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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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AttackMonsterRequest

  • summary: Attacks a monster group on the current map, starting a fight against it. Carries the group's actor id.
  • area: Game.Roleplay

Attacks a monster group on the current map, starting a fight against it. Carries the group's actor id.

Kind request · Area Game.Roleplay

Starts a fight against one monster group of the map you are on.

HOW TO SEND IT

1. BE IN ROLEPLAY, ON THE GROUP'S MAP. The group is named by its actor id, the ActorPositionInformation.actor_id it was announced with in GameRolePlayShowActorsEvent or in the map's contents. Monster groups have NEGATIVE actor ids. 2. WALK TO IT FIRST, THE WAY THE CLIENT DOES. The official client sends MapMovementRequest toward the group and remembers the group. It sends this message when the walk is over: - normally right after MapMovementConfirmRequest; - also when the server refuses the walk with MapMovementRefusedEvent: the client puts the character back on the cell the server gives and attacks anyway; - at once, with no walk, when the character already stands on the destination. 3. PUT THE GROUP'S ACTOR ID IN AttackMonsterRequest.monster_group_id. Nothing else. 4. WAIT FOR THE FIGHT. In a capture the first answer was EntitiesDispositionEvent with the attacker's cell and direction, about 30ms later, then two FightTeamUpdateEvent (one per team). Once the fight map was loaded and ContextReadyRequest sent, FightStartingEvent, FightJoinEvent and one FightFighterShowEvent per fighter followed.

THE ID IS AN ACTOR ID, NOT A MONSTER TEMPLATE ID. It is the group's contextual id on this map (for example -20002), the same id the fight then reports as its defender (FightStartingEvent.defender_id) and as the monster team's leader. A monster id from the game data is not accepted in its place.

PADDING. Builds add unread members beside the id (a nested record on 3.7, a second int64 on 3.6.12.16). Fill only the recovered member.

OBSERVED (one capture, 3.7.8.7): monster_group_id -20002, followed ~30ms later by EntitiesDispositionEvent carrying only the attacker, then by the fight set-up.

When you may send it

  • Requires roleplay_context inferred
  • Raised by: a user action followed by a walk: the player clicks a monster group; the client walks toward it and attacks the group it remembered once the walk ends, also when the server refuses the walk with MapMovementRefusedEvent, and at once when the character already stands on the destination cell inferred

Related messages

  • You will then receive EntitiesDispositionEvent observed — about 30ms later, the attacker's own disposition as the fight is set up, then the fighters' placement dispositions; 1 observation
  • You will then receive FightTeamUpdateEvent observed — about 70ms later, two back to back, one per team of the new fight (yours led by you, the monsters' led by the group id); 1 observation
  • You will then receive FightStartingEvent observed — about 640ms later, once the client had loaded the fight map and sent ContextReadyRequest; 1 observation

Fields

#FieldTypeMeaningYou set it
2monster_group_idint64Actor id of the monster group to attack, as announced on the current map (negative for monster groups). (actor id (contextual, map-scoped))
Observed: -20002
required

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