- summary: The server has selected your character for you. Empty payload; answer it.
- area: Game.Character.Management
The server has selected your character for you. Empty payload; answer it.
Kind event · Area Game.Character.Management
Carries nothing. The server is not asking you to choose: the character is
already decided, so do NOT send CharacterSelectionRequest for it.
1. Answer straight away with one empty
CharacterForceSelectionReadyRequest.
2. Send that answer ONCE. The client keeps a one-shot flag and ignores repeats
of this event once it has answered.
The current build carries no character id (older protocols did). The character is the one this connection was transferred for.
Any field a later build declares here is unread by the client and is left unresolved.
When you may send it
- Requires
authenticatedinferred - Raised by: the connection lands on a game server that already knows which character plays - the client handles it in its server-transfer service (fight / Kolizeum server switch) inferred
Related messages
- You must then send
CharacterForceSelectionReadyRequestproven — the handler of this event constructs the ready request unpopulated and hands it to the game connection