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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 ·
    The successful branch of a character selection, carrying the character now being played. Kind struct · Area Game.Character.Management The branch that means you are in. It carries the Character the server accepted - which is authoritative, so take the character from here rather than assuming you got the one you asked for. The client wraps this character and hands it to its player-state service; that handoff is what actually enters play. Not sent on its own — it is only ever the success branc
    • summary: The successful branch of a character selection, carrying the character now being played.
    • area: Game.Character.Management
    • 13 vues
  2. Smooth ·
    One account on a contact list (ignored, blocked): its account id and its account tag. Kind struct · Area Game.Social Who an entry of a contact list is: an Ankama ACCOUNT, not a character. TO READ IT 1. Keep ContactInformation.account_id: it is the key of the entry. Removing the account from the list again is done by this id, not by name. 2. Show ContactInformation.account_tag as nickname#tag (see AccountTag). 3. Ignore every other member: no client code reads them. The client turns
    • summary: One account on a contact list (ignored, blocked): its account id and its account tag.
    • area: Game.Social
    • 10 vues
  3. Smooth ·
    Dungeon details a party carries when it joins: an int32 and an optional int64, not named yet. Kind struct · Area Game.Party The dungeon block of PartyJoinEvent. The official client copies its int32 into its party state (where -1 means "no dungeon" when the block is absent) and keeps its optional int64 beside it; neither member is named yet, so read it by structure only. Not sent on its own — a record carried by PartyJoinEvent.dungeon, never sent on its own. inferred Used by PartyJoinEvent
    • summary: Dungeon details a party carries when it joins: an int32 and an optional int64, not named yet.
    • area: Game.Party
    • 12 vues
  4. Smooth ·
    A guild's identity and social card: the record a character's guild branch carries. Kind struct · Area Game.Common A guild, as carried by CharacterInformation.guild_information. Beta declares it as an id, a name, a level and its social information (emblem, leader, member count, last activity, 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.guild_information and HumanOption.guild_information, nev
    • summary: A guild's identity and social card: the record a character's guild branch carries.
    • area: Game.Common
    • 13 vues
  5. Smooth ·
    The failure branch of an ignore result: why the account was not ignored. Kind struct · Area Game.Social Set as IgnoreEvent.error when the server refused IgnoreRequest. Nothing was added to the ignore list. TO HANDLE IT 1. Read IgnoreEvent.Error.reason, an AddFailureReason. 2. Tell the user why (the official client's text for each value is listed on AddFailureReason). 3. Leave your ignore list as it was. Not sent on its own — it is only ever the error branch of IgnoreEvent. inferre
    • summary: The failure branch of an ignore result: why the account was not ignored.
    • area: Game.Social
    • 17 vues
  6. Smooth ·
    The success branch of an ignore result: the account now on your ignore list. Kind struct · Area Game.Social Set as IgnoreEvent.success when the server accepted IgnoreRequest. The account is ignored for the rest of the session. TO HANDLE IT 1. Read IgnoreEvent.Success.ignored, a ContactInformation. 2. Add it to your ignore list. Nothing sends that list again: it lasts only for the session. 3. Tell the user, naming the account as nickname#tag from ContactInformation.account_tag.
    • summary: The success branch of an ignore result: the account now on your ignore list.
    • area: Game.Social
    • 13 vues
  7. Smooth ·
    A character's details as a member of a party you are invited to. Kind struct · Area Game.Common The party-invitation branch of CharacterBaseInformation: what an invitation shows about one member of the inviting party. Beta declares its map coordinates and companions; this build's members are not named yet, so read it by structure only. Not sent on its own — a record carried by CharacterBaseInformation.party_invitation_member_information, never sent on its own. inferred Used by CharacterBa
    • summary: A character's details as a member of a party you are invited to.
    • area: Game.Common
    • 12 vues
  8. Smooth ·
    A character's details as a member of your party: position, life, initiative, status, companions. Kind struct · Area Game.Common The party-member branch of CharacterBaseInformation: what the party shows about one member. - PartyMemberInformation.coordinates: where the member is (follow its map_id to join them); - PartyMemberInformation.commons_information: life points, prospecting, regeneration; - PartyMemberInformation.initiative, PartyMemberInformation.status; - PartyMemberInformation.
    • summary: A character's details as a member of your party: position, life, initiative, status, companions.
    • area: Game.Common
    • 13 vues
  9. Smooth ·
    A guild rank: the record a character's rank branch carries. Kind struct · Area Game.Common A guild rank, as carried by CharacterBasicInformation.rank. Beta declares it as an id, a name, its order and icon, and its rights; this build's members are not named yet, so read it by structure only. Not sent on its own — a record carried by CharacterBasicInformation.rank, never sent on its own. inferred Used by CharacterBasicInformation No fields you may set.
