Types
299 archives dans cette catégorie
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An entity member of a fight team (a companion), with its model, level and owner. Kind struct · Area Game.Fight The FightTeamMemberInformation.entity_member record. TO SHOW IT, look FightTeamMemberEntity.entity_model_id up in the companion table and attach the entity to the team member whose id is FightTeamMemberEntity.master_id. Not sent on its own — it travels only inside FightTeamMemberInformation. proven Used by FightTeamMemberInformation Fields #FieldTypeMeaningYou set it 1levelin
- summary: An entity member of a fight team (a companion), with its model, level and owner.
- area: Game.Fight
- 40 vues
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One member of a fight team: its id plus exactly one kind-specific record (character, entity, monster or tax collector). Kind struct · Area Game.Fight One entry of FightTeamMembersInformation.team_members. HOW TO READ IT 1. Take FightTeamMemberInformation.member_id: the fighter's id, the same id the fight later uses for that fighter. 2. Look at which member of FightTeamMemberInformation.information is set; exactly one is: - FightTeamMemberInformation.character_member: a playe
- summary: One member of a fight team: its id plus exactly one kind-specific record (character, entity, monster or tax collector).
- area: Game.Fight
- 42 vues
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A monster member of a fight team: which monster, at which grade. Kind struct · Area Game.Fight The FightTeamMemberInformation.monster_member record. TO SHOW IT, look FightTeamMemberMonster.monster_id up in the monster table and take its FightTeamMemberMonster.grade; the grade gives the level the client displays. The record carries no level of its own. Not sent on its own — it travels only inside FightTeamMemberInformation. proven Used by FightTeamMemberInformation Fields #FieldTypeMea
- summary: A monster member of a fight team: which monster, at which grade.
- area: Game.Fight
- 42 vues
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A tax collector member of a fight team, named by its two name ids. Kind struct · Area Game.Fight The FightTeamMemberInformation.tax_collector_member record. TO SHOW IT, resolve FightTeamMemberTaxCollector.first_name_id in the first-name table and FightTeamMemberTaxCollector.last_name_id in the name table, and join them with a space. The client shows a tax collector at level 200 regardless of anything here. Not sent on its own — it travels only inside FightTeamMemberInformation. proven Used
- summary: A tax collector member of a fight team, named by its two name ids.
- area: Game.Fight
- 43 vues
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One item inside an action-item announcement: its effects, plus integral members that are deliberately left unnamed. Kind struct · Area Game.Inventory This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. One item listed by a GameActionItem in an action-item announcement. It is a display description, not an inventory record. THE NAME IS OURS. No Ankama source names this record: it has no nested type, so
- summary: One item inside an action-item announcement: its effects, plus integral members that are deliberately left unnamed.
- area: Game.Inventory
- 39 vues
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A fighter becomes invisible, visible again, or detected. Kind struct · Area Game.Action The invisibility action of GameActionFightEvent: a fighter's visibility state changes. READ IT LIKE THIS 1. Invisibility.target_id is the fighter. 2. Invisibility.invisibility_state is its new FightInvisibilityState: store it on the fighter. While a fighter is invisible to you, do not rely on the cell you last saw it on. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. Its fight sequencer queues the
- summary: A fighter becomes invisible, visible again, or detected.
- area: Game.Action
- 43 vues
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An invisible fighter is spotted on a cell. Kind struct · Area Game.Action The invisible_detected action of GameActionFightEvent: an invisible fighter is revealed for a moment, typically because something hit or touched it. READ IT LIKE THIS 1. InvisibleDetected.target_id is the invisible fighter. 2. InvisibleDetected.cell is where it is: record it as the fighter's current cell. It stays invisible; this is only a glimpse of its position. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. I
- summary: An invisible fighter is spotted on a cell.
- area: Game.Action
- 39 vues
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What one item costs in an NPC shop, who may buy it, and how many each character may buy per restock period. Kind struct · Area Game.Common The sale terms of one item on an NPC shop's shelf. The item itself (template and effects) is in the enclosing ItemMinimalInformation. CHECK ItemToSellInNpcShop.buy_criterion AND THE PURCHASE ALLOWANCE BEFORE YOU BUY. The client treats an item whose allowance is used up as not buyable, and its "only show possible purchases" filter hides an item whose criter
- summary: What one item costs in an NPC shop, who may buy it, and how many each character may buy per restock period.
- area: Game.Common
- 40 vues
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A fighter is killed by the fighter that performs the action. Kind struct · Area Game.Action The kill branch of GameActionFightEvent: the action's source killed a fighter. WHAT TO DO WHEN YOU RECEIVE IT 1. The killer is the enclosing event's source_id, not a member of this record. 2. Kill.target_id is the fighter that was killed. 3. Only the fight log changes: the fighter's actual death comes in its own Death action. 4. SEND NOTHING BACK. WHAT THE CLIENT DOES. Writes "<killer> ki
- summary: A fighter is killed by the fighter that performs the action.
