Events.UnitArtifactChanged.Add( OnUnitArtifactChanged );
Events.UnitFortificationChanged.Add( OnUnitFortificationChanged );
Events.UnitSimPositionChanged.Add( UnitSimPositionChanged );
Events.UnitTeleported.Add( OnUnitTeleported );
Events.UnitUpgraded.Add( OnUnitUpgraded );
Events.CycleUnitSelectionRequest.Add( OnCycleUnitSelectionRequest );
Events.CombatVisBegin.Add( OnCombatVisBegin );
Events.CombatVisEnd.Add( OnCombatVisEnd );


Spoiler CITIES :
Events.CityProductionChanged.Add(OnCityProductionChanged );
Events.CityCommandStarted.Add(OnCityCommandStarted);
Events.CityVisibilityChanged.Add( OnCityVisibilityChanged );
Events.CityInitialized.Add(OnCityInitialized );
Events.CitySelectionChanged.Add( OnCitySelectionChanged );
Events.CityAddedToMap.Add( OnCityAddedToMap );
Events.CityFocusChanged.Add(OnCityFocusChange );
Events.CityProductionCompleted.AddOnCityProductionCompleted );
Events.CityProductionUpdated.AddOnCityProductionUpdated );
Events.CityWorkerChanged.Add(OnCityWorkerChanged );
Events.DistrictAddedToMap.Add(OnDistrictAddedToMap );
Events.BuildingAddedToMap.Add(OnBuildingAddedToMap );
Events.CityRemovedFromMap.Add( UpdateCityEntries );
Events.CityMadePurchase.Add( OnCityMadePurchase_StrategicView_MapPlacement );
Events.BuildingChanged.Add( OnBuildingChanged);
Events.CapitalCityChanged.Add(OnCapitalCityChanged);
Events.CityDefenseStatusChanged.Add( OnCityDefenseStatusChanged );
Events.CityReligionChanged.Add(OnCityReligionChanged );
Events.CityReligionFollowersChanged.Add(OnCityReligionChanged );
Events.CityUnitsChanged.Add( OnCityUnitsChanged );
Events.DistrictBuildProgressChanged.Add(OnDistrictAddedToMap);
Events.DistrictCombatChanged.Add(OnDistrictCombatChanged );
Events.DistrictDamageChanged.Add(OnDistrictDamageChanged );
Events.DistrictRemovedFromMap.Add(OnDistrictRemovedFromMap );
Events.DistrictUnitsChanged.Add(OnDistrictUnitsChanged );
Events.DistrictVisibilityChanged.Add(OnDistrictVisibilityChanged );
Events.CitySiegeStatusChanged.Add(OnSiegeStatusChanged);
Events.CityTileOwnershipChanged.Add(OnCityTileOwnershipChanged);
Events.CityProjectCompleted.Add( OnProjectComplete );
Events.WonderCompleted.Add( OnWonderComplete );
Events.GreatWorkCreated.Add(OnGreatWorkCreated);
Events.GreatWorkMoved.Add(OnGreatWorkMoved);
Events.BeginWonderReveal.Add(OnBeginWonderReveal );
Events.EndWonderReveal.Add(OnEndWonderReveal );


Spoiler TECH< CIV< * GOV :
Events.CivicChanged.Add(OnCivicChanged );
Events.CivicCompleted.Add(OnCivicCompleted );
Events.ResearchChanged.Add(OnResearchChanged );
Events.ResearchCompleted.Add(OnResearchCompleted );
Events.ResearchYieldChanged.Add(OnResearchYieldChanged );
Events.GovernmentPolicyChanged.Add(RefreshGovernment );
Events.GovernmentPolicyObsoleted.Add(RefreshGovernment );
Events.GovernmentChanged.Add( RefreshGovernment );
Events.CultureYieldChanged.Add(OnCultureYieldChanged );
Events.TreasuryChanged.Add( RefreshGovernment );
Events.AnarchyBegins.Add( RefreshGovernment );
Events.AnarchyEnds.Add( RefreshGovernment );
Events.TechBoostTriggered.Add(OnTechBoostTriggered);
Events.QuestChanged.Add(OnQuestChanged);
Events.GreatPeoplePointsChanged.Add( OnGreatPeoplePointsChanged );


Spoiler DIPLOMACY :
Events.DiplomacySessionClosed.Add( OnDiplomacySessionClosed );
Events.DiplomacyStatement.Add( OnDiplomacyStatement );
Events.DiplomacyMakePeace.Add( OnDiplomacyMakePeace );
Events.DiplomacyIncomingDeal.Add(OnDiplomacyIncomingDeal);
Events.DiplomacyMeet.Add( OnDiplomacyMeet );
Events.DiplomacyDeclareWar.Add( OnDiplomacyWarStateChange );
Events.DiplomacyRelationshipChanged.Add( UpdateLeaders );
Events.InfluenceChanged.Add( OnInfluenceChanged );
Events.InfluenceGiven.Add( OnInfluenceGiven );
Events.DiplomacyMeetMajors.Add(OnDiplomacyMeetMajors );
Events.DiplomacyDealEnacted.Add( OnDiplomacyDealEnacted );


