Types
299 archives dans cette catégorie
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Account permission booleans (five, four from 3.7.1.0) whose individual meanings are not recovered. Kind struct · Area Game.Account Five booleans up to 3.6.12.16 and four from 3.7.1.0, which dropped one; we do not know which is which. THIS IS A DELIBERATE GAP, NOT AN OVERSIGHT. The reference build has no account-level rights type in the game protocol, the early 3.x name map has none, and the client never branches on an individual flag - only on whether the block is present at all. There is not
- summary: Account permission booleans (five, four from 3.7.1.0) whose individual meanings are not recovered.
- area: Game.Account
- 63 vues
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Which ruleset family the connected game server runs: classical, arena, tournament, epic or seasonal. Kind enum · Area Game.Connection Carried by ServerSettingsEvent. It tells you what KIND of server you are on, and that changes what your script may safely do. EPIC IS THE ONE THAT MATTERS. Epic servers have permanent death: a character that dies there is gone. A script that treats death as a recoverable state - walk to the phoenix, carry on - is wrong on those servers in a way that cannot be u
- summary: Which ruleset family the connected game server runs: classical, arena, tournament, epic or seasonal.
- area: Game.Connection
- 68 vues
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One per-spell modifier, mostly from equipment: which spell, which property, how, and the equipment and context amounts. Kind struct · Area Game.Common One modifier on one of a character's spells (a range bonus from an item, an AP-cost reduction...). It arrives in CharacterCharacteristics.spell_modifiers (the full set) and in ApplySpellModifierEvent (one change); RemoveSpellModifierEvent removes one. HOW TO STORE IT 1. Key it by the character, SpellModifier.spell_id and SpellModifier.modifier
- summary: One per-spell modifier, mostly from equipment: which spell, which property, how, and the equipment and context amounts.
- area: Game.Common
- 68 vues
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One scenery object whose visual state the server drives: a door, a lever, a gate, a harvested stump. Kind struct · Area Game.Interactive A map object whose STATE the server owns. Where InteractiveElement says what you may do with an object, this says what it currently looks like: open or closed, full or harvested. state IS AN OPAQUE PER-ELEMENT VALUE, NOT A SHARED ENUM. The client feeds it straight to its animation layer; what state 2 means depends entirely on the element type. Compare it aga
- summary: One scenery object whose visual state the server drives: a door, a lever, a gate, a harvested stump.
- area: Game.Interactive
- 70 vues
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The seven availability states a character can be in, from offline to solo. Kind enum · Area Game.Common The states carried by CharacterStatus. Every dumped build declares exactly these seven, numbered 0 to 6 in this order, so the numbering is the real wire contract rather than a declaration-order artefact. TWO OF THEM LOOK ALIKE AND ARE NOT. STATUS_IDLE is set by the CLIENT when it notices inactivity; STATUS_AFK is set deliberately by the PLAYER. Reporting AFK when you merely went quiet is a
- summary: The seven availability states a character can be in, from offline to solo.
- area: Game.Common
- 67 vues
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One look attached to another: a mount carrying its rider, a pet beside its owner, an entity being lifted. Kind struct · Area Game.Common The element of EntityLook.sub_entities. It nests an EntityLook of its own, SO THE STRUCTURE IS RECURSIVE - bound your traversal. binding_point_category says what the attachment IS (see BindingPointCategoryEnum); binding_point_index says which slot within that category. The category is the one worth reading: it is how you tell a rider from a pet from a carrie
- summary: One look attached to another: a mount carrying its rider, a pet beside its owner, an entity being lifted.
- area: Game.Common
- 62 vues
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Which channel a server text message is routed to. Kind enum · Area Game.Chat WHERE THE MESSAGE GOES. The client derives the chat channel from this value, so it decides whether the text appears as an ordinary line, an error, a popup, fight-log chatter, or speech from an entity. TEXT_INFORMATION_POPUP is the one that opens a popup rather than writing a line; TEXT_INFORMATION_ERROR is the error styling. EXPECT VALUES YOU DO NOT KNOW. The set has grown from nine to thirteen since the reference b
- summary: Which channel a server text message is routed to.
- area: Game.Chat
- 71 vues
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One achievement the character has completed: which one, who completed it, the level it was finished at and its pioneer rank. Kind struct · Area Game.Achievement One achievement the character has completed: which achievement (AchievedAchievement.achievement_id), who completed it (AchievedAchievement.achieved_by), the level it was finished at (AchievedAchievement.finished_level) and its pioneer rank (AchievedAchievement.pioneer_rank). A shared record, not a message anyone sends. AchievementsEve
- summary: One achievement the character has completed: which one, who completed it, the level it was finished at and its pioneer rank.
