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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 ·
    An alliance as shown next to a fight team member: its uid and its tag. Kind struct · Area Game.Fight The FightTeamMemberCharacter.alliance_info record. BasicAllianceInformation.alliance_uid is a GUID string: parse it as one. Show BasicAllianceInformation.alliance_tag beside the member's name. Not sent on its own — it travels only inside FightTeamMemberInformation. proven Used by FightTeamMemberCharacter Fields #FieldTypeMeaningYou set it 2alliance_uidstringThe alliance's unique id, a
    • summary: An alliance as shown next to a fight team member: its uid and its tag.
    • area: Game.Fight
    • 42 vues
  2. Smooth ·
    A fighter picks up another fighter and carries it. Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent): the action's GameActionFightEvent.source_id lifts CarryCharacter.target_id and carries it until a ThrowCharacter or a DropCharacter. READ IT LIKE THIS 1. The carrier is the action's source; the carried fighter is CarryCharacter.target_id. 2. CarryCharacter.cell is a cell; when it is -1 the client ignores the whole action. 3. Remember who carries whom: the c
    • summary: A fighter picks up another fighter and carries it.
    • area: Game.Action
    • 43 vues
  3. Smooth ·
    How many times a spell was cast on one target fighter. Kind struct · Area Game.Common One entry of FightSpellCast.target_cast_counts or AbilityRefreshInfo.target_cast_counts. READ IT LIKE THIS 1. CastCountOneSomeone.target_id: the target fighter. 2. CastCountOneSomeone.cast_count: how many times the spell was cast on it. The record's other int64 and its map are never read by the client: ignore them. Not sent on its own — it travels inside FightSpellCast.target_cast_counts. proven Used
    • summary: How many times a spell was cast on one target fighter.
    • area: Game.Common
    • 44 vues
  4. Smooth ·
    A fighter's appearance changes during the fight. Kind struct · Area Game.Action The change_look action of GameActionFightEvent: a fighter takes another appearance (a transformation, a disguise, an effect that changes its skin or size). READ IT LIKE THIS 1. ChangeLook.target_id is the fighter whose appearance changes. 2. ChangeLook.look is its new EntityLook: replace the fighter's whole look with it. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. Its fight sequencer queues a step that conve
    • summary: A fighter's appearance changes during the fight.
    • area: Game.Action
    • 39 vues
  5. Smooth ·
    A fighter now fights for another team. Kind struct · Area Game.Action The change_team action of GameActionFightEvent: the fighter that performs the action switches sides in the middle of the fight. READ IT LIKE THIS 1. The fighter is the enclosing event's GameActionFightEvent.source_id; this record does not repeat it. 2. ChangeTeam.team is the Team it fights for from now on. 3. Move the fighter to that team in your fight state: from this action on it counts as an ally or an ene
    • summary: A fighter now fights for another team.
    • area: Game.Action
    • 45 vues
  6. Smooth ·
    A fighter dies during a fight action: who died. Kind struct · Area Game.Action The death branch of GameActionFightEvent: inside an action sequence, a fighter's life reached zero (or it was removed) and it dies. WHAT TO DO WHEN YOU RECEIVE IT 1. Death.target_id is the fighter that dies. Mark it dead: it keeps its place in the timeline but will not play again (TimelineRefreshEvent lists it as slain). 2. Every summon whose summoner is that fighter dies with it; the client builds a death
    • summary: A fighter dies during a fight action: who died.
    • area: Game.Action
    • 39 vues
  7. Smooth ·
    A fighter dodged an attempt to remove its action or movement points: which fighter and how many points it kept. Kind struct · Area Game.Action A dodged AP/MP removal: the payload of GameActionFightEvent.dodge_point_loss. READ IT LIKE THIS 1. DodgePointLoss.target_id is the fighter that dodged. 2. GameActionFightEvent.action_id says what was dodged: 308 = AP, 309 = MP (any other id is ignored by the client: "Points dodge with unsupported action"). 3. DodgePointLoss.amount is how many
    • summary: A fighter dodged an attempt to remove its action or movement points: which fighter and how many points it kept.
    • area: Game.Action
    • 43 vues
  8. Smooth ·
    A carrier puts down the fighter it carries onto a cell. Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent): the end of a CarryCharacter. The action's GameActionFightEvent.source_id is the carrier. READ IT LIKE THIS 1. DropCharacter.target_id is the fighter that was carried; it is no longer carried after this step. 2. It is put on DropCharacter.cell. If that is not a valid cell of the map, the client uses the target cell of the spell being cast instead.
    • summary: A carrier puts down the fighter it carries onto a cell.
    • area: Game.Action
    • 43 vues
  9. Smooth ·
    One effect (buff or debuff) is removed from a fighter. Kind struct · Area Game.Action The effect_remove action of GameActionFightEvent: one effect ends on a fighter before its duration runs out (dispelled, consumed, replaced). READ IT LIKE THIS 1. EffectRemove.target_id is the fighter that carries the effect. 2. Exactly one of the two members of EffectRemove.effect_selector is set: - EffectRemove.effect: the uid of the one effect to remove -- the same uid the effect was announc
    • summary: One effect (buff or debuff) is removed from a fighter.
