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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 ·
    A fighter's body stops 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 removes a cell from the hit box of the action's GameActionFightEvent.source_id. READ IT LIKE THIS 1. The fighter is the action's source. 2. Remove RemoveHitBox.cell from the set of cells it covers (targeting that cell targets the fighter no longer).
    • summary: A fighter's body stops covering a cell (its hit box changes).
    • area: Game.Action
    • 44 vues
  2. Smooth ·
    What a roleplay actor on the map is: a named player, an NPC, a monster group, a prism, and so on. Kind struct · Area Game.Context.Roleplay The roleplay half of an actor's information, carried for every actor GameRolePlayShowActorsEvent shows. HOW TO READ IT 1. Exactly one branch of actor is set: it is the actor's KIND. Never infer the kind from the actor id's sign (monster groups, NPCs, prisms and portals all use negative ids). 2. named_actor (NamedActor): a player character, with its
    • summary: What a roleplay actor on the map is: a named player, an NPC, a monster group, a prism, and so on.
    • area: Game.Context.Roleplay
    • 53 vues
  3. Smooth ·
    A fighter slides in a straight line from one cell to another (pushed or pulled). Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent): a fighter is moved along a line, by a push or a pull. READ IT LIKE THIS 1. Slide.target_id is the fighter that moves. The action's GameActionFightEvent.source_id is the fighter whose spell caused it. 2. It leaves Slide.start_cell and stops on Slide.end_cell: put it on the end cell. 3. SEND NOTHING BACK; the next action of
    • summary: A fighter slides in a straight line from one cell to another (pushed or pulled).
    • area: Game.Action
    • 42 vues
  4. Smooth ·
    A fighter's team, whether it is alive, and the position it was placed at. Kind struct · Area Game.Common The spawn_information of FightFighterInformation. team is the fighter's side - see Team; the attacker's side is the challenger team. alive is false for a fighter that is dead but still listed. position is the fighter's ActorPositionInformation. Not sent on its own — it travels inside the fighter record of FightFighterShowEvent. inferred Used by FightFighterInformation SummonContextIn
    • summary: A fighter's team, whether it is alive, and the position it was placed at.
    • area: Game.Common
    • 44 vues
  5. Smooth ·
    The spell of a cast: spell id, spell level, and the portal cells it went through. Kind struct · Area Game.Action The spell half of TargetedAbility's fight oneof. READ IT LIKE THIS 1. SpellCast.spell_id is the spell (the spells table id). 2. SpellCast.spell_level is the id of the spell LEVEL that was cast (a spell-levels table id, not a 1..6 grade): find it in the spell's list of level ids to know the grade. 3. SpellCast.portals_id lists the portal cells the spell travelled through,
    • summary: The spell of a cast: spell id, spell level, and the portal cells it went through.
    • area: Game.Action
    • 45 vues
  6. Smooth ·
    A fighter is immune to the spell that hits it. Kind struct · Area Game.Action The spell_immunity branch of GameActionFightEvent: the spell had no effect on a fighter. WHAT TO DO WHEN YOU RECEIVE IT 1. SpellImmunity.target_id is the immune fighter. Nothing about it changes. 2. SEND NOTHING BACK. WHAT THE CLIENT DOES. Writes "no change" for that fighter in the fight log (ui.fight.noChange). UNREAD MEMBER. Beta also carries the spell id (an int32). The client never reads it; on 3.4.18.19 a
    • summary: A fighter is immune to the spell that hits it.
    • area: Game.Action
    • 40 vues
  7. Smooth ·
    Every effect a given spell left on a fighter is removed. Kind struct · Area Game.Action The spell_remove action of GameActionFightEvent: the effects (buffs and debuffs) that one spell put on a fighter end, all at once. READ IT LIKE THIS 1. SpellRemove.target_id is the fighter that carries the effects. 2. SpellRemove.spell_id and SpellRemove.spell_rank identify the spell (and its rank) whose effects end: drop every effect of that spell from the fighter. 3. SpellRemove.verbose_cast tr
    • summary: Every effect a given spell left on a fighter is removed.
    • area: Game.Action
    • 43 vues
  8. Smooth ·
    Play a scripted staging sequence (camera and scene effects) during the fight. Kind struct · Area Game.Action The staging action of GameActionFightEvent: the server asks the client to play one of its scripted staging sequences (a short cinematic: camera moves, screen effects). READ IT LIKE THIS 1. Staging.sequence_id says which staging sequence to play. 2. Staging.intensity_multiplier scales its effects. 3. Staging.is_blocking true: the actions that follow in the same sequence wait until
    • summary: Play a scripted staging sequence (camera and scene effects) during the fight.
    • area: Game.Action
    • 40 vues
  9. Smooth ·
    The source fighter steals kamas from a fighter: the victim and the amount. Kind struct · Area Game.Action A kama theft: the payload of GameActionFightEvent.steal_kama. The thief is GameActionFightEvent.source_id. READ IT LIKE THIS 1. StealKama.target_id is the fighter robbed. 2. StealKama.amount is the number of kamas stolen. WHAT THE OFFICIAL CLIENT DOES. It queues a step that publishes the theft on the victim; the fight log prints ui.fight.stealMoney. Not sent on its own — it travels
    • summary: The source fighter steals kamas from a fighter: the victim and the amount.
