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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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Requests

136 archives dans cette catégorie

  1. Smooth ·
    Asserts the complete set of chat channels the character is on, as a subscribe list and an unsubscribe list. Kind request · Area Game.Chat A COMPLETE STATE ASSERTION, NOT A DELTA. The client enumerates every channel it can map and puts each one into exactly one of the two lists. A channel you leave out of both is not "unchanged" as far as the real client's traffic shape is concerned - it simply never happens. So: build both lists from your full channel model, every time. Sending a one-element
    • summary: Asserts the complete set of chat channels the character is on, as a subscribe list and an unsubscribe list.
    • area: Game.Chat
    • 73 vues
  2. Smooth ·
    The client telling the server it found a mod loader. Empty on purpose. Kind request · Area Game.Client.Verification THE CLIENT'S ANTI-TAMPER TELLING THE SERVER IT FOUND A MOD LOADER. It is sent ONLY on a positive detection and it carries no payload at all: the fact that it was sent IS the whole report. ========================================================================= WHAT THE CLIENT ACTUALLY LOOKS FOR ========================================================================= Everythin
    • summary: The client telling the server it found a mod loader. Empty on purpose.
    • area: Game.Client.Verification
    • 78 vues
  3. Smooth ·
    Attacks a monster group on the current map, starting a fight against it. Carries the group's actor id. Kind request · Area Game.Roleplay Starts a fight against one monster group of the map you are on. HOW TO SEND IT 1. BE IN ROLEPLAY, ON THE GROUP'S MAP. The group is named by its actor id, the ActorPositionInformation.actor_id it was announced with in GameRolePlayShowActorsEvent or in the map's contents. Monster groups have NEGATIVE actor ids. 2. WALK TO IT FIRST, THE WAY TH
    • summary: Attacks a monster group on the current map, starting a fight against it. Carries the group's actor id.
    • area: Game.Roleplay
    • 49 vues
  4. Smooth ·
    Asks for the fight's challenges to reward a given bonus kind: experience or drops. Kind request · Area Game.Challenge Chooses which reward the fight's challenges give. HOW TO SEND IT 1. From the challenge settings: the official client sends it when the bonus selector changes. 2. Put the wanted kind in ChallengeBonusChoiceRequest.challenge_bonus, a ChallengeBonus value. Its values are not named here: reuse a value you received in ChallengeBonusChoiceSelectedEvent rather than
    • summary: Asks for the fight's challenges to reward a given bonus kind: experience or drops.
    • area: Game.Challenge
    • 47 vues
  5. Smooth ·
    Asks to switch the fight's challenge mode between choosing challenges and getting them at random. Kind request · Area Game.Challenge Changes how the fight's challenges are decided. HOW TO SEND IT 1. Only during placement, from the challenge settings: the official client sends it when the random-challenges switch is toggled, and when the settings window opens. 2. Put the wanted mode in ChallengeModSelectRequest.challenge_mod, a ChallengeMod value. Its values are not named here: re
    • summary: Asks to switch the fight's challenge mode between choosing challenges and getting them at random.
    • area: Game.Challenge
    • 45 vues
  6. Smooth ·
    Sent with the placement 'ready' click: says the player is ready and which challenge mode it is ready for. Kind request · Area Game.Challenge Tells the server you are ready, as far as challenges go, and in which challenge mode. HOW TO SEND IT 1. Send it when you click 'ready' during placement, together with FightReadyRequest: the official client builds both from the same placement service. 2. Put the fight's current challenge mode in ChallengeReadyRequest.challenge_mod: the v
    • summary: Sent with the placement 'ready' click: says the player is ready and which challenge mode it is ready for.
