Action Event - Windower/Lua GitHub Wiki
⚠️ This event is deprecated! Use the incoming chunk
event and check for ID 0x028
.
windower.register_event('action', function(act)
--[ Code to execute ](/Windower/Lua/wiki/-Code-to-execute-)
end)
The act
parameter is a table containing the action information. The structure is as follows:
actor_id
intThe ID belonging to the person performing the action. In the case of an attack, this would be the attacker.target_count
intNumber of targets.category
int01
: Melee attack02
: Finish ranged attack03
: Finish weapon skill04
: Finish spell casting05
: Finish item use06
: Use job ability07
: Begin weapon skill or TP move08
: Begin spell casting or interrupt casting09
: Begin item use or interrupt usage10
: Unknown -- Probably was intended to be the "readies" messages for JAs, which was unnecessary because they are instant.11
: Finish TP move12
: Begin ranged attack13
: Pet completes ability/WS14
: Unblinkable job ability15
: Some RUN job abilities
param
intA parameter passed usually to further identify the type of action, such as spell/ability ID.unknown
intRelated to cast animations; not fully understood.recast
intSpell recast time.targets
arrayContains all targets affected by the action, each consisting of the following values:id
intThe ID of the target that was affected.action_count
intThe number of actions directed at that target. In the case of a melee round, this would be the number of attacks in that round.actions
arrayContains all actions performed on a single target (with IDid
).reaction
int1
: Evade2
: Parry4
: Block/Guard8
: Hit
animation
int0
: Main hand1
: Off hand2
: Left kick3
: Right kick4
: Daken
effect
int2
: Critical Hit
stagger
intAnimation the target does when being hit. It appears with categories 3 and 7 as well (physical and magic WS respectively).param
intA specific parameter for this action. Typically the damage number or spell ID.message
int _ A message to be displayed, given certain parameters. Refer to Message IDs for a full reference.unknown
intUnknownhas_add_effect
booleantrue
if there is an additional effect,false
otherwiseadd_effect_animation
intID of the animation. See Additional Effect IDs for a full reference.add_effect_effect
int0 for attacks and abilities that do not have an additional status effect.add_effect_param
intUsually the damage dealt by the additional effect, including Skillchain damage for weapon skills.add_effect_message
intMessage for the additional effect. See the Message IDs reference.has_spike_effect
booleantrue
if there is a spike effect,false
otherwise.spike_effect_animation
int1
: Blaze Spikes2
: Ice Spikes3
: Dread Spikes4
: Water Spikes5
: Shock Spikes6
: Reprisal7
: Wind Spikes8
: Stone Spikes63
: Counter
spike_effect_effect
int2
: Critical hit
spike_effect_param
intUnknownspike_effect_message
int- Message for the spike effect. See the Message IDs reference.