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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 lot on sale in the auction house: which item, its sale id, how many and its effects. Kind struct · Area Game.Exchange The item record of your sales. It is carried by ExchangeBidHouseItemAddedEvent.item and ItemToSellInBid.object. THE TWO IDS ARE BOTH INT32. DO NOT MIX THEM UP. - gid: the item's TEMPLATE id (what kind of item it is). Look it up in your item data. - uid: the id of THIS SALE in the auction house. It is NOT the uid the stack had in your inventory (310084 here, while the
    • summary: One lot on sale in the auction house: which item, its sale id, how many and its effects.
    • area: Game.Exchange
    • 41 vues
  2. Smooth ·
    The cheapest price currently listed for one item, one entry per lot size. Kind struct · Area Game.Exchange The bid_price_for_seller member of ExchangeBidPriceEvent. - minimal_prices: one price per lot size, in the order of SellingConditions.quantities (1, 10, 100, 1000 in the capture). Each is the cheapest price another seller asks for a lot of that size right now. The official client lists them next to your sale so you can undercut them. - all_identical: the client never reads it. Ig
    • summary: The cheapest price currently listed for one item, one entry per lot size.
    • area: Game.Exchange
    • 49 vues
  3. Smooth ·
    One fighter's end-of-fight statistics: damage, heals, shields, AP and MP, kills, and who the fighter is. Kind struct · Area Game.Fight One fighter's statistics for the fight that just ended; FightStatisticsEvent.detailed_statistics holds one per fighter, keyed by fighter id. Each member is one block of the results screen's Statistics tab. READ IT LIKE THIS 1. DetailedStatistics.fighter: who this is (a FighterIdentity: player, monster, companion or summon). 2. Damage: DetailedStatistics.dam
    • summary: One fighter's end-of-fight statistics: damage, heals, shields, AP and MP, kills, and who the fighter is.
    • area: Game.Fight
    • 43 vues
  4. Smooth ·
    One of your items on sale in the auction house: the item, its price and its remaining delay. Kind struct · Area Game.Exchange An element of ExchangeBidSellerStartedEvent.objects. - object (BidItem): the item on sale (its gid, sale uid, quantity and effects). - price: the price you asked for it, in kamas. - unsold_delay: how long it stays on sale before it comes back unsold. The client sorts your sell list by it. Other declared members (an int64, an enum, a string) are never read by the c
    • summary: One of your items on sale in the auction house: the item, its price and its remaining delay.
    • area: Game.Exchange
    • 41 vues
  5. Smooth ·
    Which window's item list merges extra storages: auction house or crafting. Kind enum · 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. Used by InventoryUpdateMergedInventoryTypeRequest. Each named value is the one a window sends: auction house the auction house's sell list craft the craft and smith-magic lists (they share it) The remaining declared value is never
    • summary: Which window's item list merges extra storages: auction house or crafting.
    • area: Game.Inventory
    • 39 vues
  6. Smooth ·
    The rules of the auction house you opened: item types, taxes, level cap, which house it is and the NPC that runs it. Kind struct · Area Game.Exchange Carried by ExchangeBidBuyerStartedEvent (and by the seller start event). Read it as the configuration of the auction house window: 1. types: the item type ids this house trades. Only items of these types can be browsed or sold here. 2. max_item_level: items above this level are not accepted. 3. tax_percentage: sale tax, percent of the price.
    • summary: The rules of the auction house you opened: item types, taxes, level cap, which house it is and the NPC that runs it.
    • area: Game.Exchange
    • 47 vues
  7. Smooth ·
    One lasting effect on the character: its data id, when it was created, how and when it expires, and its effects. Kind struct · Area Game.Common One alteration of your character. HOW TO READ IT 1. Alteration.alteration_id is the alteration's id in the game data (its name, description and category come from there). 2. Alteration.creation_time orders alterations: the client sorts them by it. 3. Alteration.expiration_type says how it expires (AlterationExpirationType); Alteration.e
    • summary: One lasting effect on the character: its data id, when it was created, how and when it expires, and its effects.