    • area: Game.Challenge
    • 45 vues
  7. Smooth ·
    Selects one of the proposed challenges in the challenge choice window. Kind request · Area Game.Challenge Marks one proposal as the team's pick, before it is validated. HOW TO SEND IT 1. Only while a choice is open (ChallengeProposalEvent). 2. Put the proposal's challenge id in ChallengeSelectionRequest.challenge_id: the challenge id of one of the records of ChallengeProposalEvent.challenge_proposals. 3. Then confirm with ChallengeValidateRequest. The official client sends it on ea
    • summary: Selects one of the proposed challenges in the challenge choice window.
    • area: Game.Challenge
    • 48 vues
  8. Smooth ·
    Asks for the current targets of one challenge of the fight; the client sends it when it builds that challenge's tooltip. Kind request · Area Game.Challenge Refreshes the targets of one challenge before showing them. HOW TO SEND IT 1. Put the challenge id in ChallengeTargetsRequest.challenge_id: the id of a challenge of the current fight (from ChallengeListEvent or ChallengeAddEvent). 2. Read the answer in ChallengeTargetsEvent. The official client sends it every time it builds the to
    • summary: Asks for the current targets of one challenge of the fight; the client sends it when it builds that challenge's tooltip.
    • area: Game.Challenge
    • 46 vues
  9. Smooth ·
    Confirms the selected challenge proposal as the team's choice. Kind request · Area Game.Challenge Confirms the pick made with ChallengeSelectionRequest. HOW TO SEND IT 1. Only while a choice is open (ChallengeProposalEvent), after selecting. 2. Put the selected proposal's challenge id in ChallengeValidateRequest.challenge_id. The official client takes it from whichever of its proposal icons is selected. 3. Expect ChallengeListEvent: the fight's challenges, which close the choice.
    • summary: Confirms the selected challenge proposal as the team's choice.
    • area: Game.Challenge
    • 45 vues
  10. Smooth ·
    Spend capital points on the six base characteristics in one go: one amount of points per characteristic. Kind request · Area Game.Character Spends capital points (the characteristic points the character earns by levelling) on the six base characteristics. One request carries the whole spread; the client does not send one request per characteristic. HOW TO SEND IT 1. KNOW YOUR CAPITAL. The points left to spend are characteristic StatsPoints (3) of CharacterCharacteristicsEvent. 2. FILL
    • summary: Spend capital points on the six base characteristics in one go: one amount of points per characteristic.
    • area: Game.Character
    • 48 vues
  11. Smooth ·
    Asks to leave the current game context; sent when the player leaves a fight. No payload. Kind request · Area Game.Context CARRIES NOTHING. Asks the server to take the character out of the current game context, which in practice means leaving (abandoning) the fight. WHEN TO SEND IT The official client sends it when the player clicks "Leave" on the fight's end-turn widget and confirms the popup. Leaving a fight early can count as a loss/abandon. WHAT COMES BACK The context is destroyed (Cont
    • summary: Asks to leave the current game context; sent when the player leaves a fight. No payload.
    • area: Game.Context
    • 51 vues
  12. Smooth ·
    Move kamas between your wallet and the open exchange (bank, trade). Positive deposits, negative withdraws. Kind request · Area Game.Exchange Moves kamas in the exchange you have open, the bank included. The sign is the direction. HOW TO SEND IT 1. AN EXCHANGE MUST BE OPEN (for the bank, after ExchangeStartedWithStorageEvent). 2. DEPOSIT: ExchangeMoveKamaRequest.quantity POSITIVE, at most the kamas you carry. 3. WITHDRAW: quantity NEGATIVE, at most the kamas in the storage (the bank
    • summary: Move kamas between your wallet and the open exchange (bank, trade). Positive deposits, negative withdraws.
    • area: Game.Exchange
    • 47 vues
  13. Smooth ·
    Move some units of one item between your inventory and the open exchange (bank, chest, trade, craft). Positive quantity puts in, negative takes out. Kind request · Area Game.Exchange The one request that moves items in every exchange window: the bank and other storages, a trade with a player, the crafting, recycling and smithing windows. The sign of the quantity gives the direction. HOW TO SEND IT 1. AN EXCHANGE MUST BE OPEN, for a storage the one ExchangeStartedWithStorageEvent announc
    • summary: Move some units of one item between your inventory and the open exchange (bank, chest, trade, craft). Positive quantity puts in, negative takes out.
