Aller au contenu
Afficher dans l'application

Une meilleure façon de naviguer. En savoir plus.

Asterobot

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

Pour installer cette application sur iOS et iPadOS
  1. Appuyez sur Icône de partage dans Safari
  2. Faites défiler le menu et appuyez sur Ajouter à l'écran d'accueil.
  3. Appuyez sur Ajouter dans le coin supérieur droit.
Pour installer cette application sur Android
  1. Appuyez sur le menu à trois points (⋮) dans le coin supérieur droit du navigateur.
  2. Appuyez sur Ajouter à l'écran d'accueil ou Installer l'application.
  3. Confirmez en appuyant sur Installer.

Requests

52 archives dans cette catégorie

  1. Smooth ·
    Turns on or off the notification shown when a mutual contact logs in. Kind request Area Game.Social Named by beta, gamemapping One of the social "warn me when..." toggles the client mirrors to the server. THE SERVER HAS TO BE TOLD because it is the side that decides whether to push the notification; the client cannot honour the setting locally. IT IS SENT IMMEDIATELY ON EVERY FLIP, WITH NO DEBOUNCE. The option lives in Options -> General, in the Social block. Flipping it publishes a one-bo
    • summary: Turns on or off the notification shown when a mutual contact logs in.
    • area: Game.Social
    • confidence: 0.95
    • 0 commentaires
    • 2 vues
  2. Smooth ·
    Turns on or off the notification shown when a friend, guild member or nearby character gains a level. Kind request Area Game.Social Named by beta, gamemapping One of the social "warn me when..." toggles the client mirrors to the server. THE SERVER HAS TO BE TOLD because it is the side that decides whether to push the notification; the client cannot honour the setting locally. IT IS SENT IMMEDIATELY ON EVERY FLIP, WITH NO DEBOUNCE. The option lives in Options -> General, in the Social block
    • summary: Turns on or off the notification shown when a friend, guild member or nearby character gains a level.
    • area: Game.Social
    • confidence: 0.95
    • 0 commentaires
    • 2 vues
  3. Smooth ·
    Asks for one section of the player's guild data - general, members, boosts, houses, recruitment or logbook. Kind request Area Game.Guild Named by beta, gamemapping THE GUILD WINDOW DOES NOT GET EVERYTHING AT ONCE. Each tab asks for the section it needs and the server answers with the matching event. This request carries nothing but the section selector, so it is a pure "give me X". ASK FOR THE SECTION YOU ACTUALLY WANT. The sections are separate round trips; asking for all six because you mig
    • summary: Asks for one section of the player's guild data - general, members, boosts, houses, recruitment or logbook.
    • area: Game.Guild
    • confidence: 0.94
    • 0 commentaires
    • 7 vues
  4. Smooth ·
    Asks the server to start notifying this character when a guild member comes online. Empty payload. Kind request Area Game.Guild Named by gamemapping The subscribe half of a mutually exclusive pair with GuildMemberWarnOnConnectionStopRequest. Both carry nothing; WHICH MESSAGE YOU SEND IS THE ENTIRE PAYLOAD. THE SERVER HOLDS THE SUBSCRIPTION STATE, NOT YOU. The client keeps its own copy of the checkbox as a persisted option, but that copy is a UI convenience and IS NEVER REPLAYED TO THE SERVER
    • summary: Asks the server to start notifying this character when a guild member comes online. Empty payload.
    • area: Game.Guild
    • confidence: 0.92
    • 0 commentaires
    • 4 vues
  5. Smooth ·
    Asks the server to stop notifying this character when a guild member comes online. Empty payload. Kind request Area Game.Guild Named by gamemapping The unsubscribe half of a mutually exclusive pair with GuildMemberWarnOnConnectionStartRequest. Both carry nothing; WHICH MESSAGE YOU SEND IS THE ENTIRE PAYLOAD. THE SERVER HOLDS THE SUBSCRIPTION STATE, NOT YOU. The client keeps its own copy of the checkbox as a persisted option, but that copy is a UI convenience and IS NEVER REPLAYED TO THE SERVE
    • summary: Asks the server to stop notifying this character when a guild member comes online. Empty payload.
    • area: Game.Guild
    • confidence: 0.90
    • 0 commentaires
    • 4 vues
  6. Smooth ·
    Asks when the guild's current mission week ends. Empty payload. Kind request Area Game.Guild Named by gamemapping Guild missions run on a weekly cycle and THE CLIENT DOES NOT COMPUTE THE BOUNDARY LOCALLY - it asks the server and caches the answer. Progress bars, countdowns and the save affordances in the mission windows all depend on it. Carries nothing. Do the same: ask once and cache. Recomputing the week boundary from your own clock will disagree with the server across timezone and daylig
