- 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
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, GENDER, COLOURS, HEAD. That is the whole payload for a creation.
SEND SIX COLOURS. The real client builds the list to six entries before it will construct the request, and -1 in a slot means "leave this one at the class default". Sending fewer is not something the client ever does.
THE CLASS IS AN ID, NOT AN INDEX. The client stores it in its own class enum and writes that value straight out, so it is the class id you would recognise, not a position in a menu.
THE HEAD IS YOUR CHOICE; THE OTHER NUMBER IS NOT. Beside the head there is a second small integer the client does not ask the player about - it looks it up from the class and gender and sends it along. It is recovered as a member but deliberately left unnamed here, because no reference build ever named it. If you are replaying a capture, send back what the client sent; if you are building a request from scratch, that value is derived, not chosen.
WHAT YOU LEAVE EMPTY
THE REMODELLING BLOCK IS NOT YOURS TO FILL. One member describes what an existing character may and must change. The client never populates it on the creation path - the server sends it when it offers a remodelling - so leave it absent.
READ AND WRITE BY ROLE, NOT BY NUMBER. Every member of this message has moved field number between builds, and the padding around them changes too: three same-typed integers side by side is normal here.
Not sent on its own — it is a payload type, never sent on its own. inferred
Used by
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | breed_id | int32 | The class. The client sends its own breed enum here, so the value is a class id, not an index. | required |
| 2 | cosmetic_id | int32 | The head you picked. It comes straight from the player's choice, not from the class. | required |
| 3 | gender | Gender | Male or female. The client holds it as a bool and converts it to this two-valued enum on the way out. | required |
| 4 | colors | repeated int32 | The colour choices, in slot order. -1 means "leave this slot at the class default". The client refuses to build the request until the list holds six entries, so send six. | required |
| 6 | name | string | The character's name. | required |
| 7 | character_to_remodel_information | type not documented yet | Which parts of an existing character a remodelling is allowed, and required, to change. Absent when creating. | never on the creation path |
Recovered with score 346, confidence 0.94, margin 346 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 6 of 7.
Aucun avis à afficher.