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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 ·
    One job's progress: its level, its experience, and the experience bounds of the level it is on. Kind struct · Area Game.Job The progress record for one job. It is never sent on its own: JobExperiencesUpdateEvent carries a list of them for your own character, and the other-player job update carries exactly one for the crafter you are working with. HOW TO READ THE THREE EXPERIENCE VALUES. They are absolute totals, not amounts within the level. The client draws its job gauge straight from them:
    • summary: One job's progress: its level, its experience, and the experience bounds of the level it is on.
    • area: Game.Job
    • 44 vues
  2. Smooth ·
    The character's current Kolizeum league, rating and ladder position in one arena mode. Kind struct · Area Game.Arena Where the character stands now in one Kolizeum mode: its rating (LeagueRanking.rating), its league (LeagueRanking.league_id, which the client looks up in its arena-league data for the league's name, icon and whether it is the last league) and its ladder position (LeagueRanking.ladder_position). Carried by ArenaRank.league_ranking. The three members share one wire type and move
    • summary: The character's current Kolizeum league, rating and ladder position in one arena mode.
    • area: Game.Arena
    • 39 vues
  3. Smooth ·
    One map, and the NPCs on it that have quests for the character. Kind struct · Area Game.Npc One entry of NpcsMapQuestStatusUpdateEvent: a map and its NPCs that have quests. It is declared inside that message and travels nowhere else. The client uses the entry twice. If MapNpcQuest.map_id is the current map it marks the NPCs of MapNpcQuest.npcs_with_quests over their heads; whatever the map, it places a world-map marker at the map's coordinates when one of those NPCs has a quest to start. HOW
    • summary: One map, and the NPCs on it that have quests for the character.
    • area: Game.Npc
    • 37 vues
  4. Smooth ·
    One NPC, the quests it can give and the quests it can take back. Kind struct · Area Game.Npc One NPC of a MapNpcQuest entry, with two lists of quest ids. NpcWithQuest.quests_to_start are quests the NPC can give; NpcWithQuest.quests_to_validate are quests it can take back. When the client picks the NPC's marker it looks at the quests to validate first, then records whether the quest it picked is one to start - which is what decides the marker's kind. DO NOT GO BY FIELD NUMBER. The two lists a
    • summary: One NPC, the quests it can give and the quests it can take back.
    • area: Game.Npc
    • 38 vues
  5. Smooth ·
    Which dimension a portal dialog leads to: Enutrosor, Srambad, Xelorium, Ecaflipus, or UNSUPPORTED for an ordinary NPC. Kind enum · Area Game.Npc Which dimension a portal dialog leads to, carried by NpcDialogCreationEvent.portal_type: UNSUPPORTED not a dimension portal - the value of every ordinary NPC dialog (absent on the wire). The client's dialog service rejects it as a portal ("Portal type isn't not supported"). ENUTROSOR the Enutrosor dimension. SRAM
    • summary: Which dimension a portal dialog leads to: Enutrosor, Srambad, Xelorium, Ecaflipus, or UNSUPPORTED for an ordinary NPC.
    • area: Game.Npc
    • 47 vues
  6. Smooth ·
    One completed quest in the journal: which quest, and Ankama's completion counter for it. Kind struct · Area Game.Quest One entry of the journal's finished list (QuestsEvent.finished_quests). It is declared inside QuestsEvent and travels nowhere else. HOW TO USE IT. Only QuestFinished.quest_id matters: the quest is complete. The client appends that id to its finished list and looks it up in the game data to mark every objective of every step of the quest as done - the wire carries no objective
    • summary: One completed quest in the journal: which quest, and Ankama's completion counter for it.
