- summary: Your character started regenerating life: one point every `regen_rate` tenths of a second.
- area: Game.Character
Your character started regenerating life: one point every `regen_rate` tenths of a second.
Kind event · Area Game.Character
Your character's life now comes back on its own, one point every regen_rate
tenths of a second, until UpdateLifePointsEvent stops it.
TO TRACK LIFE THE WAY THE CLIENT DOES
1. When this arrives, note the time T0 and your current life L0.
2. Your life is then L0 + floor(milliseconds since T0 / (regen_rate x 100)),
never above your maximum life. The client recomputes it every
regen_rate x 100 ms.
3. When UpdateLifePointsEvent arrives, stop adding: keep the life you
have at that moment.
4. Another LifePointsRegenBeginEvent restarts the count from the life you
have then, with the new rate. A rate of 0 regenerates nothing.
The server's characteristics (CharacterCharacteristicsEvent) stay the
reference; this is the client's estimate between them.
The other declared member is padding the client never reads; the generated proto marks it unread.
When you may send it
- Requires
character_selectedinferred
Related messages
- Unsolicited - nothing you send causes this inferred — the client reacts to it without having asked for anything
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | regen_rate | int32 | Time between two regenerated life points, in tenths of a second: the client waits regen_rate x 100 ms per point. (tenths of a second per life point) 0 regenerates nothing. | never |