- area: Game.Action
- 42 vues
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A fighter is healed: which fighter and how many life points. Kind struct · Area Game.Action A heal: the payload of GameActionFightEvent.life_points_gain. The healer is GameActionFightEvent.source_id. READ IT LIKE THIS 1. LifePointsGain.target_id is the healed fighter. 2. Raise its current life by LifePointsGain.delta (never above its maximum). 3. Ignore the record's other members: the client never reads them. WHAT THE OFFICIAL CLIENT DOES. It queues the same life step it uses for damage
- summary: A fighter is healed: which fighter and how many life points.
- area: Game.Action
- 44 vues
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A fighter loses life points: the life lost, the part of it that is permanent, the damage element and the shield points absorbed. Kind struct · Area Game.Action Damage dealt to a fighter: the payload of GameActionFightEvent.life_points_lost. The attacker is GameActionFightEvent.source_id. READ IT LIKE THIS 1. LifePointsLost.target_id is the fighter that is hit. 2. If LifePointsLost.shield_loss is present, the target's shield absorbed that many points first: lower its shield by that amo
- summary: A fighter loses life points: the life lost, the part of it that is permanent, the damage element and the shield points absorbed.
- area: Game.Action
- 41 vues
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The anomaly complement of a map: present when the map is an anomaly. Kind struct · Area Game.Gamemap Set as the map complement when the map belongs to an open anomaly, in MapComplementaryInformationEvent.anomaly_information and FightMapInformationEvent.anomaly_information. TREAT ITS PRESENCE AS THE SIGNAL. MapComplementaryAnomalyInformation.closing_time is when the anomaly closes. The record's int32 (beta: level) is never read: the client takes the level it shows from its own data. Not sent
- summary: The anomaly complement of a map: present when the map is an anomaly.
- area: Game.Gamemap
- 40 vues
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A map's position on the world map: an x and a y. Kind struct · Area Game.Common The world-map position of a map, as the two numbers players see in square brackets ([x,y]). Several messages carry it: the fight map's position in FightMapInformationEvent.coordinates, the map's own position in MapComplementaryInformationEvent.coordinates, and compass, house and teleport destinations. Read MapCoordinates.world_x first and MapCoordinates.world_y second, as the client does when it prints a map link.
- summary: A map's position on the world map: an x and a y.
- area: Game.Common
- 45 vues
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A glyph, trap, wall, portal or rune is laid on the fight map. Kind struct · Area Game.Action The GameActionFightEvent.mark_cells action: a new mark appears on the map. READ IT LIKE THIS 1. MarkCells.mark is the whole mark (FightMark): its id, who laid it, its kind, the spell it comes from, its cells, and whether it is active. 2. Keep it by its mark id: later actions refer to it by that id (ActivateGlyphTrap, TriggerGlyphTrap, UnmarkCells). WHAT THE CLIENT DOES. When the action b
- summary: A glyph, trap, wall, portal or rune is laid on the fight map.
- area: Game.Action
- 45 vues
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The remaining duration of every effect on a fighter changes by some number of turns. Kind struct · Area Game.Action An effect-duration change: the payload of GameActionFightEvent.modify_effects_duration. READ IT LIKE THIS 1. ModifyEffectsDuration.target_id is the fighter whose effects change. 2. Shift the end turn of each of its active effects (buffs) by ModifyEffectsDuration.delta turns (negative shortens, positive lengthens). 3. Ignore the record's other members: the client never
- summary: The remaining duration of every effect on a fighter changes by some number of turns.
- area: Game.Action
- 47 vues
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Which monster a fighter is, at which grade and level. Kind struct · Area Game.Common The monster_fighter_information branch of AIFighterInformation. monster_gid is the monster template (look it up in the monsters data), creature_grade the grade of that monster (1-based), and creature_level its level. They match the MonsterInGroupInformation of the group you attacked. All three are int32 and their order changes between builds: read them by name. Not sent on its own — it travels inside the f
- summary: Which monster a fighter is, at which grade and level.
- area: Game.Common
- 44 vues
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A wandering monster group on the map: its creatures, loot share, alignment and waves. Kind struct · Area Game.Context.Roleplay The RolePlayActor.monster_group_actor branch. identification lists the group's creatures - see MonsterGroupStaticInformation. Its main creature is the one the map shows. alignment is the group's side (Alignment); ordinary groups carry WITHOUT. wave_information describes extra waves and is empty for an ordinary group. TO FIGHT THE GROUP, send AttackMonsterRequest with
- summary: A wandering monster group on the map: its creatures, loot share, alignment and waves.
