- summary: An invisible fighter is spotted on a cell.
- area: Game.Action
An invisible fighter is spotted on a cell.
Kind struct · Area Game.Action
The invisible_detected action of GameActionFightEvent: an invisible fighter is revealed
for a moment, typically because something hit or touched it.
READ IT LIKE THIS
1. InvisibleDetected.target_id is the invisible fighter.
2. InvisibleDetected.cell is where it is: record it as the fighter's current cell. It stays
invisible; this is only a glimpse of its position.
3. SEND NOTHING BACK.
WHAT THE CLIENT DOES. It moves the fighter's known position to the cell, then its fight sequencer
plays a short step that shows a fading copy of the acting fighter's sprite
(GameActionFightEvent.source_id) on that cell (3.3.6.6 still names the step class
FightInvisibleTemporarilyDetectedStep).
Not sent on its own — it travels inside GameActionFightEvent.invisible_detected. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | cell | int32 | The cell the invisible fighter was spotted on. (map cell id) The client also shows a fading copy of the acting fighter there. | never |
| 3 | target_id | int64 | The invisible fighter that was spotted. (fighter (entity) id) The client records InvisibleDetected.cell as its position. | never |