    • area: Game.Quest
    • 39 vues
  7. Smooth ·
    One objective of a quest step - its id, whether it is done, its progress and its text parameters. The type is recovered; its members are not named yet. Kind struct · Area Game.Quest One thing the current step of a quest asks for - talk to someone, bring items, defeat monsters. It is the element of Details.objectives. WHAT IT CARRIES. Ankama's reference definition is: objective_id which objective, as a quest-objective id from the game data objective_reached whether it is done dialog_pa
    • summary: One objective of a quest step - its id, whether it is done, its progress and its text parameters. The type is recovered; its members are not named yet.
    • area: Game.Quest
    • 42 vues
  8. Smooth ·
    What kind of fight action a sequence plays: a spell, a weapon hit, a mark, a move, a death, a turn or fight start/end. Kind enum · Area Game.Game.Action The kind of a fight action sequence, carried by SequenceStartEvent and SequenceEndEvent. Each named value is the kind the official client turns it into (its own spell, weapon spell, mark spell, trigger, movement, entity death, turn start, turn end and fight start kinds). The client converts nothing else: any other declared value reaches it as
    • summary: What kind of fight action a sequence plays: a spell, a weapon hit, a mark, a move, a death, a turn or fight start/end.
    • area: Game.Game.Action
    • 46 vues
  9. Smooth ·
    One skill a job grants: a timed gathering action with its yield range, or a craft with its success chance. Kind struct · Area Game.Job One skill of a job (SkillAction.skill_id) and what using it does, as a oneof (SkillAction.action): - SkillAction.timed - a gathering skill: how long one use takes and how many resources it yields (Timed, Collect); - SkillAction.craft - a crafting skill: its success chance (Craft). Exactly one branch is set. Read the oneof case, not the field numbers: bo
    • summary: One skill a job grants: a timed gathering action with its yield range, or a craft with its success chance.
    • area: Game.Job
    • 46 vues
  10. Smooth ·
    Which team of a fight a member belongs to: challengers, defenders or spectators. The type is named; its values are not. Kind enum · Area Game.Common The team side of a fight, as used by FightTeamRemoveMemberEvent.team and by the team member of FightPlacementPossiblePositionsEvent. Keep it as a key: the client selects a fight's team by this value. THE VALUES ARE NOT NAMED HERE. Beta declares TEAM_CHALLENGER = 0, TEAM_DEFENDER = 1 and TEAM_SPECTATOR = 2, but enum numbers are not trusted across
    • summary: Which team of a fight a member belongs to: challengers, defenders or spectators. The type is named; its values are not.
    • area: Game.Common
    • 47 vues
  11. Smooth ·
    What a fight team is made of: players, monsters, a tax collector, a prism and so on. Kind enum · Area Game.Fight The kind of team a FightTeamInformation describes. THE VALUES ARE NOT NAMED HERE. Beta declares six: player, monster, mutant, tax collector, bad player and prism, but no client behaviour in the dumps ties a wire number to one of them, so the numbers keep their obfuscated names. Treat the value as an opaque team kind and compare it only with values you have seen. OBSERVED (one capt
    • summary: What a fight team is made of: players, monsters, a tax collector, a prism and so on.
    • area: Game.Fight
    • 49 vues
  12. Smooth ·
    One place a teleporter can send you: map, sub-area, kamas cost, level, kind, and anomaly details for an anomaly. Kind struct · Area Game.Teleportation One entry of TeleportDestinationsEvent. It is never sent on its own. HOW TO USE AN ENTRY 1. TO GO THERE, send TeleportRequest with this entry's map_id as map_id and its type as destination_type. 2. CHECK THE PRICE FIRST. cost is in kamas. The official client greys out Validate when you have fewer kamas, and refuses locally (a "not
    • summary: One place a teleporter can send you: map, sub-area, kamas cost, level, kind, and anomaly details for an anomaly.