    • area: Game.Action
    • 43 vues
  10. Smooth ·
    One kind of summoned fighter: what it is, its look and characteristics, its wave, and every instance. Kind struct · Area Game.Action An entry of SummonsByContextInformation.summons. It describes one kind of summon once and lists where each instance appears. READ IT LIKE THIS 1. For every entry of SummonContextInformation.summons (a SpawnInformation: team, alive flag and position of one instance), create one fighter. 2. Give each of them SummonContextInformation.look (EntityLook),
    • summary: One kind of summoned fighter: what it is, its look and characteristics, its wave, and every instance.
    • area: Game.Action
    • 43 vues
  11. Smooth ·
    Fighters appear in the fight: either as ready-made actors or as summon descriptions. Kind struct · Area Game.Action The GameActionFightEvent.summons action: one or more fighters join the fight (summoned creatures, invocations, companions). The oneof Summons.summons says how they are described. READ IT LIKE THIS 1. Summons.summons_by_actor (SummonsByActor): each new fighter is a complete ActorPositionInformation - add it to the fight as it is. 2. Summons.summons_by_context_information
    • summary: Fighters appear in the fight: either as ready-made actors or as summon descriptions.
    • area: Game.Action
    • 44 vues
  12. Smooth ·
    New fighters given as complete actors. Kind struct · Area Game.Action The Summons.summons_by_actor branch. READ IT LIKE THIS 1. Every entry of SummonsByActor.summons is a new fighter, complete: id, position, look and fighter information (ActorPositionInformation). 2. Add each one to the fight exactly as you would a fighter shown at fight start. Not sent on its own — it travels inside Summons.summons_by_actor. proven Used by Summons Fields #FieldTypeMeaningYou set it 1summonsre
    • summary: New fighters given as complete actors.
    • area: Game.Action
    • 44 vues
  13. Smooth ·
    New fighters given as summon descriptions, one entry per kind of summon. Kind struct · Area Game.Action The Summons.summons_by_context_information branch. READ IT LIKE THIS 1. Every entry of SummonsByContextInformation.summons is a SummonContextInformation: what is summoned (look, characteristics, kind of entity, wave) and where each instance appears. 2. Build one fighter per instance listed in the entry. Not sent on its own — it travels inside Summons.summons_by_context_inform
    • summary: New fighters given as summon descriptions, one entry per kind of summon.
    • area: Game.Action
    • 43 vues
  14. Smooth ·
    The fighter performing the action was tackled (failed to dodge) while leaving a cell. Kind struct · Area Game.Action The tackled branch of GameActionFightEvent: a fighter tried to move away from enemies and failed to dodge. WHAT TO DO WHEN YOU RECEIVE IT 1. The tackled fighter is the enclosing event's source_id. 2. Tackled.tacklers_id lists the fighters that tackled it (the client does not use it). 3. The AP / MP it loses follow as their own actions in the same sequence. 4. SEND NOTHIN
    • summary: The fighter performing the action was tackled (failed to dodge) while leaving a cell.
    • area: Game.Action
    • 40 vues
  15. Smooth ·
    A fighter casts a spell, or hits with its weapon, at a cell: what was cast, where, its outcome, and the caster's new cast counters. Kind struct · Area Game.Action The targeted_ability action of GameActionFightEvent: one cast. The caster is GameActionFightEvent.source_id; GameActionFightEvent.action_id is the cast action (300 in the captures). Everything the spell DOES (damage, buffs, moves...) arrives as further GameActionFightEvents of the same sequence. READ IT LIKE THIS 1. SPELL OR WEAPON
    • summary: A fighter casts a spell, or hits with its weapon, at a cell: what was cast, where, its outcome, and the caster's new cast counters.
    • area: Game.Action
    • 48 vues
  16. Smooth ·
    A tax collector fighter's first and last name ids. Kind struct · Area Game.Common The tax_collector_information branch of AIFighterInformation. The tax collector's displayed name is its first name followed by its last name: resolve first_name_id in the tax-collector first-names data and last_name_id in the tax-collector names data. Other members may appear; they have no canonical name yet. Not sent on its own — it travels inside the fighter record of FightFighterShowEvent. inferred Used b
    • summary: A tax collector fighter's first and last name ids.
    • area: Game.Common
    • 45 vues
  17. Smooth ·
    A fighter is teleported to another cell of the fight map. Kind struct · Area Game.Action One step of a fight action (GameActionFightEvent): a fighter disappears from its cell and reappears on another one, without walking. READ IT LIKE THIS 1. TeleportOnSameMap.target_id is the fighter that is teleported. 2. Put it on TeleportOnSameMap.cell. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. It turns the cell into a map point and plays a teleport step that moves the fighter there. Not sent on
    • summary: A fighter is teleported to another cell of the fight map.
