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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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299 archives dans cette catégorie

  1. Smooth ·
    A fight team and the name of the party fighting in it. Kind struct · Area Game.Fight A fight team with the name of its party. NamedPartyTeam.team is the team (Team); NamedPartyTeam.party_name is the name of the party fighting in it, empty when there is none. Not sent on its own — it is only ever NamedPartyTeamWithOutcome.team. proven Used by NamedPartyTeamWithOutcome Fields #FieldTypeMeaningYou set it 1party_namestringThe name of the party fighting in this team; empty for none.never 2
    • summary: A fight team and the name of the party fighting in it.
    • area: Game.Fight
    • 20 vues
  2. Smooth ·
    A named team of the fight and whether it won or lost. Kind struct · Area Game.Fight One named team of the fight and its outcome. NamedPartyTeamWithOutcome.team is the team and its party name; NamedPartyTeamWithOutcome.outcome is how the fight ended for it (FightOutcome). The client shows the party name of the team with RESULT_VICTORY as the winners and the one with RESULT_LOST as the losers; a team with an empty name is skipped. Not sent on its own — it is only ever an element of FightEndEv
    • summary: A named team of the fight and whether it won or lost.
    • area: Game.Fight
    • 21 vues
  3. Smooth ·
    An item a character is busy using, and until when. Kind struct · Area Game.Common 1. ObjectUseOption.object_gid: the item (generic id of the game data). 2. ObjectUseOption.delayed_action_type (DelayedActionType): the kind of delayed use, as in DelayedActionEvent. 3. ObjectUseOption.end_delay: when the use ends (a date string the client parses). 4. Ignore the decoy_3Type member. Not sent on its own — a record carried by HumanOption.object_use_option, never sent on its own. proven
    • summary: An item a character is busy using, and until when.
    • area: Game.Common
    • 22 vues
  4. Smooth ·
    The ornament a character shows, its level, and its arena league and ladder position. Kind struct · Area Game.Common 1. OrnamentOption.ornament_id: an ornament id of the game data. 2. OrnamentOption.player_level: the character's level (always set). 3. OrnamentOption.league_id / OrnamentOption.ladder_position: set for an arena ornament, the league and the rank in it. Not sent on its own — a record carried by HumanOption.ornament_option, never sent on its own. proven Used by HumanOp
    • summary: The ornament a character shows, its level, and its arena league and ladder position.
    • area: Game.Common
    • 26 vues
  5. Smooth ·
    A player invited into a party who has not answered yet. Kind struct · Area Game.Party A pending invitation into a party. - PartyGuest.player_id / PartyGuest.name: the invited character. - PartyGuest.host_id: the member who invited them. - PartyGuest.look, PartyGuest.breed, PartyGuest.gender: how to draw them (breed in the game data). - PartyGuest.status: their player status. - PartyGuest.entities: the companions coming with them. Not sent on its own — a record carried by PartyJo
    • summary: A player invited into a party who has not answered yet.
    • area: Game.Party
    • 21 vues
  6. Smooth ·
    Normal party or arena team. Kind enum · Area Game.Party The kind of party. - PartyType.PARTY_TYPE_CLASSICAL: a normal party. - PartyType.PARTY_TYPE_ARENA: an arena team. - PartyType.PARTY_TYPE_UNDEFINED: no kind (beta's UNDEFINED); the client never writes or tests it. Treat it as "not a party kind you know". Not sent on its own — an enum carried by PartyJoinEvent.party_type and PartyInvitationRequest.party_type, never sent on its own. inferred Used by PartyInvitationEvent PartyIn
    • summary: Normal party or arena team.
    • area: Game.Party
    • 22 vues
  7. Smooth ·
    A player's part of a fight result line: its level and its experience or PvP data. Kind struct · Area Game.Fight The player-specific part of a fight result line. HOW TO READ IT 1. PlayerListEntry.level is the character level. Above 200 it is an omega level: display level - 200 with the omega mark, as the result screen does. 2. Walk PlayerListEntry.additional: each element carries either the experience data (ExperienceData) or the arena data (PvpData). Not sent on its own — it is
    • summary: A player's part of a fight result line: its level and its experience or PvP data.
    • area: Game.Fight
    • 21 vues
  8. Smooth ·
    Names a player, by character name or by account. Kind struct · Area Game.Common Names a player for a request. Set exactly one member of PlayerSearch.player_search: - PlayerSearch.search_by_character_name: by character name (what the party invitations use); - PlayerSearch.search_by_account: by account. Not sent on its own — a record carried by requests that target a player (PartyInvitationRequest.target). proven Used by IgnoreRequest PartyInvitationRequest WhoIsNoMatchEvent WhoIs
    • summary: Names a player, by character name or by account.
