Adding on to what @lava76 mentioned.
* Order of Events firing: * When player respawns : ClientPrepareEventTypeID ► ClientNewEventTypeID ► ClientNewReadyEventTypeID * When player joins (no saved character) : ClientPrepareEventTypeID ► ClientNewEventTypeID ► ClientNewReadyEventTypeID * When player joins : ClientPrepareEventTypeID ► ClientReadyEventTypeID * When player logs out : ClientDisconnectedEventTypeID * When player cancels logout : LogoutCancelEventTypeID