- summary: A fighter is healed: which fighter and how many life points.
- area: Game.Action
A fighter is healed: which fighter and how many life points.
Kind struct · Area Game.Action
A heal: the payload of GameActionFightEvent.life_points_gain. The healer is
GameActionFightEvent.source_id.
READ IT LIKE THIS
1. LifePointsGain.target_id is the healed fighter.
2. Raise its current life by LifePointsGain.delta (never above its maximum).
3. Ignore the record's other members: the client never reads them.
WHAT THE OFFICIAL CLIENT DOES. It queues the same life step it uses for damage, with +delta, no permanent damage and a neutral element (fight log: ui.fight.lifeGain).
Not sent on its own — it travels inside GameActionFightEvent.life_points_gain. proven
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | target_id | int64 | The healed fighter. (fighter (entity) id) | never |
| 4 | delta | int32 | Life points gained (a positive number). (life points) The client applies it as a positive change of current life. | never |