    • summary: A guild rank: the record a character's rank branch carries.
    • area: Game.Common
    • 24 vues
  10. Smooth ·
    How the estate agency sorts the houses for sale. Kind enum · Area Game.Common Set in HousesToSellFiltersRequest.order_by. Both values are named: price ascending or descending. The official client's sort menu has more orders than this enum: its area sort sends 2 and 3, and its name sort 4 and 5. RealEstateOrder declares none of them. Not sent on its own — an enum carried by HousesToSellFiltersRequest.order_by, never sent on its own. inferred Used by HousesToSellFiltersRequest Values Va
    • summary: How the estate agency sorts the houses for sale.
    • area: Game.Common
    • 17 vues
  11. Smooth ·
    A guild or alliance member's social card: the record a character's social-member branch carries. Kind struct · Area Game.Common A member of a guild or alliance, as carried by CharacterBasicInformation.social_member. Beta declares it as breed, gender, state, hours since last connection, account id, status, rank id, enrollment date, AvA role and a guild-member block (given experience, mood, achievement points, note); this build's members are not named yet, so read it by structure only. Not sen
    • summary: A guild or alliance member's social card: the record a character's social-member branch carries.
    • area: Game.Common
    • 18 vues
  12. Smooth ·
    One modifier on your weapon attacks: which property, how it combines, and by how much. Kind struct · Area Game.Common One modifier on the character's weapon attacks: the weapon counterpart of SpellModifier. The full set arrives in CharacterCharacteristics.weapon_modifiers. HOW TO STORE IT 1. Store it like a SpellModifier whose spell id is 0: the official client keeps weapon modifiers in the same modifier table, under spell 0. 2. Key it by the character and WeaponModifier.modifier_type
    • summary: One modifier on your weapon attacks: which property, how it combines, and by how much.
    • area: Game.Common
    • 17 vues
  13. Smooth ·
    One acquaintance: the account, its state, and its online character. Kind struct · Area Game.Contact One entry of AcquaintanceListEvent.acquaintance. READ IT LIKE THIS 1. AcquaintanceInformation.account_id and AcquaintanceInformation.account_tag identify the account. 2. AcquaintanceInformation.state says whether one of its characters is online (values not named yet). 3. When it is online, AcquaintanceInformation.online gives that character - see AcquaintanceInformation.OnlineInformat
    • summary: One acquaintance: the account, its state, and its online character.
    • area: Game.Contact
    • 5 vues
  14. Smooth ·
    The damage one fighter dealt during the fight, in total and by source. Kind struct · Area Game.Fight One block of DetailedStatistics: what the official end-of-fight statistics screen shows for one fighter. Read the members you need; every value is already final (per-turn and per-AP values are averages, sent as floats). The client shows each member under its own localization key: - total: ui.fightResult.damageDealt - direct: ui.fightResult.byDirect - poison: ui.fightResult.byPoison - pu
    • summary: The damage one fighter dealt during the fight, in total and by source.
    • area: Game.Fight
    • 4 vues
  15. Smooth ·
    The damage one fighter received during the fight, in total and by source. Kind struct · Area Game.Fight One block of DetailedStatistics: what the official end-of-fight statistics screen shows for one fighter. Read the members you need; every value is already final (per-turn and per-AP values are averages, sent as floats). The client shows each member under its own localization key: - total: ui.fightResult.damageTaken - poison: ui.fightResult.byPoison - push: ui.fightResult.byPush - obj
    • summary: The damage one fighter received during the fight, in total and by source.
    • area: Game.Fight
    • 5 vues
  16. Smooth ·
    How many fighters one fighter finished during the fight. Kind struct · Area Game.Fight One block of DetailedStatistics: what the official end-of-fight statistics screen shows for one fighter. Read the members you need; every value is already final (per-turn and per-AP values are averages, sent as floats). The client shows each member under its own localization key: - total: ui.fightResult.kill - enemies: ui.fightResult.enemyKilled - summons: ui.fightResult.summonKilled Not sent on its
    • summary: How many fighters one fighter finished during the fight.
    • area: Game.Fight
    • 5 vues
  17. Smooth ·
    What a dig during a treasure hunt did. Kind enum · Area Game.Treasure.Hunt Carried by TreasureHuntDigAnswerEvent.result. Every value is named after the message the official client shows for it. Not sent on its own — an enum carried by TreasureHuntDigAnswerEvent.result, never sent on its own. inferred Used by TreasureHuntDigAnswerEvent Values ValueNumberMeaning ERROR_UNDEFINED0The dig failed for an unspecified reason. The client shows the generic ui.popup.impossible_action. NEW_HINT1Rig
    • summary: What a dig during a treasure hunt did.
