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_idintThe ID belonging to the person performing the action. In the case of an attack, this would be the attacker.target_countintNumber of targets.categoryint01: 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
paramintA parameter passed usually to further identify the type of action, such as spell/ability ID.unknownintRelated to cast animations; not fully understood.recastintSpell recast time.targetsarrayContains all targets affected by the action, each consisting of the following values:idintThe ID of the target that was affected.action_countintThe number of actions directed at that target. In the case of a melee round, this would be the number of attacks in that round.actionsarrayContains all actions performed on a single target (with IDid).reactionint1: Evade2: Parry4: Block/Guard8: Hit
animationint0: Main hand1: Off hand2: Left kick3: Right kick4: Daken
effectint2: Critical Hit
staggerintAnimation the target does when being hit. It appears with categories 3 and 7 as well (physical and magic WS respectively).paramintA specific parameter for this action. Typically the damage number or spell ID.messageint _ A message to be displayed, given certain parameters. Refer to Message IDs for a full reference.unknownintUnknownhas_add_effectbooleantrueif there is an additional effect,falseotherwiseadd_effect_animationintID of the animation. See Additional Effect IDs for a full reference.add_effect_effectint0 for attacks and abilities that do not have an additional status effect.add_effect_paramintUsually the damage dealt by the additional effect, including Skillchain damage for weapon skills.add_effect_messageintMessage for the additional effect. See the Message IDs reference.has_spike_effectbooleantrueif there is a spike effect,falseotherwise.spike_effect_animationint1: Blaze Spikes2: Ice Spikes3: Dread Spikes4: Water Spikes5: Shock Spikes6: Reprisal7: Wind Spikes8: Stone Spikes63: Counter
spike_effect_effectint2: Critical hit
spike_effect_paramintUnknownspike_effect_messageint- Message for the spike effect. See the Message IDs reference.