- area: Game.Context.Roleplay
- 45 vues
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A monster group's main creature, its underlings, and alternative compositions by party size. Kind struct · Area Game.Context.Roleplay Who is in a monster group. main_creature is the creature the map shows and the tooltip leads with. underlings are the others. Together they are the group you will fight - count both when estimating a fight. alternatives are compositions the group switches to for larger parties; each says how many players it applies to. See MonstersInGroupAlternativeInformation
- summary: A monster group's main creature, its underlings, and alternative compositions by party size.
- area: Game.Context.Roleplay
- 48 vues
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The creatures a monster group fields for a given party size. Kind struct · Area Game.Context.Roleplay One alternative composition of a MonsterGroupStaticInformation. player_count is the party size it applies to; monsters is the full list of creatures for that size. Not sent on its own — a nested record, only ever carried by its parent. inferred Used by MonsterGroupStaticInformation Fields #FieldTypeMeaningYou set it 1monstersrepeated MonsterInGroupInformationThe creatures fielded for
- summary: The creatures a monster group fields for a given party size.
- area: Game.Context.Roleplay
- 42 vues
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A fighter with a name: a player character or a mutant, with its status and arena league. Kind struct · Area Game.Common The named_fighter branch of FightFighterInformation. name is the fighter's name and status its CharacterStatus. hidden_in_pre_fight hides the fighter during placement. league_id is the fighter's arena league (look it up in the arena leagues data); ladder_position is its rank in that league, shown beside the league ornament. BRANCH ON fighter_information: character_informati
- summary: A fighter with a name: a player character or a mutant, with its status and arena league.
- area: Game.Common
- 43 vues
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One point of an item's market price history: an average price, how many sold, and when. Kind struct · Area Game.Inventory One point of an item's price history: the average price, the number of items sold and the date it covers. In ObjectAveragePricesHistoryEvent.daily_history an entry covers a calendar day; in ObjectAveragePricesHistoryEvent.last_day_history it carries an exact time. The date is an ISO 8601 text with a time zone (for example 2026-10-14T14:11:45.478899596Z); parse it, the clie
- summary: One point of an item's market price history: an average price, how many sold, and when.
- area: Game.Inventory
- 38 vues
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A fighter's action points (AP) or movement points (MP) change by some amount. Kind struct · Area Game.Action An AP/MP change: the payload of GameActionFightEvent.points_variation. READ IT LIKE THIS 1. PointsVariation.target_id is the fighter whose points change. 2. GameActionFightEvent.action_id says which points and why: AP lost (101), AP used (102), AP won (120), MP won (78), MP lost (127), MP used (129). Any other id is ignored by the client (it logs "Points variation with uns
- summary: A fighter's action points (AP) or movement points (MP) change by some amount.
- area: Game.Action
- 41 vues
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A fighter reduced the damage it takes: which fighter and by how much. Kind struct · Area Game.Action Damage reduction: the payload of GameActionFightEvent.reduce_damages. READ IT LIKE THIS 1. ReduceDamages.target_id is the fighter whose damage was reduced. 2. ReduceDamages.amount is the damage it avoided. It is information only: the actual loss arrives as LifePointsLost. 3. Ignore the record's other members: the client never reads them. WHAT THE OFFICIAL CLIENT DOES. It queues a st
- summary: A fighter reduced the damage it takes: which fighter and by how much.
- area: Game.Action
- 40 vues
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The fighter performing the action reflects damage back to its attacker. Kind struct · Area Game.Action The reflect_damages branch of GameActionFightEvent. WHAT TO DO WHEN YOU RECEIVE IT 1. The reflecting fighter is the enclosing event's source_id. 2. The reflected damage itself arrives as its own LifePointsLost action. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. Writes "<fighter> reflects damage" in the fight log (ui.fight.reflectDamages), using the enclosing event's source_id. U
- summary: The fighter performing the action reflects damage back to its attacker.
- area: Game.Action
- 40 vues
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A fighter reflects a spell back to its caster. Kind struct · Area Game.Action The reflect_spell branch of GameActionFightEvent. WHAT TO DO WHEN YOU RECEIVE IT 1. ReflectSpell.target_id is the fighter whose reflection triggered. 2. The effects of the reflected spell follow as their own actions in the same sequence. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. Writes "<fighter> reflects the spell" in the fight log (ui.fight.reflectSpell). Not sent on its own — it travels inside Gam
- summary: A fighter reflects a spell back to its caster.
- area: Game.Action
- 39 vues