- area: Game.Achievement
- 43 vues
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What choosing an NPC dialog reply does: an action type and its arguments (a quest or quest step id for quest actions). Kind struct · Area Game.Npc One effect of an NPC dialog reply, inside VisibleReply.actions: what the server will do when you choose the reply. id the action type. The client recognises the quest actions (it treats ids up to 34 and the ids 905 and 911 specially) and derives the reply's icon from them. parameters the action's arguments. F
- summary: What choosing an NPC dialog reply does: an action type and its arguments (a quest or quest step id for quest actions).
- area: Game.Npc
- 49 vues
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What an anomaly destination offers: its XP and loot bonus, minutes left, and (3.7) which anomaly it is. Kind struct · Area Game.Teleportation The details of an anomaly destination, carried by TeleportDestination.anomaly when the destination's type is TELEPORTER_ANOMALY. It is never sent on its own. HOW TO READ IT - bonus_pourcentage: the anomaly's experience and loot bonus, in percent (120 means +120%). The client shows it as "Bonus: 120%". - remaining_time: how long the anomaly stays
- summary: What an anomaly destination offers: its XP and loot bonus, minutes left, and (3.7) which anomaly it is.
- area: Game.Teleportation
- 52 vues
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The character's Kolizeum league, rating, best results and fight counts in one arena mode. Kind struct · Area Game.Arena The character's standing in ONE Kolizeum mode (ArenaRank.arena_type): the current league and rating (ArenaRank.league_ranking, a LeagueRanking), the best ones reached, and today's and the season's fight and victory counts. A record inside ArenaUpdatePlayerInformationEvent, never sent on its own. KEY IT BY arena_type: the client keeps exactly one per arena type and the newest
- summary: The character's Kolizeum league, rating, best results and fight counts in one arena mode.
- area: Game.Arena
- 43 vues
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Which Kolizeum mode a standing belongs to. The type is named; its values are not. Kind enum · Area Game.Arena The Kolizeum mode ArenaRank.arena_type refers to. The client uses the value only as a key, so you can do the same: keep one ArenaRank per value. THE VALUES ARE NOT NAMED HERE. Beta declares three modes, ONE_VS_ONE = 0, TWO_VS_TWO = 1 and THREE_VS_THREE = 2, but enum numbers are not trusted across builds and nothing in the client's code separates the values. From 3.5 on the enum has FO
- summary: Which Kolizeum mode a standing belongs to. The type is named; its values are not.
- area: Game.Arena
- 44 vues
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Which reward a fight's challenges give: an experience bonus or a drop bonus. Kind enum · Area Game.Challenge The bonus kind of a fight's challenges, carried by ChallengeBonusChoiceSelectedEvent.challenge_bonus and by the bonus-choice request. HOW TO READ IT 1. CHALLENGE_EXPERIENCE_BONUS: the challenges raise the experience gained; each challenge's bonus is Challenge.xp_bonus. 2. CHALLENGE_DROP_BONUS: the challenges raise the drops; each challenge's bonus is Challenge.drop_bonus.
- summary: Which reward a fight's challenges give: an experience bonus or a drop bonus.
- area: Game.Challenge
- 44 vues
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How a fight's challenges are decided: chosen by the team or drawn at random. The type is named; its values are not. Kind enum · Area Game.Challenge The challenge mode of a fight, carried by ChallengeModSelectedEvent.challenge_mod, by the ready request of the placement phase and by the mode-selection request. THE VALUES ARE NOT NAMED HERE. Beta declares CHALLENGE_CHOICE = 0 and CHALLENGE_RANDOM = 1, but enum numbers are not trusted across builds and nothing read so far separates them by behavi
- summary: How a fight's challenges are decided: chosen by the team or drawn at random. The type is named; its values are not.
- area: Game.Challenge
- 45 vues
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The range of resources one use of a gathering skill yields: minimum and maximum. Kind struct · Area Game.Job How many resources one use of a gathering skill yields: between Collect.min and Collect.max. The client keeps both as 16-bit values. The two members share one wire type and swap field numbers between builds; they are named from the client slot each is stored in, whose meaning beta's legible converter fixes. One build pads the record with a third, unread int32. Not sent on its own — i
- summary: The range of resources one use of a gathering skill yields: minimum and maximum.
- area: Game.Job
- 50 vues
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How far a quest objective has got: the current count and the count it needs. Kind struct · Area Game.Quest Progress of one quest objective: Completion.current_completion out of Completion.max_completion - for "kill 10", current goes 0..10 and max stays 10. Carried by QuestObjective (the objective's state in the journal) and by QuestObjectiveUpdatedEvent (a later change to it). The client keeps both numbers as 16-bit values. The two members share one wire type and swap field numbers between bu
- summary: How far a quest objective has got: the current count and the count it needs.
