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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

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SequenceStartEvent

  • 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_ready inferred

Related messages

  • You will then receive SequenceEndEvent inferred — 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

#FieldTypeMeaningYou set it
1sequence_typeSequenceTypeWhat 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
2author_idint64The fighter whose action the sequence plays. (fighter id)
The official client never reads it; the same fighter comes back in SequenceEndEvent.author_id.
never

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