    • summary: Asks when the guild's current mission week ends. Empty payload.
    • area: Game.Guild
    • confidence: 0.93
    • 0 commentaires
    • 4 vues
  7. Smooth ·
    Presents an authentication ticket on a freshly opened game-server socket; always the first frame written on that connection. Kind request Area Game.Connection Named by beta, gamemapping THE FIRST FRAME ON EVERY GAME-SERVER SOCKET. Nothing else is accepted until it is answered, and the client does not wait for the socket to finish opening before writing it: the message is built inside the connect routine and handed to the connection object while the TCP handshake is still in flight. The connect
    • summary: Presents an authentication ticket on a freshly opened game-server socket; always the first frame written on that connection.
    • area: Game.Connection
    • confidence: 0.92
    • 0 commentaires
    • 15 vues
  8. Smooth ·
    Asks the server to turn the played character to face a new direction, without moving it. Kind request Area Game.Gamemap Named by beta, gamemapping Turning is a first-class action in DOFUS, separate from moving: a character can turn on the spot without changing cell. Facing decides which way the sprite looks and which animation set plays, and it matters mechanically - backstab bonuses depend on the relative facing of attacker and target. DO NOT APPLY THE TURN OPTIMISTICALLY. The server validat
    • summary: Asks the server to turn the played character to face a new direction, without moving it.
    • area: Game.Gamemap
    • confidence: 0.93
    • 0 commentaires
    • 6 vues
  9. Smooth ·
    Asks the server what is standing on a map. Without it the map loads empty. Kind request Area Game.Gamemap Named by beta, gamemapping Turns a loaded map into a playable one. A script that never sends this sees an empty world: no actors, no interactive elements, nothing to walk to. SEND IT ON EVERY MAP LOAD, ONCE PER MAP - NOT ONCE PER SESSION. The client raises it from its internal map-loaded notification, so it fires again on every teleport, zaap, map change and fight exit. SEND IT TOGETHER
    • summary: Asks the server what is standing on a map. Without it the map loads empty.
    • area: Game.Gamemap
    • confidence: 0.88
    • 0 commentaires
    • 6 vues
  10. Smooth ·
    Stops a walk in progress and tells the server where you actually ended up. Kind request Area Game.Roleplay Named by beta, gamemapping STOPS A WALK AND SAYS WHERE YOU ACTUALLY ARE. It is not "cancel my request" - by the time you send it you have already moved partway, and the one value it carries is where you came to rest. WHEN TO SEND IT WHEN A WALK YOU ALREADY STARTED IS INTERRUPTED BEFORE IT FINISHES. You send MapMovementRequest with a path, the server accepts it, and then something stops
    • summary: Stops a walk in progress and tells the server where you actually ended up.
    • area: Game.Roleplay
    • confidence: 0.88
    • 0 commentaires
    • 4 vues
  11. Smooth ·
    Tells the server the character has finished walking the path it was granted. Empty payload. Kind request Area Game.Gamemap Named by gamemapping Closes the movement handshake: the walk you were granted is done. CARRIES NOTHING - SEND IT EMPTY. Four of the dumped builds declare it with no fields at all; the current one pads it with a nine-value enum that NO writer in any dumped build populates. The client constructs this message, sets nothing, and submits it. Watch that padding rather than dis
    • summary: Tells the server the character has finished walking the path it was granted. Empty payload.
    • area: Game.Gamemap
    • confidence: 0.76
    • 0 commentaires
    • 6 vues
  12. Smooth ·
    Asks the server to walk the character along a path of map cells. Kind request Area Game.Gamemap Named by beta, gamemapping Asks to move. YOU ARE ASKING, NOT MOVING - the server decides what actually happens and answers with MapMovementEvent. WALK THE PATH THE SERVER SENDS BACK, NOT THE ONE YOU ASKED FOR. The granted path can be shorter than the requested one, and applying your own path optimistically desynchronises your position from the server's. Everything else you do on the map - reading i
    • summary: Asks the server to walk the character along a path of map cells.
    • area: Game.Gamemap
    • confidence: 0.96
    • 0 commentaires
    • 6 vues
  13. Smooth ·
