Upon further investigation, there is now Macros, that allow you to just run them and they can contain actor actions (with terms). There is an actor action to just run one. This is even more flexible then macros, because you can run multiple actions without having to repetitively use the same event for a package of actions.
To chime in, not only are they basically reusable/struct like setups of actor messages (and note, they can technically be used in different actor types, though using messages that will work in such contexts will be difficult), you can still template them, and make different macros for different categories of things. I do this in NOTD 2, by having event macros that I can then fill in with tokens to handle different armor swaps for different armor pieces on characters.
There is also a newish event macro, even macro runnable, which I haven't played around with as much, but I think it allows you to package and dispatch multiple actor messages in a single go to another actor.
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Upon further investigation, there is now Macros, that allow you to just run them and they can contain actor actions (with terms). There is an actor action to just run one. This is even more flexible then macros, because you can run multiple actions without having to repetitively use the same event for a package of actions.
To chime in, not only are they basically reusable/struct like setups of actor messages (and note, they can technically be used in different actor types, though using messages that will work in such contexts will be difficult), you can still template them, and make different macros for different categories of things. I do this in NOTD 2, by having event macros that I can then fill in with tokens to handle different armor swaps for different armor pieces on characters.
There is also a newish event macro, even macro runnable, which I haven't played around with as much, but I think it allows you to package and dispatch multiple actor messages in a single go to another actor.