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Events in the Arx scripting language are entry points of entity scripts. They are sent by the game engine or by other scripts using the sendevent command. While the engine defines some event names, entity scripts can use arbitrary names for custom events.


on eventname {
  accept or refuse


Events always have a sender entity associated with them. The entity ID of the sender is available in the read-only ^sender script variable.


Scripts can be sent to a single target entity or multiple targets matching some criteria using the sendevent command but are always executed independently for each target.


Events sent by the game engine are usually executed synchronously although there are some exceptions. Events sent by scripts are always executed asynchronously. Synchronous events have their script code executed immediately when the event is generated and the engine waits for the event to be fully executed before continuing. Asynchronous events however are queued only up to 20 are executed each frame. All queued asynchronous events are executed when saving.

Events are first executed in the entity instance script. Commands are executed after on eventname until a accept or refuse command is reached. refuse ends event execution while accept allows execution to continue after on eventname in the entity class script until a accept or refuse command is reached there. If a script does not have a on eventname block, the event is always accepted.

For events sent by the game engine, ending the event with accept or refuse sometimes also determines some further engine behavior. For events send by entity scripts the result is not returned to the sender.


Events can have up to three parameters which can be accessed using the special read-only script variables as string using ^$param1, ^$param2 and ^$param3, as number using ^&param1, ^&param2 and ^&param3 or as int using ^#param1, ^#param2 and ^#param3.

Blocked events

Mega-hidden entities can only receive the reload event and dead NPCs can only receive the die, dead, executeline, reload, inventory2_open and inventory2_close events. Additionally, certain events can be disabled for an entity using the setevent script command.


The following is a (incomplete) list of events sent by the game engine. Scripts can send arbitrarily named events.

on cine_endSent when a cinematic ends.
on collide_doorSent on collisions involving an entity in the door group.
on collide_fieldSent on collisions with a field created with the Create field (Aam Rune (create)Kaom Rune (protection)Spacium Rune (field)) spell.
on collision_errorSent if there are entities occupying the same space when re-enabling collisions using collision on.
on collision_error_detailSent for every entity occupying the same space when re-enabling collisions using collision on.
on controls_offSent when player input is disabled using the setplayercontrols off command.
on controls_onSent when player input is enabled using the setplayercontrols on command.
on deadSent periodically when dead.
on game_readySent after starting a new game, changing to a different area or loading a save file.
on hitSent when the the entity is damaged.
on inventory2_closeSent when closing non-player inventories.
on inventory2_openSent when opening non-player inventories.
on mainSent periodically when not dead.
on ouchSent when the the entity is damaged and did not receive an ouch event in the last 500 milliseconds.
on spellcastSent when a spell is cast.
on spellendSent when a spell ends or is cancelled.
on stealSent when opening or closing a non-player inventory by pickpocketing.

From: [1]

on init
on inventoryin
on inventoryuse
on equipin
on equipout
on chat
on action
on reachedtarget
on die
on losttarget
on treatout
on detectplayer
on undetectplayer
on combine
on custom
on initend
on clicked
on leavezone
on controlledzone_leave
on enterzone
on controlledzone_enter
on load
on reload
on hear
on summoned
on strike
on waypoint
on pathend
on critical
on collide_npc
on backstab
on aggression
on key_pressed
on pathfinder_failure
on pathfinder_success
on book_open
on book_close
on identify
on break
on cursormode
on explorationmode

Besides these events, the game engine also uses the internal executeline and null events.