    Answers an NPC by picking one of the replies it offered. Kind request Area Game.Npc Named by beta, gamemapping ANSWERS THE QUESTION THE NPC JUST ASKED. One id: the reply you picked. WHEN TO SEND IT ONLY WHILE A DIALOGUE QUESTION IS OPEN, and only with a reply id that question actually offered. The reply ids are not global constants you can hardcode - each question arrives carrying its own list, and the client never invents one. Sending an id the current question did not offer is not a differ
    • summary: Answers an NPC by picking one of the replies it offered.
    • area: Game.Npc
    • confidence: 0.90
    • 0 commentaires
    • 4 vues
  14. Smooth ·
    Ask an NPC on the current map to run one of its actions. Kind request Area Game.Npc Named by gamemapping, beta WHEN TO SEND IT Send it when the player picks one of the actions an NPC offers - talk, open its shop, and so on. You need three things, and all three must agree: the NPC's id the contextual id of the NPC ON THIS MAP, not a data id. It is the id the map sent you for that actor, and it is routinely NEGATIVE. Do not invent it and do not carr
    • summary: Ask an NPC on the current map to run one of its actions.
    • area: Game.Npc
    • confidence: 0.88
    • 0 commentaires
    • 4 vues
  15. Smooth ·
    Asks for the market average price of every tradeable item. Empty payload, and the answer is the whole catalogue. Kind request Area Game.Exchange Named by beta, gamemapping Carries nothing. One request fetches the average price of EVERY tradeable item - the protocol offers no per-item form. SEND IT ON A SCHEDULE, NOT ON DEMAND. The client runs it from a background loop that fires once at start and then hourly, gated on a persisted timestamp. The staleness test is a CALENDAR-DAY comparison, not
    • summary: Asks for the market average price of every tradeable item. Empty payload, and the answer is the whole catalogue.
    • area: Game.Exchange
    • confidence: 0.89
    • 0 commentaires
    • 4 vues
  16. Smooth ·
    Destroys a quantity of one inventory item. The item is gone; there is no undo and no confirmation step on the wire. Kind request Area Game.Inventory Named by beta DESTRUCTIVE AND IRREVERSIBLE. This is the destroy-item action, not a move and not a drop. The items are consumed by the server with no confirmation exchange: by the time you could change your mind the message is already sent. IT HAS A TWIN THAT DROPS THE ITEM ON THE GROUND INSTEAD. A sibling request in the same file wraps the identi
    • summary: Destroys a quantity of one inventory item. The item is gone; there is no undo and no confirmation step on the wire.
    • area: Game.Inventory
    • confidence: 0.93
    • 0 commentaires
    • 8 vues
  17. Smooth ·
    Latency probe. Its automatic sender only fires when the player has touched an input device, so it is not a heartbeat. Kind request Area Game.Connection Named by beta, gamemapping Measures round-trip time to the game server: send it, wait for PongEvent, keep the delta. TWO SENDERS, AND ONLY ONE OF THEM IS A TIMER. THE AUTOMATIC PROBE sends quiet = true. A timer re-arms itself every INTERVAL ms, but a tick only sends if the player touched an input device since the previous tick: every INTERVA
    • summary: Latency probe. Its automatic sender only fires when the player has touched an input device, so it is not a heartbeat.
    • area: Game.Connection
    • confidence: 0.99
    • 0 commentaires
    • 8 vues
  18. Smooth ·
    Sets the character's own availability, with an optional free-text message. Kind request Area Game.Social Named by beta, gamemapping Sets your own availability - see Status for what the values mean. DO NOT APPLY IT LOCALLY AND ASSUME IT TOOK. The server echoes the change back as PlayerStatusUpdatedEvent; that echo is what makes it real. There is a sibling error event in the naming oracles for a rejected change, declared empty and not recovered here. status carries both the state and the optio
    • summary: Sets the character's own availability, with an optional free-text message.
    • area: Game.Social
    • confidence: 0.81
    • 0 commentaires
    • 8 vues
  19. Smooth ·
    Opens the character-deletion flow and asks what the server needs to confirm it. Deletes nothing. Kind request Area Game.Character Named by beta, gamemapping STEP 1 OF 3. IT DELETES NOTHING. It asks the server what confirming the deletion will require. 1. PrepareCharacterDeletionRequest you ask 2. CharacterDeletionPrepareEvent the server states the terms 3. CharacterDeletionRequest the deletion actually happens Do not send step 3 without reading step 2: whether a secret answer i
    • summary: Opens the character-deletion flow and asks what the server needs to confirm it. Deletes nothing.
    • area: Game.Character
    • confidence: 0.91