    • area: Game.Teleportation
    • 46 vues
  13. Smooth ·
    A kind of teleporter or destination: zaap, zaapi (subway), prism, haven bag or anomaly. Kind enum · Area Game.Teleportation The kind of a teleporter (which picker opened) or of a destination: TELEPORTER_ZAAP 0 a zaap. Absent on the wire. TELEPORTER_SUBWAY 1 a zaapi, the in-town subway. TELEPORTER_PRISM 2 an alliance prism. TELEPORTER_HAVEN_BAG 3 the zaap list opened from your haven bag. TELEPORTER_ANOMALY 4 an anomaly destination; it carries
    • summary: A kind of teleporter or destination: zaap, zaapi (subway), prism, haven bag or anomaly.
    • area: Game.Teleportation
    • 51 vues
  14. Smooth ·
    A gathering skill: how long one use takes and how many resources it yields. Kind struct · Area Game.Job The gathering branch of SkillAction: Timed.time, the duration of one use, and Timed.collect, the range of resources one use yields. The client stores the duration as a 32-bit value; its unit is not established by client code. Not sent on its own — it is the timed branch of SkillAction, never sent on its own. inferred Used by SkillAction Fields #FieldTypeMeaningYou set it 1collectColl
    • summary: A gathering skill: how long one use takes and how many resources it yields.
    • area: Game.Job
    • 46 vues
  15. Smooth ·
    One answer an NPC dialog offers: the reply_id to send back, and what choosing it does. Kind struct · Area Game.Npc One answer the NPC dialog offers, inside NpcDialogQuestionEvent.visible_replies. reply_id the id you send back in NpcDialogReplyRequest to choose this answer; it also names the reply's text in the NPC's game data. actions what choosing it does (ActionInformation): start a quest, validate a quest step, start a fight... The official client only
    • summary: One answer an NPC dialog offers: the reply_id to send back, and what choosing it does.
    • area: Game.Npc
    • 52 vues
  16. Smooth ·
    A fighter driven by the server: a monster or a tax collector. Kind struct · Area Game.Common The ai_fighter branch of FightFighterInformation. BRANCH ON ai_fighter_information: monster_fighter_information for a monster - see MonsterFighter - or tax_collector_information for a tax collector - see TaxCollectorFighter. Some builds declare a tax-collector record outside the oneof; the client never reads it. Not sent on its own — it travels inside the fighter record of FightFighterShowEvent. in
    • summary: A fighter driven by the server: a monster or a tax collector.
    • area: Game.Common
    • 43 vues
  17. Smooth ·
    One fighter's counters for the cast spell after a cast: casts this turn, casts per target, and cooldown. Kind struct · Area Game.Action One entry of TargetedAbility.ability_refresh_infos. The spell is the one of the enclosing SpellCast. READ IT LIKE THIS 1. AbilityRefreshInfo.fighter_id: whose counters these are. 2. AbilityRefreshInfo.cast_count: how many times that fighter has cast the spell this turn. 3. AbilityRefreshInfo.target_cast_counts: the same count per target fighter. 4. Abi
    • summary: One fighter's counters for the cast spell after a cast: casts this turn, casts per target, and cooldown.
    • area: Game.Action
    • 41 vues
  18. Smooth ·
    The cast spell's global (team-wide) cast counters after a cast: the count and the count per target. Kind struct · Area Game.Action The TargetedAbility.ability_refresh_info_team record (3.6.10.10 on). READ IT LIKE THIS 1. AbilityRefreshInfoTeam.cast_count: the spell's global cast count (all fighters together). 2. AbilityRefreshInfoTeam.target_cast_counts: the same per target fighter. 3. Store them as the spell's global counters for every fighter refreshed by TargetedAbility.ability_r
    • summary: The cast spell's global (team-wide) cast counters after a cast: the count and the count per target.
    • area: Game.Action
    • 43 vues
  19. Smooth ·
    A mark on the fight map is switched on or off. Kind struct · Area Game.Action The GameActionFightEvent.activate_glyph_trap action: an existing glyph or trap becomes active (it will trigger) or inactive. READ IT LIKE THIS 1. ActivateGlyphTrap.mark_id names the mark (the mark id of its FightMark). 2. ActivateGlyphTrap.active is its new state: true = active, false = inactive. 3. Update the mark you keep for that id; nothing else changes. WHAT THE CLIENT DOES. It queues a step that, when pl
    • summary: A mark on the fight map is switched on or off.