Spoiler RELIGION :
Events.FaithChanged.Add( OnFaithChanged );
Events.BeliefAdded.Add(OnBeliefAdded);
Events.PantheonFounded.Add(OnPantheonFounded);
Events.ReligionFounded.Add(OnReligionFounded);


Spoiler MAP :
Events.MapYieldsChanged.Add(OnMapYieldsChanged );
Events.PlotYieldChanged.Add(OnPlotYieldChanged );
Events.ImprovementAddedToMap.Add(OnImprovementAddedToMap );
Events.ImprovementRemovedFromMap.Add(OnImprovementRemovedFromMap );
Events.ImprovementVisibilityChanged.Add(OnImprovementVisibilityChanged );
Events.ImprovementAddedToMap.Add( UpdatePlotInfo );
Events.ImprovementChanged.Add( UpdatePlotInfo );
Events.ImprovementRemovedFromMap.Add( UpdatePlotInfo );
Events.ResourceAddedToMap.Add( UpdatePlotInfo );
Events.ResourceChanged.Add( UpdatePlotInfo );
Events.ResourceRemovedFromMap.Add( UpdatePlotInfo );
Events.FeatureAddedToMap.Add( UpdatePlotInfo );
Events.FeatureChanged.Add( UpdatePlotInfo );
Events.FeatureRemovedFromMap.Add( UpdatePlotInfo );
Events.ImprovementChanged.Remove(OnImprovementChanged );
Events.ImprovementActivated.Remove(OnImprovementActivated );
Events.ImprovementVisibilityChanged.Remove(OnImprovementVisibilityChanged );
Events.NaturalWonderRevealed.Add(OnNaturalWonderRevealed);
Events.TerrainTypeChanged.Add( UpdatePlotInfo );


Spoiler TRADE :
Events.RouteAddedToMap.Add( UpdatePlotInfo );
Events.RouteChanged.Add( UpdatePlotInfo );
Events.RouteRemovedFromMap.Add( UpdatePlotInfo );
Events.TradeRouteCapacityChanged.Add( OnTradeRouteCapacityChanged
Events.TradeRouteActivityChanged.Add(RefreshTrade );
Events.TradeRouteCapacityChanged.Add(RefreshTrade );
Events.TradeRouteAddedToMap.Add(OnTradeRouteAddedToMap );


Spoiler GENERAL (or too lazy to categorize) :
Events.InputActionTriggered.Add(OnInputActionTriggered );
Events.UserOptionChanged.Add(OnUserOptionChanged);
Events.InterfaceModeChanged.Add(OnInterfaceModeChanged );
Events.SystemUpdateUI.Add(OnUpdateUI );
Events.GameCoreEventPublishComplete.Add( FlushChanges );
Events.ShowLeaderScreen(leaderName);
Events.LeaderScreenFinishedLoading.Add( OnLeaderLoaded );
Events.LeaderAnimationComplete.Add(OnLeaderAnimationComplete );
Events.RemotePlayerTurnBegin.Add( OnTurnBegin );
Events.MultiplayerPlayerConnected.Add(UpdateLeaders);
Events.MultiplayerPostPlayerDisconnected.Add(UpdateLeaders);
Events.PlayerInfoChanged.Add(UpdateLeaders);
Events.PlayerDefeat.Add(UpdateLeaders);
Events.PlayerVictory.Add(OnPlayerVictory);
Events.LoadGameViewStateDone.Add(OnLoadGameViewStateDone );
Events.LocalPlayerChanged.Add(OnLocalPlayerChanged );
Events.NotificationDismissed.Add(OnNotificationDismissed );
Events.NotificationRefreshRequested.Add(OnNotificationRefreshRequested );
Events.PhaseBegin.Add( OnPhaseBegin );
Events.VisualStateRestored.Add(OnTurnBegin );
Events.GoodyHutReward.Remove(OnGoodyHutReward );
Events.LoadScreenClose.Add(OnLoadScreenClose );
Events.NotificationAdded.Add(OnNotificationAdded );
Events.Camera_Updated.Add(OnCameraUpdate );
Events.GameCoreEventPlaybackComplete.Add(OnEventPlaybackComplete);
Events.ObjectPairing.Add(OnObjectPairingChanged);
Events.WorldRenderViewChanged.Add(OnRefreshBannerPositions);
Events.WMDCountChanged.Add(OnWMDCountChanged);
Events.LensLayerOn.Add(OnLensLayerOn );
Events.LensLayerOff.Add(OnLensLayerOff );



Apologies if this list has already been posted and I missed it.
 
Shouldn't this go to the Modding Tutorials & Reference subforum so it's easier to find?
Great work.
 
For anyone interested, I have started a list of game events. Currently just have in general categories.

This is not a complete list, there are most likely a few events I missed, and also likely more not listed in luas.

Apologies if this list has already been posted and I missed it.

Thanks much for the list. Very helpful.
 
Back
Top Bottom