    • 0 commentaires
    • 8 vues
  20. Smooth ·
    Adds a quest, or one objective of it, to the followed list shown in the quest tracker. Kind request Area Game.Quest Named by beta, gamemapping ADDS A QUEST TO THE TRACKER. Its opposite number removes one, and the two are the only difference between two otherwise identical messages - read the section below before you pick one. WHEN TO SEND IT WHEN YOU START FOLLOWING SOMETHING YOU ARE NOT ALREADY FOLLOWING. That second half matters. The real client keeps its own list of followed quest ids and
    • summary: Adds a quest, or one objective of it, to the followed list shown in the quest tracker.
    • area: Game.Quest
    • confidence: 0.88
    • 0 commentaires
    • 2 vues
  21. Smooth ·
    Asks which step of one quest the character is on, and what that step's objectives are. Kind request Area Game.Quest Named by beta, gamemapping, stringtable Asks about ONE quest. There is no "give me every quest's current step" form - the journal listing and this per-quest detail are separate exchanges. quest_id is the quest to ask about. Take it from the journal rather than hardcoding it. The answer is an EVENT, not a Response, so there is nothing to correlate against - match QuestStepInform
    • summary: Asks which step of one quest the character is on, and what that step's objectives are.
    • area: Game.Quest
    • confidence: 0.91
    • 0 commentaires
    • 4 vues
  22. Smooth ·
    Asks for a one-shot token that lets the next connection skip full authentication. Empty - the message is the ask. Kind request Area Game.Connection Named by beta, gamemapping CARRIES NO PAYLOAD. There is nothing to fill in - constructing it and sending it IS the request. Send it BEFORE you hand this connection over, then read ReloginTokenEvent. WHEN TO SEND IT WHEN YOU ARE ABOUT TO LEAVE THIS GAME SERVER, and not otherwise. In the real client every path into it is a menu confirmation: go ba
    • summary: Asks for a one-shot token that lets the next connection skip full authentication. Empty - the message is the ask.
    • area: Game.Connection
    • confidence: 0.88
    • 0 commentaires
    • 6 vues
  23. Smooth ·
    Answers the server's sequence poll with how many of those polls this connection has received. Kind request Area Game.Basic Named by beta, gamemapping Answers SequenceNumberEvent. One integer: a counter this connection keeps. WHEN TO SEND IT ONCE PER POLL, IMMEDIATELY, AND FROM NOWHERE ELSE. The client builds this message in exactly one place - inside the handler for the poll - and replies unconditionally, before anything else looks at the event. There is no timer and no proactive path. WHAT
    • summary: Answers the server's sequence poll with how many of those polls this connection has received.
    • area: Game.Basic
    • confidence: 0.95
    • 0 commentaires
    • 8 vues
  24. Smooth ·
    Tells the server which language community the character chats on. Kind request Area Game.Social Named by beta, gamemapping DOFUS segregates the public chat by language, and this picks which segment you are in. It decides which community channel you read and write on - see Channel.COMMUNITY. The server answers with CommunityChannelEvent carrying the value it ACCEPTED, which is not necessarily the one you asked for. Read the answer rather than assuming. A VOLLEY OF ChannelUpdateEvent FOLLOWS I
    • summary: Tells the server which language community the character chats on.
    • area: Game.Social
    • confidence: 0.88
    • 0 commentaires
    • 8 vues
  25. Smooth ·
    Asks for the married partner's identity, status and map position. Kind request Area Game.Social Named by beta, gamemapping It is one of a FIXED FOUR-REQUEST BURST the client fires once per entry into the world, straight after asking for the game context. The client's own name for the routine survives obfuscation: SendRequestAfterCharacterLoaded. The order is constant: ContextCreationRequest (the context first) 1. FriendListRequest 2. AcquaintanceListRequest 3. SpouseInformationRequest
    • summary: Asks for the married partner's identity, status and map position.
    • area: Game.Social
    • confidence: 0.92
    • 0 commentaires
    • 12 vues

Compte

Navigation

Recherche

Recherche

Configurer les notifications push du navigateur

Chrome (Android)
  1. Appuyez sur l'icône de cadenas à côté de la barre d'adresse.
  2. Tap Autorisations → Notifications.
  3. Ajustez vos préférences.
Chrome (Desktop)
  1. Cliquez sur l'icône représentant un cadenas dans la barre d'adresse..
  2. Select Paramètres du site.
  3. Find Notifications et ajustez vos préférences.