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MonsterGroup

  • summary: A monster group linked into a chat line: where it stands, who leads it and what it holds.
  • area: Game.Chat

A monster group linked into a chat line: where it stands, who leads it and what it holds.

Kind struct · Area Game.Chat

One monster group a player dropped into a chat line (right-click a group on the map, then "insert link"). The line's words stay in the message's content; this record rides in Metadata.monster_groups beside it.

TO SHOW A RECEIVED LINK

1. Read MonsterGroup.coordinates and MonsterGroup.world_map_id: the map position the link points at. The client builds a "localize" link from them. 2. Read MonsterGroup.leader_id (the monster shown as the group's leader) and MonsterGroup.group_infos (the group's make-up as text). The client builds a "show in bestiary" link from them, with MonsterGroup.waves_count and MonsterGroup.scale_mode. 3. MonsterGroup.group_id identifies the group itself; both links carry it.

TO SEND ONE

1. Fill every member from the group on your map, as above. 2. Add the record to Metadata.monster_groups of the chat request, beside the text. One record per linked group.

Not sent on its own — it only travels inside Metadata.monster_groups, attached to a chat message. inferred

Used by

Fields

#FieldTypeMeaningYou set it
1waves_countint32How many waves the group fights in.
Named after the wavesCount parameter of both link builders.
required
2coordinatesMapCoordinatesWhere the group stands on the world map.
The client passes its two numbers as x and y of the localize link; read them as MapCoordinates.world_x / MapCoordinates.world_y.
required
3world_map_idint32The world map the coordinates belong to.
Named after the localize link's worldMapId parameter. When sending, the client takes it from the group's sub-area (SubAreaData.worldmapId).
required
4group_idint64The group itself: its actor id on the map.
Named after the groupId parameter; both link builders also make a network link from it alone (CreateLinkForNetwork(groupId)).
required
5scale_modeint32A display option of the links; the client only tests whether it is non-zero.
Named after the scaleMode parameter of both link builders (default 0). Proven by native code only: it is passed on the stack, which Cpp2IL's ISIL prints out of order.
required
6group_infosstringThe group's make-up, as text.
Named after the groupInfos parameter. The bestiary link parses it into a set of ids when clicked; send it exactly as you received it.
required
8leader_idint32The monster shown as the group's leader. (monster id)
Named after the leaderId parameter of both link builders.
required

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