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MonsterRevivedEvent

A monster the party thought dead has got back up.

Full documentation: MonsterRevivedEvent. Wire type: monster_revived.

Default visibility: player

Message codes: effects.regeneration.revived

JSON Schema

{
  "$defs": {
    "Visibility": {
      "description": "Who is allowed to see an event.\n\nEvery event has one of these two values, and the split exists because B/X keeps some rolls behind the\nreferee's screen. Filter a log on it before you show anything to a player, or call\n`GameSession.view`, which builds the player's and the referee's\nviews for you. A narrator playing referee reads both.\n\nThe values are the lowercase strings and they serialize into every event, so a renamed value is a\n`schema_version` bump.\n\nExamples:\n    ```python\n    from osrlib.core.events import DamageDealtEvent, HitPointsReportedEvent, Visibility\n\n    log = [\n        DamageDealtEvent(target_id=\"monster-0001\", amount=5),\n        HitPointsReportedEvent(target_id=\"monster-0001\", current_hp=2, max_hp=7),\n    ]\n    shown = [event.code for event in log if event.visibility is Visibility.PLAYER]\n    assert shown == [\"combat.damage.dealt\"]  # the goblin's remaining hit points stay hidden\n    ```",
      "enum": [
        "player",
        "referee"
      ],
      "title": "Visibility",
      "type": "string"
    }
  },
  "description": "A monster the party thought dead has got back up.\n\nA regeneration tick inside `EffectsLedger.advance` emits this\nwhen the countdown runs out, which for a troll is 2d6 rounds after it fell. The monster comes back on one\nhit point, and the `dead` condition comes off in the same breath. It stops happening once the damage the\nmonster cannot regenerate, fire and acid for a troll, adds up to its full hit points.",
  "properties": {
    "code": {
      "default": "effects.regeneration.revived",
      "title": "Code",
      "type": "string",
      "description": "Fixed at `effects.regeneration.revived`."
    },
    "visibility": {
      "$ref": "#/$defs/Visibility",
      "default": "player",
      "description": "Player visibility: the players find out the hard way."
    },
    "event_type": {
      "const": "monster_revived",
      "default": "monster_revived",
      "title": "Event Type",
      "type": "string",
      "description": "The wire name for this event type."
    },
    "target_id": {
      "title": "Target Id",
      "type": "string",
      "description": "The entity id of the monster that came back."
    }
  },
  "required": [
    "target_id"
  ],
  "title": "MonsterRevivedEvent",
  "type": "object"
}