- summary: Everything needed to pick up a fight already in progress: the round, when the fight started, the effects in play and your fighters' spell state.
- area: Game.Fight
Everything needed to pick up a fight already in progress: the round, when the fight started, the effects in play and your fighters' spell state.
Kind event · Area Game.Fight
Restores a fight that is already running, typically after a reconnection.
WHAT TO DO WHEN YOU RECEIVE IT
1. Set the current round to FightJoinRunningEvent.game_turn.
2. Keep FightJoinRunningEvent.fight_start, when the fight started.
3. Apply FightJoinRunningEvent.effects, the effects currently on fighters.
4. Restore your fighters' spell state from FightJoinRunningEvent.resume
(FightResume): cooldowns and cast counts per fighter you control, plus
the global cast counts.
5. SEND NOTHING BACK.
The marks on the map are in FightJoinRunningEvent.marks (FightMark).
One more list travels with it (beta calls it the effect trigger counts); it is not named here.
When you may send it
- Requires
character_loadedinferred
Related messages
- Unsolicited - nothing you send causes this inferred — the server sends it when you join a fight already under way, notably after a reconnection; no request asks for it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | resume | FightResume | Your fighters' spell state to restore. Element type FightResume. | never |
| 2 | fight_start | int32 | When the fight started. Unit not proven: the client only forwards it in a notification nothing consumes. | never |
| 4 | effects | repeated FightRemovableEffectExtendedInformation | The effects currently on fighters. Element type FightRemovableEffectExtendedInformation. | never |
| 5 | game_turn | int32 | The current round of the fight. The client files it as the round of its current turn value. | never |
| 6 | marks | repeated FightMark | The marks on the map (glyphs, traps, walls ...). Element type FightMark. | never |