    • area: Game.Action
    • 40 vues
  18. Smooth ·
    A carrier throws 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. ThrowCharacter.target_id is the fighter that was carried; it is no longer carried after this step. 2. It lands on ThrowCharacter.cell: put it there. The carrier keeps its own cell. 3. SEND NOTHING BACK. WHAT THE CLIENT DOES. It plays the throw st
    • summary: A carrier throws the fighter it carries onto a cell.
    • area: Game.Action
    • 42 vues
  19. Smooth ·
    A fighter's place in the fight timeline, and whether that fighter is dead. Kind struct · Area Game.Fight A regular turn in TimelineRefreshEvent: the fighter who plays it. READ IT LIKE THIS 1. TimelineFighter.fighter_id is the fighter (your character, an ally, a monster or a summon); look it up among the fighters shown with FightFighterShowEvent. 2. TimelineFighter.slain true means that fighter is dead: it keeps its slot in the order but will not play. False means alive. 3. Igno
    • summary: A fighter's place in the fight timeline, and whether that fighter is dead.
    • area: Game.Fight
    • 48 vues
  20. Smooth ·
    A glyph or trap goes off: which mark, on which cell, and who set it off. Kind struct · Area Game.Action The GameActionFightEvent.trigger_glyph_trap action: a fighter stepped on or started a turn in a mark and the mark fires. The effects it causes follow as their own actions in the same sequence. READ IT LIKE THIS 1. TriggerGlyphTrap.mark_id names the mark that fired (the mark id of its FightMark). 2. TriggerGlyphTrap.triggering_character_id is the fighter who set it off. 3. TriggerG
    • summary: A glyph or trap goes off: which mark, on which cell, and who set it off.
    • area: Game.Action
    • 52 vues
  21. Smooth ·
    One slot of the fight timeline: a fighter's regular turn or an additional turn. Kind struct · Area Game.Fight One entry of TimelineRefreshEvent.turns, in play order. READ IT LIKE THIS 1. Exactly one of Turn.fighter and Turn.additional_turn is set. 2. Turn.fighter: the fighter's regular turn (TimelineFighter). 3. Turn.additional_turn: an extra turn granted to a fighter (AdditionalTurn). 4. Ignore the other member of the record: the client never reads it. Not sent on its own — it trave
    • summary: One slot of the fight timeline: a fighter's regular turn or an additional turn.
    • area: Game.Fight
    • 46 vues
  22. Smooth ·
    A glyph, trap or other cell mark disappears from the fight map. Kind struct · Area Game.Action The GameActionFightEvent.unmark_cells action: a mark laid on the map earlier (a glyph, a trap, a wall, a portal, a rune) is removed. READ IT LIKE THIS 1. UnmarkCells.mark_id is the id the mark was given when it appeared (GameActionFightEvent.mark_cells, its FightMark mark id). 2. Forget that mark and stop drawing it; it no longer triggers. 3. The action's caster is GameActionFightEvent.sou
    • summary: A glyph, trap or other cell mark disappears from the fight map.
    • area: Game.Action
    • 44 vues
  23. Smooth ·
    A fighter disappears from the fight map (a summon unsummoned, a fighter taken out). Kind struct · Area Game.Action The vanish branch of GameActionFightEvent: a fighter leaves the board without dying. WHAT TO DO WHEN YOU RECEIVE IT 1. Vanish.target_id is the fighter that vanishes. Remove it from the map and from the fighters you track. 2. SEND NOTHING BACK. WHAT THE CLIENT DOES. Plays the vanish animation (AnimVanish) on that fighter and removes it from the fight's entities. Not sen
    • summary: A fighter disappears from the fight map (a summon unsummoned, a fighter taken out).
    • area: Game.Action
    • 46 vues
  24. Smooth ·
    How many extra waves a monster group fights in, and the groups that make them up. Kind struct · Area Game.Context.Roleplay The MonsterGroupActor.wave_information record. wave_count is the number of additional waves; absent means the group has none. alternatives holds the wave groups, each a MonsterGroupStaticInformation. Not sent on its own — a nested record, only ever carried by its parent. inferred Used by MonsterGroupActor Fields #FieldTypeMeaningYou set it 1wave_countint32How many
    • summary: How many extra waves a monster group fights in, and the groups that make them up.
    • area: Game.Context.Roleplay
    • 45 vues
  25. Smooth ·
    One listing of an item: every lot with the same effects, with its id, its cheapest price per lot size and the effects. Kind struct · Area Game.Exchange An element of ExchangeTypesItemsExchangerDescriptionForUserEvent.item_descriptions. - object_uid identifies THIS LISTING: every lot of this item with exactly these effects, whoever sells it. Keep it: a later ExchangeBidHouseInListUpdatedEvent names it when its prices change, and you name it when you buy. It is NOT one seller's sale: afte
    • summary: One listing of an item: every lot with the same effects, with its id, its cheapest price per lot size and the effects.
    • area: Game.Exchange
    • 41 vues

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