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FightBoostSynchronizeEvent

  • summary: The complete list of active buffs and debuffs of every fighter. It replaces the client's buff state: missing buffs are removed, changed ones updated, new ones added.
  • area: Game.Fight

The complete list of active buffs and debuffs of every fighter. It replaces the client's buff state: missing buffs are removed, changed ones updated, new ones added.

Kind event · Area Game.Fight

This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation.

The server's full list of every active fight effect (buff or debuff) on every fighter. After it, the client holds EXACTLY this list.

WHY IT EXISTS

Buffs normally change one at a time inside the actions that cause them: FightBoostAddEvent adds one (played as a step of the current action), FightBoostRemoveEvent and the removal actions of GameActionFightEvent take them away. This event is the full resynchronisation that does not depend on that history: whatever the client holds, the list wins.

WHEN IT ARRIVES

- At fight start. In a 3.7.10.10 capture it arrived EMPTY when the fight started: nobody has a buff yet, so any buff left over is dropped. - Whenever the server resynchronises buffs (inferred: the client accepts it at any moment). It is applied IMMEDIATELY, not queued in the action sequence being played (unlike FightBoostAddEvent).

WHAT TO DO WHEN YOU RECEIVE IT

1. Take every entry of FightBoostSynchronizeEvent.effects (FightRemovableEffectExtendedInformation: the effect, the action that applied it and the fighter who cast it). The buff's identity is its uid (FightRemovableEffect.uid). 2. REMOVE every buff you hold, on any fighter, whose uid is not in the list. 3. For each entry, look for the buff with that uid on its target (FightRemovableEffect.target_id): - you hold it: if any of its values differ (effect parameters, start and end turns, kind), UPDATE it to the entry's values; - you do not: ADD it as a new buff, cast by source_id through action_id. 4. An EMPTY list removes every buff of every fighter. 5. SEND NOTHING BACK.

When you may send it

  • Requires character_loaded inferred
  • Raised by: the server resynchronising every fighter's buffs (at least at fight start) inferred

Related messages

  • Unsolicited - nothing you send causes this observed — pushed by the server (seen empty at fight start in a 3.7.10.10 capture); no request asks for it

Fields

#FieldTypeMeaningYou set it
1effectsrepeated FightRemovableEffectExtendedInformationEvery active fight effect, with its action and caster.
The whole buff state: buffs missing from it are removed, changed ones updated, new ones added.
An empty list clears every buff.
never

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