    • area: Game.Action
    • 40 vues
  10. Smooth ·
    A companion fighter: its model, level and the fighter it belongs to. Kind struct · Area Game.Common The entity_fighter branch of FightFighterInformation. entity_model_id is the companion template (look it up in the companions data), level its level, and master_id the id of the fighter it belongs to. Other members may appear (a string the client copies verbatim); they have no canonical name yet. THE EXTRA STRING IS NOT NAMED. Recent builds add a string the client shows inside a localized lab
    • summary: A companion fighter: its model, level and the fighter it belongs to.
    • area: Game.Common
    • 40 vues
  11. Smooth ·
    The caster and a target fighter swap places. Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent): two fighters exchange their cells. READ IT LIKE THIS 1. The caster is the action's GameActionFightEvent.source_id; ExchangePositions.target_id is the other fighter. 2. Put the caster on ExchangePositions.caster_cell_id and the target on ExchangePositions.target_cell_id. Do not assume they are each other's old cells. 3. SEND NOTHING BACK. Not sent on i
    • summary: The caster and a target fighter swap places.
    • area: Game.Action
    • 38 vues
  12. Smooth ·
    A spell script plays on a cell: which script, for which spell and rank, critical or not. Kind struct · Area Game.Action The execute_script action of GameActionFightEvent: the server makes the caster (GameActionFightEvent.source_id) play a spell's scripted visual without a regular cast. READ IT LIKE THIS 1. ExecuteScript.script_usage_id: which spell-script usage to play. 2. ExecuteScript.spell_id and ExecuteScript.spell_rank: the spell and its rank (grade) the script belongs to. 3. E
    • summary: A spell script plays on a cell: which script, for which spell and rank, critical or not.
    • area: Game.Action
    • 41 vues
  13. Smooth ·
    A player character fighter's level, breed, gender and alignment. Kind struct · Area Game.Common The character_information branch of NamedFighterInformation. level is the character level (the client clamps it to 200 for display); breed_id the character's breed (class) - look it up in the breeds data; gender its Gender; alignment_information its AlignmentInformation. DO NOT TELL LEVEL AND BREED APART BY POSITION. Both are int32 and their numbers and order change between builds. Some builds de
    • summary: A player character fighter's level, breed, gender and alignment.
    • area: Game.Common
    • 40 vues
  14. Smooth ·
    A fighter's characteristics in fight, plus whether it was summoned, by whom, and how visible it is. Kind struct · Area Game.Common The stats of FightFighterInformation. characteristics is the list of CharacterCharacteristic values: life points, action and movement points, resistances... For an opposing fighter they come as plain totals. summoned is true for a summoned creature, and summoner is then the id of the fighter that summoned it; the client gives a summon its summoner's level. invisi
    • summary: A fighter's characteristics in fight, plus whether it was summoned, by whom, and how visible it is.
    • area: Game.Common
    • 37 vues
  15. Smooth ·
    How many times one triggered effect has fired on one fighter. Kind struct · Area Game.Action One entry of GameActionUpdateEffectTriggerCountEvent.effects_count_on_target. READ IT LIKE THIS 1. FightEffectTriggerCount.target_id: the fighter carrying the buff. 2. FightEffectTriggerCount.effect_id: the uid of the spell effect behind the buff (the effect's data uid, not an effect type and not the buff's own uid). 3. FightEffectTriggerCount.count: how many times that effect has now trigge
    • summary: How many times one triggered effect has fired on one fighter.
    • area: Game.Action
    • 37 vues
  16. Smooth ·
    One combatant: where and on which team it spawned, its fight characteristics, and who or what it is. Kind struct · Area Game.Common The fighter branch of ActorInformation, sent for every combatant by FightFighterShowEvent and the fight synchronisation messages. spawn_information gives the fighter's team, whether it is alive and its position - see SpawnInformation. stats are its fight characteristics - see FightCharacteristics: life, action and movement points, resistances, and the summoned/su
    • summary: One combatant: where and on which team it spawned, its fight characteristics, and who or what it is.
    • area: Game.Common
    • 40 vues
  17. Smooth ·
    How visible a fighter is: invisible, detected or visible. Kind enum · Area Game.Common The invisibility_state of FightCharacteristics, also carried by the fight action that changes a fighter's visibility. HOW TO READ IT 1. INVISIBLE: you cannot target the fighter; the client refuses to hand out its entity to targeting code while it is in this state. 2. DETECTED: the client draws the fighter in a dedicated render mode. 3. VISIBLE: the fighter is drawn normally. When a fighter becomes
    • summary: How visible a fighter is: invisible, detected or visible.
