- 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_readyinferred
Related messages
- Arrives after
FightJoinEvent
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | information | ActorPositionInformation | The fighter: its id, cell and direction, look, and fighter details. An ActorPositionInformation; its actor information carries the fighter branch. | never |
| 2 | static_pose | bool | Whether the fighter is shown in a static pose. Observed: false (unset) for both monsters of one captured monster fightThe 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 |