Types
60 archives dans cette catégorie
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One visible actor: who it is, where it stands, and what it looks like. Kind struct Area Game.Common Named by beta, gamemapping The element of GameRolePlayShowActorsEvent, and reused by the map-complementary snapshot and by fight synchronisation - so the same record describes an actor in roleplay and in combat. actor_id IS THE HANDLE FOR EVERYTHING AFTERWARDS. Every later event that moves, turns, animates, addresses or removes this actor names it by this id. Index your world model by it. disp
- summary: One visible actor: who it is, where it stands, and what it looks like.
- area: Game.Common
- confidence: 0.93
- 0 commentaires
- 6 vues
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Which alignment a character belongs to: none, neutral, Bonta or Brakmar. Kind enum Area Game.Common Named by beta The five alignment values, carried by AlignmentInformation. Every dumped build declares exactly five values numbered 0 to 4 in this order, so the numbering is the real wire contract. ALIGNMENT DECIDES WHO MAY ATTACK YOU. A script that walks through contested territory should read this on other characters, not just on its own. A live capture of an ordinary character carried NEUTRA
- summary: Which alignment a character belongs to: none, neutral, Bonta or Brakmar.
- area: Game.Common
- confidence: 0.83
- 0 commentaires
- 3 vues
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The character's alignment and honour standing, carried on the character sheet. Kind struct Area Game.Common Named by beta The alignment half of the character sheet. TWO MEMBERS THE REFERENCE BUILD DECLARED ARE GONE. It had a character id and a character level here and NO DUMPED BUILD CARRIES EITHER. That is a real schema reduction; do not go looking for them, and do not read the surviving members positionally on the assumption that they are still there. alignment is which side the character
- summary: The character's alignment and honour standing, carried on the character sheet.
- area: Game.Common
- confidence: 0.79
- 0 commentaires
- 4 vues
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One subarea's anomaly state: whether one is there, what bonus it grants and when it closes. Kind struct Area Game.Anomaly Named by beta, stringtable One row of the board, declared nested inside its event. READ has_anomaly, NOT THE ROW'S EXISTENCE. Rows are sent for subareas with no anomaly, so a script that treats every row as an anomaly walks to empty subareas. reward_rate is the bonus granted while an anomaly is there - the client shows it as an experience and loot bonus. It is what ranks
- summary: One subarea's anomaly state: whether one is there, what bonus it grants and when it closes.
- area: Game.Anomaly
- confidence: 0.90
- 0 commentaires
- 3 vues
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Where a sub-entity hangs off its parent look: pet, rider, carried entity, or decoration. Kind enum Area Game.Common Named by beta The category member of SubEntityInformation. It is what tells a mount's rider apart from a pet apart from a carried entity, which is the only part of the look tree most scripts care about. NOTE THE GAP: value 5 is not declared. The numbering runs 0-4, then 6 and 7. Treat an unknown number as unhandled rather than mapping it onto a neighbour. Not sent on its own —
- summary: Where a sub-entity hangs off its parent look: pet, rider, carried entity, or decoration.
- area: Game.Common
- confidence: 0.81
- 0 commentaires
- 3 vues
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One active bonus: an amount and the kind of bonus it applies to. Kind struct Area Game.Bonus Named by stringtable A single entry of BonusesEvent. It is never sent on its own. An entry pairs an AMOUNT with a KIND. Several entries may carry the same kind and they stack, so group them by kind rather than assuming one entry per kind - a captured trace carried five entries sharing a single kind. The kind's VALUES are deliberately left unnamed; see the signature notes. Not sent on its own — it i
- summary: One active bonus: an amount and the kind of bonus it applies to.
- area: Game.Bonus
- confidence: 0.83
- 0 commentaires
- 3 vues
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Whether the account may create another character: allowed, out of slots, or refused. Kind enum Area Game.Account Named by invented This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. THE THREE MEANINGS ARE PROVEN; THE THREE NAMES ARE OURS. The client copies this value unchanged into a player-service property, and the character-selection screen is its only consumer. That screen branches exactly three w
- summary: Whether the account may create another character: allowed, out of slots, or refused.
- area: Game.Account
- confidence: 0.95
- 0 commentaires
- 3 vues
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Which chat channel a line belongs to, from global and party through to the cross-server community channels. Kind enum Area Game.Chat Named by beta, stringtable The channel identifier used by every chat message and by the subscription messages. ZERO IS GLOBAL, NOT "UNSPECIFIED". This enum has no unspecified member, and the chat messages carry it without explicit presence - so an unset channel field reads as GLOBAL, the loudest channel in the game. Always set it deliberately. TWO VALUES THE SE
- summary: Which chat channel a line belongs to, from global and party through to the cross-server community channels.
