- summary: One spell a fighter can cast: its id and level, plus availability and a kind.
- area: Game.Common
One spell a fighter can cast: its id and level, plus availability and a kind.
Kind struct · Area Game.Common
One entry of a spell list.
HOW TO READ IT
1. SpellItem.spell_id is the spell; look it up in the spell data. Spell id 0 is the
weapon entry.
2. SpellItem.spell_level is the level of that spell to use.
3. SpellItem.available, when present, says whether the spell can be used.
4. SpellItem.kind is a category the server sends (1 on the character's spells and 2 on
the weapon entry in captures). The client keeps it but no client logic reads it: do
not rely on it.
Not sent on its own — a record carried by SpellsEvent, FightControlEvent and FightSpellsUpdateEvent, never sent on its own. inferred
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | kind | type not documented yet | A category of the entry; the client keeps it but never reads it. Name ours: no Ankama source names it. Captures show 1 on the character's spells and 2 on the weapon entry (spell id 0). | never |
| 2 | spell_id | int32 | The spell (0 for the weapon entry). The client looks it up with SpellData.GetById. | never |
| 3 | available | bool | Whether the spell can be used; absent when not said. Explicit presence: absent is not the same as zero. | never |
| 4 | spell_level | int32 | The level of the spell to use. The client passes it, beside the spell id, down to SpellData.GetSpellLevelData(rank). | never |