- summary: The full, authoritative state of every fighter (position, look, characteristics), sent to resynchronize the fight.
- area: Game.Fight
The full, authoritative state of every fighter (position, look, characteristics), sent to resynchronize the fight.
Kind event · Area Game.Fight
A snapshot of every fighter, as ActorPositionInformation records: actor id,
disposition (cell and direction) and the fighter information with its
characteristics.
WHAT TO DO WHEN YOU RECEIVE IT
1. Treat it as authoritative for every fighter it lists: replace each listed fighter's cell, direction and characteristics (life, AP, MP, ...) with what the record says. 2. Apply it IN ORDER with the fight's action sequences. The client queues it as a step of its fight-sequence player rather than applying it on arrival, so it lands after the actions that precede it on the wire. 3. SEND NOTHING BACK.
DO NOT CONFUSE IT WITH THE ROLEPLAY SPAWN. GameRolePlayShowActorsEvent carries
the same record type, but it adds actors to a map and is applied immediately; this
one belongs to the fight file and describes fighters.
When you may send it
- Requires
character_loadedinferred
Related messages
- Unsolicited - nothing you send causes this the server sends it on its own to resynchronize the fighters; no request asks for it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | fighters | repeated ActorPositionInformation | Every fighter's current state. Element type ActorPositionInformation. | never |