- summary: A fighter dies during a fight action: who died.
- area: Game.Action
A fighter dies during a fight action: who died.
Kind struct · Area Game.Action
The death branch of GameActionFightEvent: inside an action sequence, a fighter's life
reached zero (or it was removed) and it dies.
WHAT TO DO WHEN YOU RECEIVE IT
1. Death.target_id is the fighter that dies. Mark it dead: it keeps its place in the
timeline but will not play again (TimelineRefreshEvent lists it as slain).
2. Every summon whose summoner is that fighter dies with it; the client builds a death for
each of them as well.
3. The enclosing event's source_id is who caused the death (the caster or the attacker);
action_id says how.
4. SEND NOTHING BACK. Keep processing the sequence; the server acknowledges it with
GameActionAcknowledgementRequest like any other action.
WHAT THE CLIENT DOES. Plays the fighter's death animation (AnimMort), removes it from the
fight and writes "<fighter> is dead" in the fight log (ui.fight.isDead; ui.fight.leave
when the fighter left the fight instead).
Not sent on its own — it travels inside GameActionFightEvent (death). proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | target_id | int64 | The fighter that dies. (fighter (entity) id) The client hands it to its death step; the summons of that fighter die with it. | never |