- summary: A spell script plays on a cell: which script, for which spell and rank, critical or not.
- area: Game.Action
A spell script plays on a cell: which script, for which spell and rank, critical or not.
Kind struct · Area Game.Action
The execute_script action of GameActionFightEvent: the server makes the caster
(GameActionFightEvent.source_id) play a spell's scripted visual without a regular cast.
READ IT LIKE THIS
1. ExecuteScript.script_usage_id: which spell-script usage to play.
2. ExecuteScript.spell_id and ExecuteScript.spell_rank: the spell and its rank (grade)
the script belongs to.
3. ExecuteScript.cell: the cell it plays on; ExecuteScript.critical: whether it is the
critical-hit version.
4. SEND NOTHING BACK. It is visual; game effects arrive as their own actions.
WHAT THE CLIENT DOES. It builds a spell-cast context (caster, cell, critical, spell data and rank), makes it the sequence's current cast, and asks its spell-script player for the usage.
Not sent on its own — it travels inside GameActionFightEvent.execute_script. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | spell_id | int32 | The spell the script belongs to. (spell id) Looked up in the spells table. | never |
| 2 | spell_rank | int32 | The spell's rank (grade). Used to pick the spell's level data. | never |
| 3 | script_usage_id | int32 | The spell-script usage to play. Handed to the client's spell-script player. | never |
| 4 | critical | bool | Set for the critical-hit version. Becomes the cast context's critical flag. | never |
| 5 | cell | int32 | The cell the script plays on. (cell id) Stored where a regular cast stores its target cell. | never |