    • area: Game.Common
    • 24 vues
  9. Smooth ·
    A player and the craft skills they offer. Kind struct · Area Game.Job One crafter offer: - PlayerSkills.player_id: the player (an actor id of the current map); - PlayerSkills.skills: the craft skill ids they offer (skill game data). Not sent on its own — a record carried by JobMultiCraftStateEvent.player_skills. proven Used by JobMultiCraftStateEvent Fields #FieldTypeMeaningYou set it 1player_idint64The player offering to craft. An actor id of the current map; the key of the client'
    • summary: A player and the craft skills they offer.
    • area: Game.Job
    • 23 vues
  10. Smooth ·
    A dimension portal on the map: which portal and which area it leads to. Kind struct · Area Game.Common 1. PortalInformation.area_id: the area the portal leads to (area id of the game data). 2. PortalInformation.portal_id: the portal. 3. Ignore the third int32: the client never reads it. Not sent on its own — a record carried by RolePlayActor.portal_actor, never sent on its own. proven Used by RolePlayActor Fields #FieldTypeMeaningYou set it 1portal_idint32The portal.never 3area_idi
    • summary: A dimension portal on the map: which portal and which area it leads to.
    • area: Game.Common
    • 22 vues
  11. Smooth ·
    A player's arena data in a fight result: the arena league. Kind struct · Area Game.Fight The arena part of a player's fight result. PvpData.league_id is the arena league: look it up in the arena league game data (its name and icon); 0 means no league. The five other declared int32 are not used by the client (one is copied and never read): ignore them. Not sent on its own — it is only ever FightResultAdditionalData.pvp_data. proven Used by FightResultAdditionalData Fields #FieldTypeMea
    • summary: A player's arena data in a fight result: the arena league.
    • area: Game.Fight
    • 26 vues
  12. Smooth ·
    One thing a character on the map may not do or undergo. Kind enum · Area Game.Common Carried by Humanoid.restrictions. Values are not named: the client tests each value against the list without naming it. Beta's enum has the same 19 values, in this order: CANNOT_BE_ATTACKED, CANNOT_BE_CHALLENGED, CANNOT_TRADE, CANNOT_BE_ATTACKED_BY_MUTANT, CANNOT_RUN, FORCE_SLOW_WALK, CANNOT_MINIMIZE, CANNOT_MOVE, CANNOT_ATTACK, CANNOT_CHALLENGE, CANNOT_EXCHANGE, CANNOT_ATTACK_AS_MUTANT, CANNOT_CHAT, CANNOT_US
    • summary: One thing a character on the map may not do or undergo.
    • area: Game.Common
    • 24 vues
  13. Smooth ·
    The content of a shortcut-bar slot holding an emote. Kind struct · Area Game.Common The emote branch of Shortcut: the slot holds an emote id (EmotesEvent). HOW TO READ IT 1. ShortcutEmote.emote_id is the emote on the slot. Using the slot is the same as picking that emote from its picker. 2. The client fills the same record when you put one on the bar. Not sent on its own — a record inside Shortcut, never sent alone. inferred Used by Shortcut Fields #FieldTypeMeaningYou set it
    • summary: The content of a shortcut-bar slot holding an emote.
    • area: Game.Common
    • 23 vues
  14. Smooth ·
    The content of a shortcut-bar slot holding a smiley. Kind struct · Area Game.Common The smiley branch of Shortcut: the slot holds a smiley id (the smileys game data, SmileyRequest). HOW TO READ IT 1. ShortcutSmiley.smiley_id is the smiley on the slot. Using the slot is the same as picking that smiley from its picker. 2. The client fills the same record when you put one on the bar. Not sent on its own — a record inside Shortcut, never sent alone. inferred Used by Shortcut Fields
    • summary: The content of a shortcut-bar slot holding a smiley.
    • area: Game.Common
    • 23 vues
  15. Smooth ·
    An interactive element a character is busy using, with which skill and until when. Kind struct · Area Game.Common The snapshot of an interactive use in progress, for a character you see arriving. 1. Treat it like an InteractiveUsedEvent for that actor: SkillUseOption.element_id is the map element, SkillUseOption.skill_id the skill. 2. SkillUseOption.skill_end_time: when the use ends (a date string). 3. Ignore the other int32: the client never reads it. Not sent on its own — a recor
    • summary: An interactive element a character is busy using, with which skill and until when.
    • area: Game.Common
    • 23 vues
  16. Smooth ·
    A tax collector on the map: who it is (identification) and its attack state. Kind struct · Area Game.Common 1. TaxCollectorActor.identification: the tax collector's identity (uid, names, alliance, who placed it). 2. TaxCollectorActor.attack: its attack state. 3. Ignore the second identification-typed member, the enum and the decoy_3Type member: the client never reads them. Not sent on its own — a record carried by RolePlayActor.tax_collector_actor, never sent on its own. proven
    • summary: A tax collector on the map: who it is (identification) and its attack state.
