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299 archives dans cette catégorie

  1. Smooth ·
    Where an entity stands and which way it faces, optionally naming who is carrying it. Kind struct · Area Game.Common The positional half of ActorPositionInformation, and also sent on its own - as a bare list - to reposition entities already on the map. cell_id IS A SINGLE GRID INDEX, NOT A COORDINATE PAIR. Everything in the map protocol addresses cells this way. THREE OF THE FOUR MEMBERS HAVE EXPLICIT PRESENCE, SO ABSENT AND ZERO ARE DIFFERENT. Absent means unchanged; zero means cell 0, entit
    • summary: Where an entity stands and which way it faces, optionally naming who is carrying it.
    • area: Game.Common
    • 65 vues
  2. Smooth ·
    How to draw an entity: its skeleton, layered art, colour overrides, scale and attached sub-entities. Kind struct · Area Game.Common The appearance record, shared by Character, ActorPositionInformation and every other message that shows an entity. MOST SCRIPTS DO NOT NEED TO DECODE THIS. It is rendering data. What it IS good for is telling entities apart cheaply - bones_id distinguishes a monster species from a player without resolving anything. indexed_colors IS PACKED, NOT A PLAIN COLOUR LI
    • summary: How to draw an entity: its skeleton, layered art, colour overrides, scale and attached sub-entities.
    • area: Game.Common
    • 100 vues
  3. Smooth ·
    One captioned group of items inside an action-item announcement. Kind struct · Area Game.Inventory A caption and the items it describes, as carried by GameActionItemListEvent. title is a localisation key, not display text. Resolve it against the client's own string table; printing it raw shows the reader an identifier. Not sent on its own — it is only ever reached inside GameActionItemListEvent. inferred Used by GroupedGameActionItems Fields #FieldTypeMeaningYou set it 1itemsrepeated
    • summary: One captioned group of items inside an action-item announcement.
    • area: Game.Inventory
    • 68 vues
  4. Smooth ·
    A character's gender: MALE or FEMALE. Kind enum · Area Game.Common The gender of a character. You send it in CharacterRemodelingInformation when you create or remodel a character; the server sends it back in CharacterBaseInformation and in the actor, fighter and party records that describe a character. HOW TO USE IT 1. To create a female character, send FEMALE. For a male one, send MALE. 2. When you read a character, pick every gendered piece of game data with it. FEMALE takes the tit
    • summary: A character's gender: MALE or FEMALE.
    • area: Game.Common
    • 69 vues
  5. Smooth ·
    Whether a haven bag room list is the complete set or an amendment to the set you already hold. Kind enum · Area Game.Haven.Bag Two states, and reading the wrong one loses rooms silently rather than raising an error. DISPATCH means the accompanying list is everything: replace what you hold with it. UPDATE means the list is a delta: keep what you hold, match each entry by room id, and overwrite only that room's theme, appending any room id you have not seen. The real client implements this as
    • summary: Whether a haven bag room list is the complete set or an amendment to the set you already hold.
    • area: Game.Haven.Bag
    • 63 vues
  6. Smooth ·
    One room of the player's haven bag: which room it is, and the theme currently applied to it. Kind struct · Area Game.Haven.Bag A room and its theme. Both members are plain integers and they are easy to swap, so the distinction matters: the room is WHICH ROOM, and the theme is WHAT IT LOOKS LIKE. THE ROOM IS THE IDENTITY, THE THEME IS THE PAYLOAD. When the server amends the list rather than resending it, the real client finds the room it already holds with the matching room id and overwrites o
    • summary: One room of the player's haven bag: which room it is, and the theme currently applied to it.
    • area: Game.Haven.Bag
    • 66 vues
  7. Smooth ·
    The account's role in the staff hierarchy, from ordinary player up to administrator. Kind enum · Area Game.Account Carried by AccountCapabilitiesEvent. On any ordinary account this is the player role and never changes. It is worth reading for one reason: it tells you when you are talking to a staff account, and staff accounts see and can do things ordinary ones cannot. Nothing in the protocol is gated on it from your side. Not sent on its own — an enum is never sent on its own. inferred Us
    • summary: The account's role in the staff hierarchy, from ordinary player up to administrator.
    • area: Game.Account
    • 65 vues
  8. Smooth ·
    Which section of guild data a request is asking for. Three of its six values were renumbered in Dofus 3. Kind enum · Area Game.Guild THE VALUES WERE RENUMBERED IN DOFUS 3. DO NOT REUSE THE OLD NUMBERS. The reference build declared seven sections: GENERAL=0, MEMBERS=1, BOOSTS=2, PADDOCKS=3, HOUSES=4, RECRUITMENT=5, LOGBOOK=6. The current protocol has DROPPED the paddocks section and packed the rest densely, so everything after BOOSTS shifted down by one: unchanged GENERAL 0 MEMBERS 1
    • summary: Which section of guild data a request is asking for. Three of its six values were renumbered in Dofus 3.