    • area: Game.Exchange
    • 53 vues
  14. Smooth ·
    Joins a fight that is running on your map, on the side of one of its team leaders, or as a spectator with fighter id 0. Kind request · Area Game.Fight.Preparation Enters a fight that already exists on your map: as a fighter on one team, or as a spectator. HOW TO SEND IT 1. BE ON THE MAP OF THE FIGHT, in roleplay. Fights on the map are announced by ShowChallengeEvent and in the map's contents (MapComplementaryInformationEvent), each as a FightCommonInformation. 2. PUT THE FIGHT'S
    • summary: Joins a fight that is running on your map, on the side of one of its team leaders, or as a spectator with fighter id 0.
    • area: Game.Fight.Preparation
    • 50 vues
  15. Smooth ·
    Switches one option of your team in the fight: closed to spectators, party only, closed, or asking for help. Kind request · Area Game.Fight.Preparation Flips one option of your team in the current fight. It is a TOGGLE: the message names the option, not the new state. Sending it twice switches the option back. HOW TO SEND IT 1. Put the option in FightOptionToggleRequest.option (FightOption): - FightOption.FIGHT_OPTION_SET_SECRET: forbid spectators; - FightOption.FIGHT_OPTION_SE
    • summary: Switches one option of your team in the fight: closed to spectators, party only, closed, or asking for help.
    • area: Game.Fight.Preparation
    • 42 vues
  16. Smooth ·
    Asks for the pings currently placed in your fight. Sent empty when the fight map loads and when the 'see pings' option changes. Kind request · Area Game.Ping Asks the server for the pings currently placed in your fight. The answer is FightPingsEvent, a full snapshot. HOW TO SEND IT 1. SEND IT EMPTY. The client never writes a member; the bool some builds declare is padding and stays unset (the capture shows an empty payload). 2. Send it when the fight map has loaded. The client sends i
    • summary: Asks for the pings currently placed in your fight. Sent empty when the fight map loads and when the 'see pings' option changes.
    • area: Game.Ping
    • 40 vues
  17. Smooth ·
    During fight placement, asks the server to move one of your fighters to another placement cell. Kind request · Area Game.Fight.Preparation Moves a fighter during the placement phase, before the fight starts. HOW TO USE IT 1. Take the cell from YOUR team's list in FightPlacementPossiblePositionsEvent. Any other cell is not a placement cell. 2. Put that cell in FightPlacementPositionRequest.cell_id and the fighter to move in FightPlacementPositionRequest.entity_id: your character's
    • summary: During fight placement, asks the server to move one of your fighters to another placement cell.
    • area: Game.Fight.Preparation
    • 47 vues
  18. Smooth ·
    During fight placement, accepts the offer another fighter made to swap starting cells with you. Kind request · Area Game.Fight.Preparation Says yes to a placement swap. During placement a team mate can ask to take your starting cell and give you theirs; this message accepts that offer. HOW TO SEND IT 1. Only while placing, and only for an offer made TO YOU. The offer arrives as FightPlacementSwapPositionsOfferEvent (no signature here yet); the fighter who made it cannot accept thei
    • summary: During fight placement, accepts the offer another fighter made to swap starting cells with you.
    • area: Game.Fight.Preparation
    • 47 vues
  19. Smooth ·
    During fight placement, refuses a swap offered to you, or withdraws a swap offer you made. Kind request · Area Game.Fight.Preparation Says no to a placement swap, from either side. The fighter who was asked refuses with it; the fighter who asked withdraws the offer with it. It is the same message. HOW TO SEND IT 1. Only while placing, for a pending offer (FightPlacementSwapPositionsOfferEvent, no signature here yet) - one made to you, or one you made with FightPlacementPositionRequ
    • summary: During fight placement, refuses a swap offered to you, or withdraws a swap offer you made.