    • area: Game.Common
    • 25 vues
  17. Smooth ·
    A tax collector's part of a fight result line: the alliance it belongs to. Kind struct · Area Game.Fight The tax-collector-specific part of a fight result line. TaxCollectorListEntry.alliance_information is the alliance of the tax collector. When the client does not know the tax collector as an entity, it names the line after that alliance. Not sent on its own — it is only ever FighterListEntry.tax_collector_list_entry. proven Used by FighterListEntry Fields #FieldTypeMeaningYou set i
    • summary: A tax collector's part of a fight result line: the alliance it belongs to.
    • area: Game.Fight
    • 22 vues
  18. Smooth ·
    The title a character shows with its name, and the title's text parameter. Kind struct · Area Game.Common 1. TitleOption.title_id: a title id of the game data (titles). 2. TitleOption.title_parameter, when set, fills the title's text placeholder. 3. Ignore the decoy_3Type member. Not sent on its own — a record carried by HumanOption.title_option, never sent on its own. proven Used by HumanOption Fields #FieldTypeMeaningYou set it 2title_idint32The title shown, as a title id of the
    • summary: The title a character shows with its name, and the title's text parameter.
    • area: Game.Common
    • 22 vues
  19. Smooth ·
    The failed branch of a character selection. It carries no payload at all. Kind struct · Area Game.Character.Management THE BRANCH ITSELF IS THE WHOLE MESSAGE. It carries nothing: no code, no reason, no text. The client only observes that this branch was taken and runs its selection-error path. So there is nothing to inspect and nothing to report to a user beyond "the server refused". Do not go looking for an error code that is not there, and do not read the success branch to find out why - se
    • summary: The failed branch of a character selection. It carries no payload at all.
    • area: Game.Character.Management
    • 24 vues
  20. Smooth ·
    Why a chat line was refused. Kind enum · Area Game.Chat Carried by ChatErrorEvent.error. Eight values are named. The other five are not: 0, 5 and 9 print the generic chat error in the official client (beta: UNKNOWN, ALLIANCE, MALFORMED_CONTENT, indistinguishable by behaviour), and 11 and 12 are newer than beta (12 prints its own text, ui.chat.error.12). Not sent on its own — an enum carried by ChatErrorEvent.error, never sent on its own. inferred Used by ChatErrorEvent Values ValueNumb
    • summary: Why a chat line was refused.
    • area: Game.Chat
    • 23 vues
  21. Smooth ·
    An Ankama account's public identity: a nickname and its numeric tag, shown as Name#1234. Kind struct · Area Game.Common The public name of an Ankama ACCOUNT, as opposed to one of its characters: a nickname plus a short numeric tag that tells apart accounts sharing a nickname. Players see it as Name#1234. TO READ IT 1. Read AccountTag.nickname and AccountTag.tag. 2. To show it, write the nickname, then #, then the tag. That is exactly how the client prints it in its contact messages.
    • summary: An Ankama account's public identity: a nickname and its numeric tag, shown as Name#1234.
    • area: Game.Common
    • 11 vues
  22. Smooth ·
    Why the server refused to add an account to one of your contact lists. Kind enum · Area Game.Social Carried by IgnoreEvent.Error.reason. In beta the friend, contact and block failures carry it too; those messages have no signature here yet. All six values are named. The official client shows one fixed text per value (quoted on each value) and the "unknown reason" text for any other number. Not sent on its own — an enum carried by IgnoreEvent.Error.reason, never sent on its own. inferred Us
    • summary: Why the server refused to add an account to one of your contact lists.
    • area: Game.Social
    • 11 vues
  23. Smooth ·
    An alliance's identity and card: the record a character's alliance branch carries. Kind struct · Area Game.Common An alliance, as carried by CharacterInformation.alliance_information. Beta declares it as a uid, a tag, a name, an emblem and a card (creation date, member, subarea and tax-collector counts, recruitment); this build's members are not named yet, so read it by structure only. Not sent on its own — a record carried by CharacterInformation.alliance_information and other alliance mess
    • summary: An alliance's identity and card: the record a character's alliance branch carries.
    • area: Game.Common
    • 11 vues
  24. Smooth ·
    A character's epic-mode death state and counters. Kind struct · Area Game.Common The epic-mode branch of CharacterBaseInformation: whether the character is alive, dead or awaiting confirmation, and its death counters. Beta declares a death state, a death count and the highest level reached at death; this build's members are not named yet, so read it by structure only. Not sent on its own — a record carried by CharacterBaseInformation.epic_information, never sent on its own. inferred Used by
    • summary: A character's epic-mode death state and counters.
    • area: Game.Common
    • 12 vues
  25. Smooth ·
    A character's rendered appearance and breed, nested inside its basic information. Kind struct · Area Game.Character.Management The appearance layer of a Character. Ankama calls it CharacterInformation since 3.5.9.11 (beta and 3.2-3.4: CharacterLook); the field that holds it is still CharacterBasicInformation.character_look. 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
    • summary: A character's rendered appearance and breed, nested inside its basic information.
    • area: Game.Character.Management
    • 11 vues

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