    • area: Game.Common
    • 40 vues
  18. Smooth ·
    A mutant fighter's power level. Kind struct · Area Game.Common The mutant_information branch of NamedFighterInformation. power_level is the mutant's power level; the client stores it where a monster's grade goes. FightMutantInformation.monster_gid is the monster the mutant is playing as: the client stores it where a monster fighter's MonsterFighter.monster_gid goes and looks it up in the monsters data the same way. Not sent on its own — it travels inside the fighter record of FightFighterS
    • summary: A mutant fighter's power level.
    • area: Game.Common
    • 39 vues
  19. Smooth ·
    A buff or debuff on a fighter: which spell and spell effect it comes from, who carries it, and its id. Kind struct · Area Game.Common One effect (a buff) currently applied to a fighter. It always arrives wrapped in FightRemovableEffectExtendedInformation, which adds the caster and the effect action; FightBoostAddEvent adds one, FightBoostSynchronizeEvent refreshes them all, and FightJoinRunningEvent hands back the running fight's effects. THE UID IS THE KEY. FightRemovableEffect.uid identifie
    • summary: A buff or debuff on a fighter: which spell and spell effect it comes from, who carries it, and its id.
    • area: Game.Common
    • 39 vues
  20. Smooth ·
    One active fight effect (buff or debuff) together with the action that applied it and the fighter who cast it. Kind struct · Area Game.Common One entry of a fight's effect list: the effect itself plus who applied it and through which action. It travels in lists sent when a fight is joined or resumed, in the buff-list refresh sent at fight start (empty in a fresh fight), and on its own when a single effect is applied. TO BUILD THE BUFF LIST OF A FIGHTER 1. Read FightRemovableEffectExtendedInf
    • summary: One active fight effect (buff or debuff) together with the action that applied it and the fighter who cast it.
    • area: Game.Common
    • 39 vues
  21. Smooth ·
    How many times a fighter has cast one spell, in total and on each target. Kind struct · Area Game.Common One entry of RefreshSpellCastStateEvent.cast_counts or RefreshSpellCastStateEvent.global_cast_counts. READ IT LIKE THIS 1. FightSpellCast.spell_id: the spell. 2. FightSpellCast.cast_count: how many times it was cast. 3. FightSpellCast.target_cast_counts: the same count per target fighter (CastCountOneSomeone). 4. Replace (do not add to) the stored values of that spell. In the globa
    • summary: How many times a fighter has cast one spell, in total and on each target.
    • area: Game.Common
    • 38 vues
  22. Smooth ·
    A cast's outcome: normal, critical hit or critical failure. Kind enum · Area Game.Action The type of TargetedAbility.critical. WHAT IT TELLS YOU - NORMAL: an ordinary cast (also what an absent field means); - CRITICAL_HIT: the spell applies its critical-hit effects; the client prints ui.fight.criticalHit next to the cast; - CRITICAL_FAIL: the cast failed critically; the client prints ui.fight.criticalMiss and does not count the cast in the caster's cast counters. Not sent o
    • summary: A cast's outcome: normal, critical hit or critical failure.
    • area: Game.Action
    • 44 vues
  23. Smooth ·
    A spell of a fighter and the number of turns before it can be cast again. Kind struct · Area Game.Common One entry of RefreshSpellCastStateEvent.spell_cool_downs. READ IT LIKE THIS 1. FightSpellCoolDown.spell_id: the spell. 2. FightSpellCoolDown.cool_down: turns left before the fighter can cast it again (63: it can no longer be cast at all). The record's enum is never read by the client: ignore it. Not sent on its own — it travels inside RefreshSpellCastStateEvent.spell_cool_downs.
    • summary: A spell of a fighter and the number of turns before it can be cast again.
    • area: Game.Common
    • 38 vues
  24. Smooth ·
    The placement cells of the two sides of a fight: one list for the attackers, one for the defenders. Kind struct · Area Game.Fight.Preparation Two lists of map cell ids: where each side of a fight may stand before it starts. It travels inside FightPlacementPossiblePositionsEvent.starting_positions (and in the fight-map preview the spectator window shows). THE CHALLENGERS ARE THE ATTACKERS. FightStartingPositions.challengers_positions holds the cells of the side that started the fight - the sid
    • summary: The placement cells of the two sides of a fight: one list for the attackers, one for the defenders.
    • area: Game.Fight.Preparation
    • 40 vues
  25. Smooth ·
    A player-character member of a fight team: name, level and optional alliance. Kind struct · Area Game.Fight The FightTeamMemberInformation.character_member record. TO SHOW IT, use FightTeamMemberCharacter.name and FightTeamMemberCharacter.level directly. When FightTeamMemberCharacter.alliance_info is set, show its tag (BasicAllianceInformation.alliance_tag). Not sent on its own — it travels only inside FightTeamMemberInformation. proven Used by FightTeamMemberInformation Fields #Field
    • summary: A player-character member of a fight team: name, level and optional alliance.
    • area: Game.Fight
    • 43 vues

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