- summary: A player fighting with you, or you, became ready or not ready during the placement phase.
- area: Game.Fight.Preparation
A player fighting with you, or you, became ready or not ready during the placement phase.
Kind event · Area Game.Fight.Preparation
The server's echo of the ready button, for every human fighter of your fight. It says
who (FightHumanReadyStateEvent.character_id) and whether that fighter is now
ready (FightHumanReadyStateEvent.is_ready).
WHAT TO DO WHEN YOU RECEIVE IT
1. Store the ready flag for the fighter under
FightHumanReadyStateEvent.character_id, replacing the previous value.
2. IF THE ID IS YOUR OWN CHARACTER, this is the server's word on YOUR ready state.
Trust it over what you sent: the client switches its ready button from it, not
from its own FightReadyRequest.
3. SEND NOTHING BACK. The handler builds no request.
WHAT THE CLIENT DOES. The fight placement service looks the fighter up by id, plays or
stops the fighter's ready animation from the flag, and, only when the id is the
player's own, tells the end-turn widget "ready" or "not ready" - the widget whose
button sends FightReadyRequest.
WHEN IT ARRIVES. After a FightReadyRequest (yours or another human fighter's)
during the placement phase. When every human fighter is ready, or when the placement
countdown elapses, FightStartEvent follows. Monsters never send it: it is about
human fighters only.
PADDING. Builds add unread members (an optional int32 and a second bool on 3.7). Read the two recovered members only.
When you may send it
- Requires
context_readyinferred
Related messages
- Arrives after
FightReadyRequest
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | character_id | int64 | The human fighter whose ready state changed; your own character id when it is you. (entity id) | never |
| 3 | is_ready | bool | True when the fighter is now ready to start the fight, false when it is no longer ready. | never |