- area: Game.Chat
- confidence: 0.93
- 0 commentaires
- 8 vues
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One character on the account, as offered in the selection list. Kind struct Area Game.Character.Management Named by beta, gamemapping One selectable character. It is what you read to decide which CharacterSelectionRequest to send, and id is the value that request wants. THE INTERESTING PARTS ARE NESTED, NOT FLAT. The name, level and appearance are one level down in CharacterBasicInformation, and the appearance one further down again in CharacterLook. Do not expect a flat record. character_re
- summary: One character on the account, as offered in the selection list.
- area: Game.Character.Management
- confidence: 0.99
- 0 commentaires
- 8 vues
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A branch of the character look carrying the character's gender and one of three optional complements. Kind struct Area Game.Character.Management Named by beta The type is Ankama's and is proven by the accessor several client consumers use to reach it. gender IS NAMED. It is the character's Gender; together with the class id from CharacterLook it is what selects the character's portrait. THE REST IS NOT NAMED. The remaining members form a oneof of three complements - the reference build calls
- summary: A branch of the character look carrying the character's gender and one of three optional complements.
- area: Game.Character.Management
- confidence: 0.97
- 0 commentaires
- 4 vues
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A character's name, level and appearance, nested inside its list entry. Kind struct Area Game.Character.Management Named by beta The readable half of a Character. level HAS EXPLICIT PRESENCE, so absent and level 0 are different things. The client reads it through a presence-aware accessor; a character with no level value is not a level-zero character. The appearance is one level further down, in CharacterLook. Other members of this record are not individually proven and stand with their obf
- summary: A character's name, level and appearance, nested inside its list entry.
- area: Game.Character.Management
- confidence: 0.96
- 0 commentaires
- 4 vues
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One characteristic and its value, in one of three shapes of increasing detail. Kind struct Area Game.Common Named by beta One row of the sheet. characteristic_id says which characteristic; a oneof says how much detail came with it. BRANCH ON THE ONEOF - THE THREE SHAPES ARE NOT INTERCHANGEABLE: value a single total, no breakdown detailed base, bonuses and modifiers separately usable the detailed breakdown plus a used component WHICH BRANCH ARRIVES IS THE SERVER'S CHOICE, NOT A PRO
- summary: One characteristic and its value, in one of three shapes of increasing detail.
- area: Game.Common
- confidence: 0.89
- 0 commentaires
- 6 vues
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A characteristic split into the parts it is made of: base, additional, equipment and mount, alignment gift, context and temporary. Kind struct Area Game.Common Named by beta, gamemapping The detailed shape of a characteristic row: the same value, kept as six separate parts instead of one total. This is what the character sheet needs to show where a characteristic comes from. THE CLIENT KEEPS ALL SIX. It builds its detailed stat from exactly these six members and no others, so a bot that wants
- summary: A characteristic split into the parts it is made of: base, additional, equipment and mount, alignment gift, context and temporary.
- area: Game.Common
- confidence: 0.92
- 0 commentaires
- 4 vues
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A characteristic's six-part breakdown plus how much of it has been used. Kind struct Area Game.Common Named by beta, gamemapping The usable shape of a characteristic row: the same six parts as CharacterCharacteristicDetailed, plus a used component. IT IS FOR CHARACTERISTICS THAT GET SPENT. In live data only action points and movement points arrive in this shape - exactly the two a turn consumes. used is how much has been spent. THE CLIENT KEEPS ALL SEVEN. It builds its usable stat from exact
- summary: A characteristic's six-part breakdown plus how much of it has been used.
- area: Game.Common
- confidence: 0.92
- 0 commentaires
- 4 vues
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The simplest characteristic shape: a single total with no breakdown. Kind struct Area Game.Common Named by beta A bare total. It is the smallest of the three shapes a CharacterCharacteristic row can take. The current build pads this message with a message-typed member beside total. That member is not part of the contract and stands with its obfuscated name. Not sent on its own — it is only ever the value branch of CharacterCharacteristic. proven Used by CharacterCharacteristic Fields
- summary: The simplest characteristic shape: a single total with no breakdown.
- area: Game.Common
- confidence: 0.82
- 0 commentaires
- 3 vues
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The played character's progression, wealth, alignment, characteristics and spell modifiers. Kind struct Area Game.Character Named by beta, gamemapping Everything on the character sheet in one record. THE FOUR EXPERIENCE VALUES ARE A PROGRESS BAR, NOT A LEVEL. Read them together: experience_level_floor what you needed for the level you have experience where you are now experience_next_level_floor what you need for the next level so progress through the current level i
- summary: The played character's progression, wealth, alignment, characteristics and spell modifiers.
- area: Game.Character
- confidence: 0.91
- 0 commentaires
- 7 vues
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The palettes a character owns, plus the slot counts that bound them. Kind struct Area Game.Cosmetic Named by gamemapping The owned palettes, plus how many palette slots exist. The list is a REPLACEMENT of what you held before, not an addition. Alongside the list this record carries small integers describing the slot budget - in a captured trace, one owned palette against a total of sixteen slots. Which integer is which is NOT named here; see the signature notes. Not sent on its own — it is
- summary: The palettes a character owns, plus the slot counts that bound them.
