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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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60 archives dans cette catégorie

  1. 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 Named by beta 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
    • 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
    • confidence: 0.94
    • 0 commentaires
    • 7 vues
  2. Smooth ·
    One quest the character has under way, with the detail of the step it is currently on. Kind struct Area Game.Quest Named by beta, gamemapping, stringtable A shared carrier, not a message anyone sends: the journal embeds a list of these and QuestStepInformationEvent embeds exactly one. details carries the current step and its objectives. That nesting is the point of the record - the quest id alone tells you nothing about progress. The current build declares a SECOND int32 and a SECOND message
    • summary: One quest the character has under way, with the detail of the step it is currently on.
    • area: Game.Quest
    • confidence: 0.84
    • 0 commentaires
    • 5 vues
  3. Smooth ·
    Five account permission booleans whose individual meanings are not recovered. Kind struct Area Game.Account Named by stringtable Five booleans, and 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 nothing to prove a mapping with, so nothing is claimed. R
    • summary: Five account permission booleans whose individual meanings are not recovered.
    • area: Game.Account
    • confidence: 0.89
    • 0 commentaires
    • 3 vues
  4. Smooth ·
    Which ruleset family the connected game server runs: classical, arena, tournament, epic or seasonal. Kind enum Area Game.Connection Named by beta 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
    • summary: Which ruleset family the connected game server runs: classical, arena, tournament, epic or seasonal.
    • area: Game.Connection
    • confidence: 0.96
    • 0 commentaires
    • 3 vues
  5. Smooth ·
    One per-spell modifier currently in effect on the character. Kind struct Area Game.Common Named by beta One modifier applied to one spell - a range increase, a cost reduction and so on. ITS MEMBERS ARE NOT INDIVIDUALLY RECOVERED HERE and stand with their obfuscated names. The reference build declares a spell id, two enum selectors saying which property is modified and in what way, and two integer amounts distinguishing the contextual part from the equipment part - but nothing in the current b
    • summary: One per-spell modifier currently in effect on the character.
    • area: Game.Common
    • confidence: 0.91
    • 0 commentaires
    • 3 vues
  6. Smooth ·
    One scenery object whose visual state the server drives: a door, a lever, a gate, a harvested stump. Kind struct Area Game.Interactive Named by beta 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. Co
    • summary: One scenery object whose visual state the server drives: a door, a lever, a gate, a harvested stump.
    • area: Game.Interactive
    • confidence: 0.95
    • 0 commentaires
    • 7 vues
  7. Smooth ·
    The seven availability states a character can be in, from offline to solo. Kind enum Area Game.Common Named by beta 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
    • summary: The seven availability states a character can be in, from offline to solo.
    • area: Game.Common
    • confidence: 0.94
    • 0 commentaires
    • 3 vues
  8. Smooth ·
    One look attached to another: a mount carrying its rider, a pet beside its owner, an entity being lifted. Kind struct Area Game.Common Named by beta 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 f
    • summary: One look attached to another: a mount carrying its rider, a pet beside its owner, an entity being lifted.
    • area: Game.Common
    • confidence: 0.86
    • 0 commentaires
    • 4 vues
  9. Smooth ·
    The successful branch of a character selection, carrying the character now being played. Kind struct Area Game.Character.Management Named by beta 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 s
    • summary: The successful branch of a character selection, carrying the character now being played.
    • area: Game.Character.Management
    • confidence: 0.96
    • 0 commentaires
    • 4 vues
  10. Smooth ·
    Which channel a server text message is routed to. Kind enum Area Game.Chat Named by beta 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
    • summary: Which channel a server text message is routed to.
    • area: Game.Chat
    • confidence: 0.83
    • 0 commentaires
    • 3 vues

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