- area: Game.Quest
- 45 vues
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A crafting skill: its success chance. Kind struct · Area Game.Job The crafting branch of SkillAction: Craft.probability, the skill's success chance. Its scale (percent or otherwise) is not established by client code. Not sent on its own — it is the craft branch of SkillAction, never sent on its own. inferred Used by SkillAction Fields #FieldTypeMeaningYou set it 2probabilityint32The skill's success chance.never
- summary: A crafting skill: its success chance.
- area: Game.Job
- 49 vues
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The step an active quest is currently on, and the objectives of that step. Kind struct · Area Game.Quest The progress half of QuestActive: which step the quest is on (Details.step_id) and that step's objectives (Details.objectives). It is declared inside QuestActive and travels nowhere else. ONE STEP ONLY. It describes the current step, not the quest's history - earlier steps are not listed, and a finished quest carries no Details at all (see QuestFinished). HOW THE CLIENT USES IT. It stores
- summary: The step an active quest is currently on, and the objectives of that step.
- area: Game.Quest
- 43 vues
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One fight as seen from the map: its id, its type, its teams, where their swords stand and each team's options. Kind struct · Area Game.Common The description of one fight on a map, as a player outside it sees it. It travels in two places: MapComplementaryInformationEvent.fights lists the fights already running when the map loads, and ShowChallengeEvent announces each fight that starts later. WHAT IT CARRIES FightCommonInformation.fight_id which fight; use it to follow the fight Fi
- summary: One fight as seen from the map: its id, its type, its teams, where their swords stand and each team's options.
- area: Game.Common
- 54 vues
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A team option of a fight: closed to spectators, party only, closed, or asking for help. Kind enum · Area Game.Fight.Preparation The four options a team can switch in a fight. FightOptionToggleRequest.option names the one to flip; FightOptionUpdateEvent.option reports which one changed. EACH VALUE IS NAMED BY THE BUTTON THAT SENDS IT. The client builds the toggle request from one writer per HUD button, each storing a fixed value; the value is read from those writers in each build, never from i
- summary: A team option of a fight: closed to spectators, party only, closed, or asking for help.
- area: Game.Fight.Preparation
- 44 vues
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One team of one fight: which side it is, its leader, its alignment side, its team type, its wave count and its members. Kind struct · Area Game.Fight One team of one fight, as the server describes it to everyone who can see the fight: which side of the fight it is, who leads it, its alignment side, what kind of team it is, how many waves it has, and either its full member list or only a summary. HOW TO READ IT 1. FightTeamInformation.team (Team) says which side of the fight this team is.
- summary: One team of one fight: which side it is, its leader, its alignment side, its team type, its wave count and its members.
- area: Game.Fight
- 52 vues
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The full member list of one fight team: the branch of a team record that names every fighter. Kind struct · Area Game.Fight The detailed form of a team: one entry per member. It is the FightTeamInformation.team_members branch; the other branch, FightTeamInformation.light_information, only summarises a team without listing it. HOW TO READ IT 1. Walk FightTeamMembersInformation.team_members. Each entry is one FightTeamMemberInformation; the client converts every entry into its own te
- summary: The full member list of one fight team: the branch of a team record that names every fighter.
- area: Game.Fight
- 49 vues
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What kind of fight a fight is: challenge, aggression, PvM, arena, breach and others. Eleven values. Kind enum · Area Game.Common The kind of a fight, carried by FightCommonInformation.type. The client does not branch on it where the fight record is converted - it keeps the value on its fight object as it arrives. Treat the names as Ankama's labels: every value is named from the reference build's numbering, and the dumps show no client code that gives any one value a behaviour of its own. The
- summary: What kind of fight a fight is: challenge, aggression, PvM, arena, breach and others. Eleven values.
- area: Game.Common
- 50 vues
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Which kind of game context the character is in: roleplay or fight. Kind enum · Area Game.Context The kind of game context carried by ContextCreationEvent: ROLE_PLAY the ordinary world - maps, NPCs, movement, interactive elements. The client's roleplay context is the one built on its roleplay entity service and its movement service. FIGHT a fight. The client's fight context switches on its fight services instead. A context of one kind replaces a
- summary: Which kind of game context the character is in: roleplay or fight.
- area: Game.Context
- 43 vues
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One job of the character and the skills it grants. Kind struct · Area Game.Job One job (JobDescription.job_id) and every skill it grants (JobDescription.skills, a list of SkillAction) - what the character can gather or craft with that job. Carried as a list by JobDescriptionEvent, and singly by another job event that has no signature yet. Builds pad the record with a second, never-walked list of skills or an unread repeated int32; the real list is the one the client walks. Not sent on its o
- summary: One job of the character and the skills it grants.
- area: Game.Job
- 46 vues