    • area: Game.Fight.Preparation
    • 44 vues
  20. Smooth ·
    During fight placement, tells the server whether your character is ready for the fight to start. Kind request · Area Game.Fight.Preparation Toggles your character's ready state while the fight is being prepared. HOW TO USE IT 1. Place your fighters first (FightPlacementPositionRequest), within your team's cells from FightPlacementPossiblePositionsEvent. 2. Send is_ready = true. The fight starts when every human fighter is ready, or when the placement timer runs out. 3. To take
    • summary: During fight placement, tells the server whether your character is ready for the fight to start.
    • area: Game.Fight.Preparation
    • 48 vues
  21. Smooth ·
    Asks to watch the fight a given player (a friend, guild or alliance member) is in, wherever it is. Kind request · Area Game.Fight.Preparation Watches the fight of one player, named by id. Unlike FightJoinRequest with fighter id 0, you do not need to be on the fight's map or know the fight id: the server finds the fight from the player. HOW TO SEND IT 1. PUT THE PLAYER'S CHARACTER ID in FightSpectatePlayerRequest.player_id: a friend, a guild member or an alliance member who is currently
    • summary: Asks to watch the fight a given player (a friend, guild or alliance member) is in, wherever it is.
    • area: Game.Fight.Preparation
    • 46 vues
  22. Smooth ·
    Ends the turn of the fighter the client plays, before its timer runs out. Kind request · Area Game.Fight Ends your turn now instead of waiting for the timer. HOW TO USE IT 1. Send it only during YOUR turn, after FightTurnEvent named your character and before the turn ended. It is not the placement-phase "ready" message and not the end-of-turn acknowledgement (FightTurnReadyRequest), which have the same one-bool shape. 2. Set FightTurnFinishRequest.is_afk to false when the pl
    • summary: Ends the turn of the fighter the client plays, before its timer runs out.
    • area: Game.Fight
    • 42 vues
  23. Smooth ·
    Tells the server the client is ready for the next fight turn (is_ready = true). Kind request · Area Game.Fight Sent at the end of every fighter's turn, once the client has finished playing what that turn did. It tells the server the client can go on to the next turn. IT ANSWERS FightIsTurnReadyEvent. Send it when that question arrives; if an action sequence is still being played back, send it as soon as the sequence ends. The server then starts the next turn with FightTurnEvent. The official
    • summary: Tells the server the client is ready for the next fight turn (is_ready = true).
    • area: Game.Fight
    • 49 vues
  24. Smooth ·
    Tells the server the client has finished playing a fight action sequence. Kind request · Area Game.Game.Action Sent by the client when it has finished playing back a fight action sequence the server announced. It carries that sequence's id - the action_id of the SequenceEndEvent that closed it - and valid = true. SEND IT ONCE PER SEQUENCE, after playing it. The official client sends it only while a sequence is pending and forgets the sequence right after. It never sends valid = false. When
    • summary: Tells the server the client has finished playing a fight action sequence.
    • area: Game.Game.Action
    • 50 vues
  25. Smooth ·
    Casts one of the played fighter's spells on a fighter, named by its id, during its turn. Kind request · Area Game.Game.Action Casts a spell of the fighter you play on a FIGHTER, named by its id. Use GameActionFightCastRequest to cast on a map cell. HOW TO SEND IT 1. Only during your own turn, in a fight. 2. spell_id = the spell's data-centre id (the spell template id, NOT a spell level id and NOT the action-bar slot), exactly as in GameActionFightCastRequest. 3. target_id = the figh
    • summary: Casts one of the played fighter's spells on a fighter, named by its id, during its turn.
    • area: Game.Game.Action
    • 59 vues

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