This event will be fired if one of the following skill points change reason appears:
Code:
h5. SkillPointReason
* SKILL_POINT_CHANGE_REASON_ACHIEVEMENT
* SKILL_POINT_CHANGE_REASON_ACHIEVEMENT_COMPONENT
* SKILL_POINT_CHANGE_REASON_ACTION
* SKILL_POINT_CHANGE_REASON_AVA_RANK_UP
* SKILL_POINT_CHANGE_REASON_CHAMPION_RANK_UP
* SKILL_POINT_CHANGE_REASON_IGNORE
* SKILL_POINT_CHANGE_REASON_INITIALIZE
* SKILL_POINT_CHANGE_REASON_LEVEL_UP
* SKILL_POINT_CHANGE_REASON_OTHER
* SKILL_POINT_CHANGE_REASON_PURCHASE
* SKILL_POINT_CHANGE_REASON_QUEST_REWARD
* SKILL_POINT_CHANGE_REASON_SKILL_RESET
* SKILL_POINT_CHANGE_REASON_SKILL_RESPEC
So this should be fired if you get a new skill point. But probably not as you invest skill points into an ability.
I think you should look into this event:
Code:
* EVENT_ABILITY_PROGRESSION_RESULT (*[AbilityProgressionResult|#AbilityProgressionResult]* _reason_)
The abilityProgressionResult can be one of these:
Code:
h5. AbilityProgressionResult
* ABILITY_PROGRESSION_RESULT_ABILITY_NOT_KNOWN
* ABILITY_PROGRESSION_RESULT_INVALID_LINE
* ABILITY_PROGRESSION_RESULT_MORPH_CHOSEN
* ABILITY_PROGRESSION_RESULT_MORPH_NOT_CHOSEN
* ABILITY_PROGRESSION_RESULT_NOT_ENOUGH_MONEY
* ABILITY_PROGRESSION_RESULT_NOT_HIGH_ENOUGH_LEVEL
* ABILITY_PROGRESSION_RESULT_NO_MORE_UPGRADES
* ABILITY_PROGRESSION_RESULT_NO_SKILL_POINTS
* ABILITY_PROGRESSION_RESULT_NO_VALID_UPGRADE
* ABILITY_PROGRESSION_RESULT_SUCCESS
* ABILITY_PROGRESSION_RESULT_TOO_LOW_LEVEL
ABILITY_PROGRESSION_RESULT_SUCCESS should be fired as parameter in this event if the skill change was done, I guess.
Or maybe also morph_chosen.