    • area: Game.Action
    • 42 vues
  20. Smooth ·
    What an actor looks like and what kind of actor it is: a roleplay actor or a fighter. Kind struct · Area Game.Common The actor_information of ActorPositionInformation. It carries the actor's EntityLook and a oneof, information, that says WHAT the actor is. BRANCH ON THE ONEOF, NOT ON THE ENCLOSING EVENT. role_play_actor is set for actors on a roleplay map (characters, monster groups, NPCs, merchants...), and fighter - a FightFighterInformation - for every combatant during a fight, which is ho
    • summary: What an actor looks like and what kind of actor it is: a roleplay actor or a fighter.
    • area: Game.Common
    • 44 vues
  21. Smooth ·
    A fighter's body starts covering a cell (its hit box changes). Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent). Some fighters occupy more than one cell; their hit box is the set of cells they cover. This step adds a cell to the hit box of the action's GameActionFightEvent.source_id. READ IT LIKE THIS 1. The fighter is the action's source. 2. Add AddHitBox.cell to the set of cells it covers (targeting that cell targets the fighter). The client ignores a
    • summary: A fighter's body starts covering a cell (its hit box changes).
    • area: Game.Action
    • 39 vues
  22. Smooth ·
    An extra turn granted to a fighter, identified by its own additional-turn id. Kind struct · Area Game.Fight An extra slot in TimelineRefreshEvent for a fighter who plays again. READ IT LIKE THIS 1. AdditionalTurn.fighter_id is the fighter who plays this extra turn. 2. AdditionalTurn.additional_turn_id names this extra turn. When FightTurnEvent later starts a turn, its additional id tells you it is this slot rather than the fighter's regular turn. 3. An empty additional_turn_id
    • summary: An extra turn granted to a fighter, identified by its own additional-turn id.
    • area: Game.Fight
    • 39 vues
  23. Smooth ·
    Honour points, the current grade's honour bounds, and the character's attackability status. Kind struct · Area Game.Common The honour half of AlignmentInformation. honor is the character's honour points. honor_grade_floor and honor_next_grade_floor bound the current grade: the honour the grade started at and the honour that reaches the next one. A fresh character receives 0, 0 and 500. attackable says whether other players may attack the character - see AttackableStatus. It is the member the
    • summary: Honour points, the current grade's honour bounds, and the character's attackability status.
    • area: Game.Common
    • 39 vues
  24. Smooth ·
    How an alliance relates to the viewer's own; carried only by FightTeamMembersInformation and never read by the client. Kind enum · Area Game.Fight The type of FightTeamMembersInformation.alliance_relation. DO NOT BRANCH ON IT. No client code reads the member or this enum on any dumped build, so its values cannot be told apart and stay unnamed. Treat any value as "unknown". Not sent on its own — an enum carried only as FightTeamMembersInformation.alliance_relation. proven Used by FightTea
    • summary: How an alliance relates to the viewer's own; carried only by FightTeamMembersInformation and never read by the client.
    • area: Game.Fight
    • 42 vues
  25. Smooth ·
    Whether, and in which PvP or AvA mode, a character may be attacked. Kind enum · Area Game.Common The attackability carried by AlignmentExtendedInformation.attackable. THE VALUES ARE NOT RECOVERED. The client compares the raw number in its aggression menu and alignment tab, but nothing in the dumps names a value, so every value keeps its obfuscated name. Do not map them by position. Not sent on its own — an enum is never sent on its own. inferred Used by AlignmentExtendedInformation Alli
    • summary: Whether, and in which PvP or AvA mode, a character may be attacked.
    • area: Game.Common
    • 39 vues

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