    • area: Game.Treasure.Hunt
    • 5 vues
  18. Smooth ·
    What a summoned fighter is: a monster, a character or a companion. Kind struct · Area Game.Action The SummonContextInformation.spawn_information of a summon: what kind of fighter the server summoned. Exactly one branch of EntitySpawnInformation.spawn_information is set. READ IT LIKE THIS 1. EntitySpawnInformation.monster set: the summon is a monster - see EntitySpawnInformation.Monster for its id and grade. Look the monster up in the game data to know its spells. 2. EntitySpawnInforma
    • summary: What a summoned fighter is: a monster, a character or a companion.
    • area: Game.Action
    • 4 vues
  19. Smooth ·
    A summoned character-like fighter: its name and level. Kind struct · Area Game.Action The character branch of EntitySpawnInformation.spawn_information: a summon that fights like a character (a double of the caster, for instance). READ IT LIKE THIS 1. EntitySpawnInformation.Character.name is the name to show for the fighter. 2. EntitySpawnInformation.Character.level is its level. WHAT THE CLIENT DOES. It rebuilds the summon as a named fighter: the name goes to NamedFighterInformation.name,
    • summary: A summoned character-like fighter: its name and level.
    • area: Game.Action
    • 5 vues
  20. Smooth ·
    A summoned companion: its model, level and master. Kind struct · Area Game.Action The companion branch of EntitySpawnInformation.spawn_information. READ IT LIKE THIS 1. EntitySpawnInformation.Companion.model_id is the companion's model in the game data. 2. EntitySpawnInformation.Companion.level is its level. 3. EntitySpawnInformation.Companion.master_id is the fighter it belongs to. 4. Ignore the other members. WHAT THE CLIENT DOES. It rebuilds the summon as an entity fighter: the mod
    • summary: A summoned companion: its model, level and master.
    • area: Game.Action
    • 5 vues
  21. Smooth ·
    A summoned monster: which monster it is, and its grade or level. Kind struct · Area Game.Action The monster branch of EntitySpawnInformation.spawn_information. READ IT LIKE THIS 1. EntitySpawnInformation.Monster.monster_gid is the monster's id in the game data (Monsters). 2. Exactly one of EntitySpawnInformation.Monster.grade and EntitySpawnInformation.Monster.level is set: a grade picks the monster's grade (1 = the first grade); a level is used for monsters that scale by level. 3.
    • summary: A summoned monster: which monster it is, and its grade or level.
    • area: Game.Action
    • 4 vues
  22. Smooth ·
    Who a fighter is: its id, its team, and whether it is a player, a monster, a companion or a summon. Kind struct · Area Game.Fight Identifies one fighter in DetailedStatistics (the end-of-fight statistics). WHAT TO READ 1. id: the fighter's id (your character id for you; negative ids for monsters and summons). 2. team: the fighter's side (Team). 3. kind: exactly one branch is set: - player: a player character; - monster: a monster; - companion: a player's companion; its mas
    • summary: Who a fighter is: its id, its team, and whether it is a player, a monster, a companion or a summon.
    • area: Game.Fight
    • 4 vues
  23. Smooth ·
    A player's companion fighter, with the player it belongs to. Kind struct · Area Game.Fight The companion branch of FighterIdentity.kind: a player's companion fighter, with the player it belongs to. Read master to find the companion's owner; ignore the unnamed int32. Not sent on its own — a branch of FighterIdentity.kind, never sent on its own. inferred Used by FighterIdentity Fields #FieldTypeMeaningYou set it 1masterFighterIdentityThe player the companion belongs to. A FighterIdentit
    • summary: A player's companion fighter, with the player it belongs to.
    • area: Game.Fight
    • 4 vues
  24. Smooth ·
    A monster fighter. Kind struct · Area Game.Fight The monster branch of FighterIdentity.kind: a monster fighter. The record carries one int32 the client stores but never uses; it is not named. Not sent on its own — a branch of FighterIdentity.kind, never sent on its own. inferred Used by FighterIdentity No fields you may set.
    • summary: A monster fighter.
    • area: Game.Fight
    • 5 vues
  25. Smooth ·
    Whether a treasure hunt flag request worked. Kind enum · Area Game.Treasure.Hunt Carried by TreasureHuntFlagAnswerEvent.result. Only SAME_MAP is named: the official client shows one generic failure for five of the other values (beta: ERROR_UNDEFINED, WRONG, TOO_MANY, ERROR_IMPOSSIBLE, WRONG_INDEX) and nothing for the sixth (beta: OK). Not sent on its own — an enum carried by TreasureHuntFlagAnswerEvent.result, never sent on its own. inferred Used by TreasureHuntFlagAnswerEvent Values V
    • summary: Whether a treasure hunt flag request worked.
    • area: Game.Treasure.Hunt
    • 5 vues

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