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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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FightFighterShowEvent

  • summary: A fighter appeared in the current fight: its id, cell and direction, look and fighter details.
  • area: Game.Fight

A fighter appeared in the current fight: its id, cell and direction, look and fighter details.

Kind event · Area Game.Fight

Adds one fighter to the fight you are in, or redraws one you already show. The record is an ActorPositionInformation: the fighter's id, its cell and direction (EntityDisposition), its EntityLook and the fighter branch of its actor information.

WHAT TO DO WHEN YOU RECEIVE IT

1. Upsert the fighter under ActorPositionInformation.actor_id. The client keeps the look under that id and (re)builds the fighter's entity from the record; a fighter it already shows is updated, not duplicated. 2. Put it on the cell of ActorPositionInformation.disposition, facing its direction. 3. Remember static_pose for that fighter. The client stores it per fighter id and, when it is set, starts the fighter's animated entity in a dedicated animation state instead of the default one: the fighter is shown in a fixed pose. 4. Send nothing back. No handler of this message builds a request.

WHEN IT ARRIVES. While a fight is being set up, one message per fighter. It also arrives on its own when a fighter joins a fight that is already announced. In one capture of a monster fight started by attacking a group, two arrived in the same millisecond as FightJoinEvent, one per monster, each on its own placement cell, with static_pose unset.

MONSTER FIGHTERS HAVE SMALL NEGATIVE IDS. The two monsters of that capture were fighters -1 and -2: per-fight ids, unrelated to the id of the monster group that was attacked (-20002 in the same capture). Key fighters by the id in this message, not by the group id.

NOT A ROLEPLAY SPAWN. GameRolePlayShowActorsEvent carries the same record for a roleplay map. This message belongs to the fight. Another fight message, FightFighterRefreshEvent carries the same record without the flag and refreshes a fighter that is already shown, and FightSynchronizeEvent carries a whole list of them to resynchronise the fight.

When you may send it

  • Requires context_ready inferred

Related messages

Fields

#FieldTypeMeaningYou set it
1informationActorPositionInformationThe fighter: its id, cell and direction, look, and fighter details.
An ActorPositionInformation; its actor information carries the fighter branch.
never
2static_poseboolWhether the fighter is shown in a static pose.
Observed: false (unset) for both monsters of one captured monster fight
The client stores it per fighter id. Set, it starts the fighter's animated entity in a dedicated animation state instead of the default one.
never

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