- area: Game.Cosmetic
- confidence: 0.86
- 0 commentaires
- 3 vues
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Whether the character was created, and broadly why not. Kind enum Area Game.Character.Management Named by beta THE OUTCOME OF A CHARACTER CREATION. Only CREATE_OK means the character exists. CREATE_ERROR_INVALID_NAME is the one that carries detail: the companion NameCompliance member says which naming rule was broken. Every other value is the whole story on its own. EXPECT VALUES YOU DO NOT KNOW. This enum has grown twice since the reference build - six values became eight, then nine - and t
- summary: Whether the character was created, and broadly why not.
- area: Game.Character.Management
- confidence: 0.88
- 0 commentaires
- 4 vues
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A character's rendered appearance and breed, nested inside its basic information. Kind struct Area Game.Character.Management Named by beta The appearance layer of a Character. look is a full EntityLook - the same appearance record used everywhere else in the protocol, so whatever you already do with actor looks works here. breed_id is the class. It is the cheapest useful thing in this record: it tells you what the character IS without resolving any art. The record also carries strings and f
- summary: A character's rendered appearance and breed, nested inside its basic information.
- area: Game.Character.Management
- confidence: 0.96
- 0 commentaires
- 6 vues
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The whole appearance of a character - name, class, gender, colours, head - used both to create one and to remodel one. Kind struct Area Game.Character.Management Named by beta THIS IS THE PAYLOAD OF CHARACTER CREATION, despite the name. The same type carries a character you are creating, a character you are remodelling, and the alternative branch of Character for someone mid-remodelling. Its name comes from the last of those; its most common use is the first. FILLING IT IN NAME, CLASS, GENDE
- summary: The whole appearance of a character - name, class, gender, colours, head - used both to create one and to remodel one.
- area: Game.Character.Management
- confidence: 0.94
- 0 commentaires
- 5 vues
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A character's availability state, plus the player's own optional away message. Kind struct Area Game.Common Named by beta The shared availability carrier, used everywhere a character's presence is shown - PlayerStatusUpdateRequest, friend, guild and party listings. message IS PLAYER-CONTROLLED TEXT. TREAT IT AS UNTRUSTED. It is whatever another person typed into their status, it is usually absent, and it reaches your script exactly as they wrote it. Never interpolate it into anything that exe
- summary: A character's availability state, plus the player's own optional away message.
- area: Game.Common
- confidence: 0.92
- 0 commentaires
- 5 vues
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Which measurement a file check asks for: the file's byte length, or a checksum of its contents. Kind enum Area Game.Client.Verification Named by beta The algorithm selector shared by FileCheckEvent and FileCheckRequest. The two values are proven by what the client's own branches do: one reads the byte array's length and formats it as a decimal string, the other calls the checksum helper. Both results travel as a string. Not sent on its own — an enum is never sent on its own. inferred Used
- summary: Which measurement a file check asks for: the file's byte length, or a checksum of its contents.
- area: Game.Client.Verification
- confidence: 0.99
- 0 commentaires
- 4 vues
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One set of packed RGB colours applied to a character. Kind struct Area Game.Cosmetic Named by gamemapping A palette is a list of PACKED RGB INTEGERS - 8025436 is 0x7A75DC, so red is (v >> 16) & 0xFF, green (v >> 8) & 0xFF, blue v & 0xFF. A character uses six colours. A palette may carry fewer, or none: the client fills whatever is missing from the character's BREED DEFAULTS, looking the breed up in its game data. So an empty palette means "the breed's own colours", not
- summary: One set of packed RGB colours applied to a character.
- area: Game.Cosmetic
- confidence: 0.84
- 0 commentaires
- 2 vues
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Which kind of dialog a dialog-lifecycle message is talking about. Kind enum Area Game.Common Named by beta WHICH DIALOG. It is the only member of DialogLeaveEvent and the value you switch on to decide whether an announcement is about your dialog or someone else's. SWITCH ON THE NUMBER, NEVER ON POSITION, and ignore a value you do not recognise the way the client does - six services listen to the same event and each acts on its own handful of values, so "not mine" is the normal case, not an er
- summary: Which kind of dialog a dialog-lifecycle message is talking about.
- area: Game.Common
- confidence: 0.83
- 0 commentaires
- 3 vues
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The eight-way compass facing shared by the map, movement and fight message families. Kind enum Area Game.Common Named by beta Every roleplay and fight entity faces one of eight directions on the isometric grid. Facing decides which sprite and animation set is drawn, and it matters mechanically: backstab bonuses depend on the relative facing of attacker and target. The eight values run CLOCKWISE FROM EAST: 0 EAST 1 SOUTH_EAST 2 SOUTH 3 SOUTH_WEST 4 WEST 5 NORTH_WEST 6 NORT
- summary: The eight-way compass facing shared by the map, movement and fight message families.
- area: Game.Common
- confidence: 0.89
- 0 commentaires
- 5 vues