Universal hook for every eventSuggestion
I would like to request a Hook that is called for every Event (similar to the OnPlayerChat-Hook that gets called for all chat related Events like the PlayerWhisperEvent, the GuildMessageEvent and the PlayerLocalChatEvent etc.) but for all Events so that you can use if statements after the Hook has been called to determine which Event has been passed on.

That way plugin programmers would have access to all Events which would make the possibilities of what a plugin can do nearly limitless, only bound by the creativity of the programmer and the limits of the game and all this presumably with little work requirement on the part of the oxide developers in comparison to adding single Hooks for every Event.
In response to GeniusPlayUnique ():
I would like to request a Hook that is called for every Event (similar to the OnPlayerChat-Hook that...
I request/-ed a universal hook for every event and not just for every chat event because there is already a hook for that, the OnPlayerChat-Hook.
What I request is a hook that is called by every event and works similar to the OnPlayerChat-Hook, but is unlike the OnPlayerChat-Hook NOT just called by chat events but by every single Reign of Kings event.
Is there anything I can do to help?

I found this file on GitHub[1] which seems to contain the "setup" of all hooks. If someone could tell me how they are made and what I have to pay attention to I might be able to "make" the hooks myself so that they would just need to be copyed/pasted into that file afterwards.
Hopefully I could undertake much of the work that way.
If you'd like to get familiar with that you can try, just haven't had a lot of time to dedicated toward new hook additions lately.
There are many things that are the same or similar with all the hooks but there are a few things that differ and that someone would need to explain to me how they work and how I can get/create them:
  1. "InjectionIndex": ?
  2. "ReturnBehavior": ?
  3. "ArgumentBehavior": ?
  4. "MSILHash": ?

I think I can figure the rest out just my looking at matching patterns.
  1. The index/line where the hook gets injected after
  2. If the hook allows for a return or not, etc.
  3. How the arguments in the hook are obtained
  4. The MSIL hash computed for that method (this is generated by our patcher, which you should be using when attempting this)
Ah OK but how do I get those?

e.g. the "InjectionIndex": I have seen multiple hooks with (the) "InjectionIndex": 0, so should I just use that (0) or if not how do I determine it?
Or the "ArgumentBehavior": Most of the hooks seem to have the "ArgumentBehavior": 2, at least most of the hooks that have something to do with the game and not the server or something like that, so should I just go with "2" or how do I ascertain the right one?

PS: How and where can I get the patcher that generates the MSIL hash?
The InjectionIndex would be the line number you see when hooking. The patcher is what you use for ALL of this, which is found on our GitHub.

You'll need to know a bit about IL patching to be able to handle this.
Ok. I have never heard of "IL patching" before so I don't think that I know anything about it but maybe I can read myself into that. Thanks.
I have downloaded the uModPatcher.exe but I can't find the required uMod.dll anywhere.
Where and how can I get it?
OxidePatcher is what Oxide uses.
Ok, do I need the Oxide.Core.dll for the OxidePatcher.exe then?
Yes, which you can find in every build.
If the Patcher doesn't throw an error is it save for me to use the patched Assembly-CSharp.dll?
In response to GeniusPlayUnique ():
If the Patcher doesn't throw an error is it save for me to use the patched Assembly-CSharp.dll?
Generally yes, but best to test and see.