- summary: Which kind of game context the character is in: roleplay or fight.
- area: Game.Context
Which kind of game context the character is in: roleplay or fight.
Kind enum · Area Game.Context
The kind of game context carried by ContextCreationEvent:
ROLE_PLAY the ordinary world - maps, NPCs, movement, interactive elements. The client's roleplay context is the one built on its roleplay entity service and its movement service. FIGHT a fight. The client's fight context switches on its fight services instead.
A context of one kind replaces a context of the other; the client never holds both. It maps these two values onto its own context kinds and treats any other value as "no context", so a value added by a later server would leave an unmodified client outside any context.
Nothing is sent in reaction to either value: the value decides which client services run, not what the client sends.
Not sent on its own — an enum is never sent on its own; it is the ContextCreationEvent.context member. inferred
Used by
Values
| Value | Number | Meaning |
|---|---|---|
ROLE_PLAY | 0 | The ordinary world: maps, NPCs, movement and interactive elements. The value at world entry and after every fight. The client enters the context built on its roleplay entity and movement services. |
FIGHT | 1 | A fight: the client switches its roleplay services off and its fight services on. The context stays FIGHT until the server destroys it or names ROLE_PLAY again. |