- summary: One team of one fight: which side it is, its leader, its alignment side, its team type, its wave count and its members.
- area: Game.Fight
One team of one fight: which side it is, its leader, its alignment side, its team type, its wave count and its members.
Kind struct · Area Game.Fight
One team of one fight, as the server describes it to everyone who can see the fight: which side of the fight it is, who leads it, its alignment side, what kind of team it is, how many waves it has, and either its full member list or only a summary.
HOW TO READ IT
1. FightTeamInformation.team (Team) says which side of the fight this team is.
Two records of the same fight differ here; key teams by it.
2. FightTeamInformation.leader_id is the team leader. FOR A MONSTER TEAM IT IS THE
MONSTER GROUP'S MAP ID, which is negative - the id you put in
AttackMonsterRequest.monster_group_id - not a fighter id. Fighters get their own
per-fight ids (FightFighterShowEvent).
3. FightTeamInformation.side (Alignment) is the team's alignment side.
4. FightTeamInformation.type (TeamType) is what the team is made of: players,
monsters, a tax collector, a prism and so on.
5. FightTeamInformation.waves is the team's wave count. It was 0 for both teams of
the ordinary monster fight captured.
6. Exactly one branch of team_information is set:
- FightTeamInformation.team_members (FightTeamMembersInformation): every
member, one entry each;
- FightTeamInformation.light_information: a summary only (counts, average
level, a few flags), sent when the full list is not given.
Check which branch is set before reading either.
WHERE IT ARRIVES. Inside FightTeamUpdateEvent (one team at a time; MERGE the members
into the team you hold) and as each entry of FightCommonInformation.teams_information
(a fight shown on the map). The client converts both with the same routine.
OBSERVED (one capture, 3.7.8.7, attacking a monster group): two records for fight 3089. Your team: leader = your character id, side WITHOUT, team and type at their defaults, team_members listing you. The monster team: leader -20002 (the attacked group), team 1 and type 1 on the wire, team_members present but empty.
PADDING. Builds add unread members: a second int64 (3.7), a map (3.6.12.16). They stay unnamed; leave them unset.
Not sent on its own — it travels inside FightTeamUpdateEvent and as an entry of FightCommonInformation.teams_information. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | type | TeamType | What the team is made of: players, monsters, a tax collector, a prism... A TeamType. Proven as the one enum the converters read besides team and side. | never |
| 3 | waves | int32 | The team's wave count; 0 in an ordinary fight. (count) | never |
| 5 | side | Alignment | The team's alignment side. An Alignment. | never |
| 6 | team | Team | Which side of the fight this team is (challengers or defenders). A Team. Two teams of one fight differ here. | never |
| 8 | leader_id | int64 | The team's leader. For a monster team: the monster group's negative map id, not a fighter id. (entity id) | never |
| 2 | light_information | type not documented yet | A summary of the team (counts, average level, flags) instead of its member list. A FightTeamLightInformation (no signature here). Branch of team_information. | never |
| 4 | team_members | FightTeamMembersInformation | The full member list, when the server sends it. A FightTeamMembersInformation. Branch of team_information. | never |