Game events

StoneForge tells a mod what happens in the game: a unit dies, a door opens, a save is written, the player picks something up. Each event is registered from the class it's about, as Area.OnSomething(context, handler):

Units.OnDied(context, (unit, killer) =>
{
    if (Units.IsPlayer(killer))
        context.Log($"You killed {ActionsLog.NameOf(unit)}");
});
Doors.OnChanged(context, (door, open) => context.Log(open ? "A door opens" : "A door closes"));
Rooms.OnEntered(context, room => context.Log($"Entered {Rooms.CurrentName}"));

Register them in Load. A mod's handlers go with it when it's switched off, and an exception in one is that mod's, as with any other handler: it's reported, and a mod that keeps failing is paused. You don't need [assembly: HookScript] for any of these; StoneForge makes the scripts they need hookable itself.

For anything not listed here, hook the game's own scripts and events: see Hooks.

Every event

Event Runs
World
Rooms.OnEntered(room) Once the game has gone into a room of the game being played, its instances set up. Each dungeon floor counts.
Rooms.OnLeaving(room) As the game leaves one, its instances still there.
Turns.OnTurn() After each world turn has passed.
Locations.OnSaved(preset) The game has saved the place the player is leaving.
Doors.OnChanged(door, open) A door starts opening or closing, whoever does it.
MapMarkers.OnPlaced(marker), OnRemoved(marker) The player places a marker on the world map or takes one off.
Saves
SaveData.OnLoaded(save) A save has been read, before the game sets itself up from it.
SaveData.OnSaving(save) A save is about to be written: the save data can still be changed.
Units and combat
Units.OnSpawned(unit) A unit comes into play: summoned, spawned, made by a mod.
Units.OnDied(unit, killer) A unit dies, before it's destroyed.
Combat.OnAttack(attack), OnHit(attack) Any attack is resolved; any attack strikes.
Skills.OnUsed(cast) Anyone uses a skill.
The player
Player.OnDying() The player is about to die. Return true to stop it.
Player.OnLevelUp(level) The player levels up.
Quests.OnStarted, OnProgress, OnCompleted, OnFailed A quest starts, moves on a step, is done or fails.
Items
Inventory.OnAdded(item), OnRemoved(item), OnEquipped(item, on) The player gains or loses an item, puts one on or takes one off.
Containers.OnOpened, OnClosed, OnItemAdded, OnItemRemoved A container opens or closes; an item goes into an open one or comes out.
GroundItems.OnAdded(item), OnRemoved(item) An item comes onto the ground or leaves it.
UI
ContextMenus.OnOpen(menu) A right-click menu opens.

What counts

Events report what happens in play. The units, items and doors a place already has as it loads, or a room is built with, don't count as spawned or added. Where an event says "on the frame after", the thing is set up by then (its data filled in); one that's gone again by then isn't reported.

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