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<p>Character events are individual to your character.</p>
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<div class='code'>
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// Register to a single character event:
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character.on("level_up",function(data){
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game_log("I am now level "+data.level+"!");
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});
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// Register to all character events:
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character.all(function(name,data){
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data.event_name=name;
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show_json(data);
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});
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</div>
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<p>Data Reference:</p>
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<span class='dlabel'>"new_map"</span>
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<div class='code'>
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{
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// Sent after your character enters a new map
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name: "main", // G.maps.main
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in: "main", // Unique instance ID for instances
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}
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</div>
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<span class='dlabel'>"incoming"</span>
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<div class='code'>
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{
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// If an "action" Game Event is targeting you
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// It's emitted to your character as an "incoming" event
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source: "attack", // Can be positive or negative
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actor: "CharacterName", // Monster ID or Character ID
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target: "42", // Monster ID or Character ID
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damage: 1390,
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projectile: "momentum",
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eta: 50, // Arrival in milliseconds
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pid: "abcd1234", // Projectile ID
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}
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</div>
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<span class='dlabel'>"hit"</span>
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<div class='code'>
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{
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// Emitted when you've been hit by a projectile
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// Could be damaging, healing, or containing a condition
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// The full reference can be found in Game Events
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source: "attack",
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actor: "AttackerID", // Monster ID or Character ID
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target: "YourCharacterName", // Monster ID or Character ID
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damage: 1390,
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pid: "abcd1234", // Projectile ID
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}
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</div>
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<span class='dlabel'>"target_hit"</span>
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<div class='code'>
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{
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// Same format as "hit" event
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// Emitted when you've hit someone
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}
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</div>
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<span class='dlabel'>"loot"</span>
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<div class='code'>
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{
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// Emitted when you or a party member opens a chest
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id: "qwerty12345",
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opener: "CharacterName", // Character who opened the chest
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goldm: 1.2, // Character who opened the chest had +20% Gold
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dry: false, // Set if the opener was far away from the chest
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stale: false, // Set if the chest was unopened for more than 30 minutes
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// If the dry or stale flags are set, goldm is 1
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gold: 87, // You looted 87 gold
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party: true, // The chest was looted by a party
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items:[
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{name:"xsword", "level":0, "looter":"ACharacterName"},
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{name:"xstaff", "level":0, "looter":null, "lostandfound":true}, // Lost
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{name:"xbow", "level":10, "looter":"AnotherCharacterName", pvp_loot:true},
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// pvp_loot flag is set if the chest was a character drop at pvp
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],
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}
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</div>
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<span class='dlabel'>"buy"</span>
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<div class='code'>
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{
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name: "coat",
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num: 0, // Inventory slot 0
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q: 1, // Quantity
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cost: 6000, // Gold spent
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"sell"</span>
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<div class='code'>
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{
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item: {name:"staff",level:9},
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gold: 500,
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"cm"</span>
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<div class='code'>
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{
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name: "CharacterName", // Name of the character who sent the code message
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message: object, // Can be a string, array, any serializable object
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"clim"</span>
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<div class='code'>
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{
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// Raw data that's posted to the CLI jsdom window from character.js
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// Can also be posted from master.js, which character.js will propagate
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"death"</span>
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<div class='code'>
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{
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past: false, // true when your code executes with a dead character
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"respawn"</span>
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<div class='code'>
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{
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// Respawned
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"item_received"</span>
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<div class='code'>
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{
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name: "SenderName",
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item: "staff",
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q: 1,
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num: 12, // Inventory#
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"item_sent"</span>
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<div class='code'>
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{
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name: "ReceiverName",
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item: "staff",
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q: 1,
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num: 12, // Inventory#
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"mail_sent"</span>
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<div class='code'>
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{
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to: "ReceiverName",
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// There's also a "mail_failed" with a reason
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"gold_sent"</span>
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<div class='code'>
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{
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name: "ReceiverName",
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gold: 100,
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"gold_received"</span>
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<div class='code'>
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{
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name: "SenderName",
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gold: 100,
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"craft"</span>
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<div class='code'>
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{
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name: "gstaff", // Item ID of the item
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num: 12, // Inventory# of the item
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"dismantle"</span>
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<div class='code'>
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{
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name: "staff", // Item ID of the item you've dismantled
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"sale"</span>
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<div class='code'>
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{
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buyer: "BuyerName",
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item: {name:"staff",level:9},
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slot: "trade8",
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}
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</div>
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<span class='dlabel'>"mluck"</span>
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<div class='code'>
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{
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name: "MerchantName",
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item: {name:"staff",level:0},
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num: 12,
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}
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</div>
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<span class='dlabel'>"exchange_buy"</span>
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<div class='code'>
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{
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// Token Exchange
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num: 12, // Inventory# of the item
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"mobbing"</span>
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<div class='code'>
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{
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// If you target 4+ monsters, they start dealing increased damage
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// This behaviour is called "mobbing"
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intensity: 1, // The intensity increases with each hit
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"stacked"</span>
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<div class='code'>
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{
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// If you place your characters on top of each other
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// Monsters deal stacked/increasing damage to all the stacked characters
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// When this event is triggered, scatter your characters
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ids: ["CharacterName1","CharacterName2","..."],
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}
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</div>
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<div style='margin-bottom: 10px'></div>
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<span class='dlabel'>"level_up"</span>
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<div class='code'>
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{
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level: 72, // Your new level
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}
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</div>
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<p>Work in progress ...</p>
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