- summary: Tells the server the client has finished playing a fight action sequence.
- area: Game.Game.Action
Tells the server the client has finished playing a fight action sequence.
Kind request · Area Game.Game.Action
Sent by the client when it has finished playing back a fight action sequence
the server announced. It carries that sequence's id - the action_id of the
SequenceEndEvent that closed it - and valid = true.
SEND IT ONCE PER SEQUENCE, after playing it. The official client sends it only while a sequence is pending and forgets the sequence right after. It never sends valid = false.
When you may send it
- Requires
character_loadedinferred - Raised by: the client finishes playing back a fight action sequence (spell, movement...) it was waiting on proven
Related messages
- Answers
SequenceEndEvent - Nothing answers it - send it and move on the client clears the pending sequence right after sending and waits for nothing
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | action_id | int32 | Id of the fight action sequence being acknowledged. (sequence id (from the server's sequence announcement)) | required |
| 3 | valid | bool | Always true from the official client: the sequence was played. | required |