- summary: Opens a fight action sequence: the actions that follow belong together until the matching sequence end.
- area: Game.Game.Action
Opens a fight action sequence: the actions that follow belong together until the matching sequence end.
Kind event · Area Game.Game.Action
Opens a fight action sequence. Everything the server sends until the matching
SequenceEndEvent is the playback of ONE action - a spell cast, a weapon hit, a
movement, a death, a turn start or end - and belongs together.
WHAT TO DO WHEN YOU RECEIVE IT
1. Open a sequence: remember that you are inside one, and its kind
(SequenceStartEvent.sequence_type, see SequenceType).
2. Apply the fight action events that follow as part of it.
3. SEND NOTHING BACK NOW. The answer comes when the sequence ends: the client
acknowledges the finished sequence with GameActionAcknowledgementRequest.
SEQUENCES NEST. The client keeps a parent link: a start that arrives while another sequence is open opens a child (a trap triggered during a move, a death during a spell). Close them in reverse order.
SequenceStartEvent.author_id names the fighter whose action the sequence plays.
The official client never reads it here: it takes the author from
SequenceEndEvent.author_id when the sequence closes.
When you may send it
- Requires
context_readyinferred
Related messages
- You will then receive
SequenceEndEventinferred — every sequence is closed by a sequence end carrying the action id to acknowledge; the client's own handler warns when an end arrives without a start - Unsolicited - nothing you send causes this inferred — the server opens a sequence whenever it plays a fight action (a cast, a move, a death, a turn change), whoever caused it
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | sequence_type | SequenceType | What kind of action the sequence plays (spell, weapon, movement, death, turn start/end ...). Proven as the only member the client reads: it is converted into the client's sequence kind and stored in the sequence it opens. | never |
| 2 | author_id | int64 | The fighter whose action the sequence plays. (fighter id) The official client never reads it; the same fighter comes back in SequenceEndEvent.author_id. | never |