> For the complete documentation index, see [llms.txt](https://malbersanimations.gitbook.io/animal-controller/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://malbersanimations.gitbook.io/animal-controller/inventory-set/events.md).

# Events

There are currently multiple places that events fire from.

1. Inventory Slot
2. Inventory
3. Item

The idea behind this is so that it is granular enough for developers to add in functions based on certain criteria.&#x20;

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E.g. certain items may have different effects when used - you would put this at the Item level. Or you may have certain effects when any weapon is equipped in the inventory - you would put this at inventory level.

On each of these, there are the following events:<br>

### OnItemDropped

Fires when the item is dropped from the Inventory

### OnItemUsed

Fires when the item is used in the inventory

### OnItemEquipped

Fires when the item is equipped from the inventory

### OnItemUnequipped

Fires when the item is unequipped

### OnItemRemoved

Fires when the item is forcibly removed from the inventory

{% hint style="warning" %}
Be warned - think about your approach prior to using the events as they all invoke at the same time. E.g. You may end up with multiple effects if you use the same function on multiple events.
{% endhint %}