    • area: Game.Guild
    • 74 vues
  9. Smooth ·
    One interactive map object - a resource node, door, zaap or workshop machine - and the actions it currently offers. Kind struct · Area Game.Common Everything the client knows about one interactive object. This is the record a harvesting script actually reasons over. DO NOT TRUST FIELD NUMBERS FOR THE TWO SKILL LISTS. The current build declares disabled_skills at 3 and enabled_skills at 4 - THE EXACT REVERSE of the reference build. A script that carried the old numbering across shows harvested
    • summary: One interactive map object - a resource node, door, zaap or workshop machine - and the actions it currently offers.
    • area: Game.Common
    • 81 vues
  10. Smooth ·
    One action an interactive element offers: the harvest gesture on a field, open on a door, use on a zaap. Kind struct · Area Game.Common An action offered by an interactive object. THE TWO IDS ARE SWAPPED ON THE CURRENT BUILD relative to the reference one - skill_instance_uid is declared at 1 and skill_id at 2. Read by name, and be careful which one you send: they are both int32 and they mean completely different things. skill_id WHAT the action is, as a data-centre skill id. Share
    • summary: One action an interactive element offers: the harvest gesture on a field, open on a door, use on a zaap.
    • area: Game.Common
    • 68 vues
  11. Smooth ·
    An item described by its template and effects, plus either a quantity or NPC-shop sale terms. Kind struct · Area Game.Common An item that is not in your inventory: its template, its effects, and one complement. In an NPC shop's stock (ExchangeNpcShopStartedEvent.objects) the complement is ItemMinimalInformation.item_to_sell_in_npc_shop, the price and purchase allowance. The client builds a shop entry ONLY for elements whose complement is the shop branch. An element carrying the other branch (
    • summary: An item described by its template and effects, plus either a quantity or NPC-shop sale terms.
    • area: Game.Common
    • 69 vues
  12. Smooth ·
    The structured links attached to a chat line - items and monster groups - as opposed to the line's words. Kind struct · Area Game.Chat What rides ALONGSIDE a chat line's text. When a player shift-clicks an item or links a monster group into chat, the visible words stay in the message's content and the structured link data comes here, so the recipient's client can render the link and show a tooltip on hover. It is carried by the chat messages that can hold a link, and it is normally PRESENT BU
    • summary: The structured links attached to a chat line - items and monster groups - as opposed to the line's words.
    • area: Game.Chat
    • 77 vues
  13. Smooth ·
    A creature family together with a count, as the monster-count branch of an item effect. Kind struct · Area Game.Inventory Two integers: which creature family, and how many. It is easy to confuse with ObjectEffectMinMaxValue - both are two-integer messages in the same oneof - so branch on which member of ObjectEffect is set rather than on shape. Not sent on its own — it is only ever the monster_count branch of ObjectEffect. inferred Used by ObjectEffect Fields #FieldTypeMeaningYou set
    • summary: A creature family together with a count, as the monster-count branch of an item effect.
    • area: Game.Inventory
    • 69 vues
  14. Smooth ·
    One monster inside a group: what it is, its grade, an optional level override, and its appearance. Kind struct · Area Game.Common The compact per-monster entry inside a monster group - the record a script reads to decide whether a group on the map is worth fighting. grade IS ONE-BASED. The client subtracts one before indexing its grade list, so grade 1 is the first grade, not the second. Off-by-one here silently reads the wrong difficulty. level IS AN OVERRIDE, NOT ALWAYS THE LEVEL. The clie
    • summary: One monster inside a group: what it is, its grade, an optional level override, and its appearance.
    • area: Game.Common
    • 65 vues
  15. Smooth ·
    Why a character name was refused. Kind enum · Area Game.Character.Management WHY THE NAME WAS REFUSED, when CharacterCreationResult says the name was the problem. NAME_OK means the name itself is fine - so seeing it here does NOT mean the creation succeeded; read the result first and only consult this when the result blames the name. Most of these are client-checkable before you ever send: length, alphabet, forbidden characters, dash placement, capitalisation, runs of identical letters. Chec
    • summary: Why a character name was refused.
    • area: Game.Character.Management
    • 63 vues
  16. Smooth ·
    One item and what it currently sells for on average. Kind struct · Area Game.Exchange One entry of ObjectAveragePricesEvent, declared nested inside it. READ BOTH MEMBERS BY NAME. Their field numbers and their declared types move between builds: across the seven dumped builds the gid is number 1, 2 or 3 and the price is 1, 2 or 3, and on four of them a decoy of the SAME scalar type sits next to the real member. Position, number and type are all worthless here; only the recovered names are stab
    • summary: One item and what it currently sells for on average.
    • area: Game.Exchange
    • 71 vues
  17. Smooth ·
    One effect on an item, as a oneof over every shape an effect's value can take. Kind struct · Area Game.Inventory One rolled or intrinsic effect. action says WHICH effect this is; the oneof says what its value looks like. BRANCH ON THE ONEOF. NEVER READ A MEMBER POSITIONALLY. In protobuf an unset branch reads back as a zero, not as an absence, so a script that reads value_int unconditionally sees 0 for every string, dice and date effect and cannot tell that apart from a genuine zero. Ask which
    • summary: One effect on an item, as a oneof over every shape an effect's value can take.
