- summary: A fighter becomes invisible, visible again, or detected.
- area: Game.Action
A fighter becomes invisible, visible again, or detected.
Kind struct · Area Game.Action
The invisibility action of GameActionFightEvent: a fighter's visibility state changes.
READ IT LIKE THIS
1. Invisibility.target_id is the fighter.
2. Invisibility.invisibility_state is its new FightInvisibilityState: store it on the
fighter. While a fighter is invisible to you, do not rely on the cell you last saw it on.
3. SEND NOTHING BACK.
WHAT THE CLIENT DOES. Its fight sequencer queues the fight's change-visibility step, which stores the state on the fighter's entity information and shows, hides or fades the fighter's sprite.
Not sent on its own — it travels inside GameActionFightEvent.invisibility. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | invisibility_state | FightInvisibilityState | The fighter's new visibility state. See FightInvisibilityState. | never |
| 2 | target_id | int64 | The fighter whose visibility changes. (fighter (entity) id) | never |