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Events loader

Folder: RuneSchema/mods/<ModName>/events/

Server-owned timed encounters and waves driven by spawn templates.

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Events run server-owned waves from /spawns entries marked EventOnly:true.

[
  {
    "Id": "night_attack",
    "TimeOfDay": "Night",
    "TimeoutSeconds": 900,
    "Waves": [[
      {"SpawnID":"night_raider","Location":[1000,2000,"$+10"]}
    ]]
  }
]

Create the spawn template first, then start or cancel the event from dialogue. $, $+offset, and $-offset resolve Z against blocking ground. Event IDs can scope quest kill credit.

Boss proof items and scaled grounding (alpha)

An EventOnly:true, Type:"AISpawnPoint" template accepts the same AdditionalDrops array as ordinary AI spawns. A guaranteed shared proof item is:

"AdditionalDrops": [
  {"Item":"/YourMod/Items/ITEM_Proof.ITEM_Proof","Min":1,"Max":1,"ChancePercent":100}
]

This appends an instance-owned bonus row to the enemy's native loot selection; it does not replace vanilla drops, manually grant on damage, or award one item per player. Only authority configures loot. Event actors require an owned native AI LootDrop component; the destruction-resource fallback is forbidden. Failure to bind/read back the bonus row fails the spawn rather than silently losing the proof. Cancellation, cleanup and non-kill despawn restore the original loot handle before retirement. Native death-loot behavior and pickup still require an in-game test; parser tests alone cannot prove a physical drop occurred.

Grounded encounter waves preflight the actual root capsule's scaled radius and half-height against five ground samples before constructing any wave actors. The existing 10 cm foot clearance and author GroundOffset are retained. The capsule, not the mesh pivot, determines actor-origin Z. Missing collision waits; cliffs or changed construction-time capsule dimensions fail safely. Ground misses cannot retry an already partially constructed wave.

For proof-item quests, use a mandatory Collect/TurnIn objective and normal inventory-validated NPC turn-in, not a preceding sequence of kill objectives. A changed active definition does not inherit fabricated kills or proof items: the existing authoritative reset is scoped to that quest and requires re-accept. Completed receipts/cooldowns are preserved, and unresolved acceptance/turn-in transactions block migration rather than being cleared or paid again. No broad character-quest reset is needed or permitted by this feature.

Simple rules

  • Events run server-owned waves from /spawns definitions marked EventOnly:true.
  • Create the spawn template before the event that uses it.
  • Start or cancel events through supported dialogue actions; ground-relative Z forms resolve against blocking ground.

FAQ

FAQ-EVENTS-001 — Do EventOnly spawn templates place permanent actors by themselves?

No. EventOnly:true marks a spawn definition as a template for /events; it is not a permanent world placement.

FAQ-EVENTS-002 — Can an event be used to scope quest kill credit?

Yes. Event IDs can be used to scope kill credit for quest objectives.

Working examples


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