    • area: Game.Inventory
    • 76 vues
  18. Smooth ·
    An effect expressed as a dice roll: how many dice, how many sides, plus a flat constant. Kind struct · Area Game.Inventory The dice branch of ObjectEffect, read as num dice of side sides plus const. num IS DECLARED 64-BIT ON THIS BUILD even though the client stores it in a narrower slot. Read the declared width, not the client's. The record declares a fourth integer that neither direction of the client's own conversion touches. It has no recovered meaning - it may be a decoy or a field the g
    • summary: An effect expressed as a dice roll: how many dice, how many sides, plus a flat constant.
    • area: Game.Inventory
    • 68 vues
  19. Smooth ·
    The low and high bounds of an effect that rolls within a range. Kind struct · Area Game.Inventory The min_max branch of ObjectEffect. Two numbers, in semantic order: the lower bound first. The order is recovered from where the client copies each value, not from the field numbers, so read by name. Nothing guarantees min <= max on the wire; the server has never been observed sending them inverted, but a script that subtracts them should not assume a non-negative result. Not sent on its own
    • summary: The low and high bounds of an effect that rolls within a range.
    • area: Game.Inventory
    • 67 vues
  20. Smooth ·
    One item stack: which item it is, how many, its unique handle, and the effects rolled onto it. Kind struct · Area Game.Inventory One item instance. The same record is reused across the inventory, exchange and storage protocols, so everything below applies wherever it appears. THE TWO IDS ARE BOTH INT32 AND ARE TRIVIAL TO SWAP. THIS IS THE EASIEST BUG TO WRITE AGAINST THIS PROTOCOL. gid the TEMPLATE id - WHAT KIND of item this is. Every copy of the same item in the game shares one gid
    • summary: One item stack: which item it is, how many, its unique handle, and the effects rolled onto it.
    • area: Game.Inventory
    • 81 vues
  21. Smooth ·
    One item as it sits in the inventory: the item itself, where it is, whether it is a favourite and, up to 3.6.12.16, how the player tagged it. Kind struct · Area Game.Inventory The element type of InventoryContentEvent.objects. It wraps an ObjectItem with the three things that are true of the item HERE rather than of the item in general. position IS NOT A BAG INDEX. It is the equipment slot when the item is worn, and a bag marker otherwise. Do not treat it as an ordinal you can iterate: two un
    • summary: One item as it sits in the inventory: the item itself, where it is, whether it is a favourite and, up to 3.6.12.16, how the player tagged it.
    • area: Game.Inventory
    • 76 vues
  22. Smooth ·
    Why an inventory stack changed; the client only acts on the quest origin. Kind enum · Area Game.Common The origin carried by ObjectQuantityEvent (and by the item-added event). WHAT THE CLIENT DOES WITH IT. Exactly one thing: when the origin is ORIGIN_QUEST it announces the gained amount in chat. Every other value - ORIGIN_UNDEFINED and the two unnamed ones - is treated identically: the inventory is updated silently. TWO VALUES HAVE NO NAME. The protocol has grown: two values in the reference
    • summary: Why an inventory stack changed; the client only acts on the quest origin.
    • area: Game.Common
    • 64 vues
  23. Smooth ·
    Which of the character's storages a per-item count belongs to: bag, bank, or haven bag. Kind enum · Area Game.Common 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 TYPE NAME AND ALL FOUR VALUE NAMES ARE OURS. Nothing here is attested by any naming oracle. THE NUMBERS ARE THE REAL CONTRACT and are what this signature pins; the labels are descriptions of what each number provably does. Each va
    • summary: Which of the character's storages a per-item count belongs to: bag, bank, or haven bag.
    • area: Game.Common
    • 62 vues
  24. Smooth ·
    A quantity of one item stack, addressed by its unique handle. Reused wherever the protocol acts on part of a stack. Kind struct · Area Game.Common Names a stack and an amount. Ankama reuses this one record across the inventory protocol - destroying, dropping, and the server's own quantity-changed event all wrap it - so the record itself carries no intent. THE MEANING IS ENTIRELY IN THE MESSAGE THAT CONTAINS IT. See ObjectDeleteRequest for the destructive one. The uid is ObjectItem.uid, the pe
    • summary: A quantity of one item stack, addressed by its unique handle. Reused wherever the protocol acts on part of a stack.
    • area: Game.Common
    • 73 vues
  25. Smooth ·
    One quest the character has under way, with the detail of the step it is currently on. Kind struct · Area Game.Quest One quest under way: which quest (QuestActive.quest_id) and the step it is on, with that step's objectives (QuestActive.details, a Details). A shared carrier, not a message anyone sends: the journal (QuestsEvent) embeds a list of these, and QuestStepInformationEvent embeds exactly one when the client asks for a single quest's step. HOW TO USE IT. Key it by quest id. Each one y
    • summary: One quest the character has under way, with the detail of the step it is currently on.
    • area: Game.Quest
    • 72 vues

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