- summary: One action an interactive element offers: the harvest gesture on a field, open on a door, use on a zaap.
- area: Game.Common
- confidence: 0.87
One action an interactive element offers: the harvest gesture on a field, open on a door, use on a zaap.
- Kind struct
- Area Game.Common
- Named by beta
An action offered by an interactive object.
THE TWO IDS ARE SWAPPED ON THE CURRENT BUILD relative to the reference one -
skill_instance_uid is declared at 1 and skill_id at 2. Read by name, and be
careful which one you send: they are both int32 and they mean completely
different things.
skill_id WHAT the action is, as a data-centre skill id. Shared by
every element offering the same action.
skill_instance_uid WHICH offer this is on THIS element. Unique among that
element's actions.
name_id is an optional label override. When present the client resolves it
through its skill-name data and displays that instead of the skill's own name;
its absence is normal and means "use the skill's own name".
Whether an action is available is NOT expressed here - it is expressed by which
of InteractiveElement's two lists this record appears in.
Not sent on its own — it is only ever an element of one of InteractiveElement's two skill lists. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | name_id | int32 | An optional label override for this action. Explicit presence: absent is not the same as zero. (skill name id) Absent is the normal case and means the skill's own name is used. | never |
| 2 | skill_instance_uid | int32 | Per-element handle for this particular offer, unique among the element's actions. (skill instance id) Declared at number 1 on this build, the reverse of the reference build. | never |
| 3 | skill_id | int32 | Which action this is, as a data-centre skill id. (skill id) Shared by every element that offers the same action. Declared at number 2 on this build, the reverse of the reference build. | never |
Recovered with score 180, confidence 0.87, margin 180 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 3 of 3.
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