    • area: Game.Common
    • 32 vues
  8. Smooth ·
    How an alteration expires: never, at a date, or after a number of fights. Kind enum · Area Game.Common Says how to read Alteration#expiration_value. HOW TO READ IT 1. INFINITE: never expires; the value is not used. 2. DATE: expires at the date in the value. 3. FIGHT_COUNT, FIGHTS_WON_COUNT, FIGHTS_LOST_COUNT: the value is the number of fights (all, won or lost) left; expired at 0. Not sent on its own — an enum is never sent on its own. inferred Used by Alteration Values Valu
    • summary: How an alteration expires: never, at a date, or after a number of fights.
    • area: Game.Common
    • 31 vues
  9. Smooth ·
    Your character's seven fight totals: damage done, taken and blocked, shield applied, heals done and taken, enemies finished. Kind struct · Area Game.Fight Seven totals for one fighter over the whole fight, as the fight result screen shows them in your character's tab. Each value is a plain count; nothing is a rate. HOW TO READ IT 1. BaseStatistics.damage_done, BaseStatistics.damage_taken and BaseStatistics.blocked_damage are the damage totals. 2. BaseStatistics.applied_shield is the s
    • summary: Your character's seven fight totals: damage done, taken and blocked, shield applied, heals done and taken, enemies finished.
    • area: Game.Fight
    • 34 vues
  10. Smooth ·
    One fight challenge: which challenge, its experience and drop bonuses, its targets and its state. Kind struct · Area Game.Challenge One challenge of a fight (proposed, chosen or running). HOW TO READ IT 1. Challenge.challenge_id is the challenge in the game data (name, description). 2. Challenge.xp_bonus and Challenge.drop_bonus are its two rewards, in percent; the fight's ChallengeBonus says which of the two applies. 3. Challenge.targets are the fighters the challenge is about. 4
    • summary: One fight challenge: which challenge, its experience and drop bonuses, its targets and its state.
    • area: Game.Challenge
    • 31 vues
  11. Smooth ·
    Whether a fight challenge is completed, failed or still running. Kind enum · Area Game.Challenge The state of a Challenge. HOW TO READ IT 1. CHALLENGE_RUNNING: the challenge is in progress. 2. CHALLENGE_COMPLETED: it succeeded; its bonus applies. 3. CHALLENGE_FAILED: it failed. Not sent on its own — an enum is never sent on its own. inferred Used by Challenge Values ValueNumberMeaning CHALLENGE_COMPLETED0The challenge succeeded. CHALLENGE_FAILED1The challenge failed. CHALLENGE_RU
    • summary: Whether a fight challenge is completed, failed or still running.
    • area: Game.Challenge
    • 30 vues
  12. Smooth ·
    What can remove an effect from a fighter: any dispel, only death, only a strong dispel, or nothing. Kind enum · Area Game.Common Carried by FightRemovableEffect.dissipation_state. A dispel removes every effect it is allowed to remove; check this value first: DISSIPATED goes with any dispel, DISSIPATED_BY_STRONG_DISPEL only with a strong one, DISSIPATED_BY_DEATH only when the carrier dies, REALLY_NOT_DISSIPATED never. Not sent on its own — an enum is never sent on its own. inferred Used by
    • summary: What can remove an effect from a fighter: any dispel, only death, only a strong dispel, or nothing.
    • area: Game.Common
    • 35 vues
  13. Smooth ·
    One piece of haven-bag furniture: which furniture, on which cell, facing which way. Kind struct · Area Game.Haven.Bag One piece of furniture, in HavenBagFurnitureEvent (what the bag contains) and in HavenBagFurnitureRequest (what you save). THE THREE MEMBERS ARE ALL INT32. DO NOT MIX THEM UP. - element_id: WHICH furniture. Look it up in the haven-bag furniture data. - cell_id: the map cell the piece stands on. - orientation: which way it faces. The client mirrors the piece when it is odd.
    • summary: One piece of haven-bag furniture: which furniture, on which cell, facing which way.
    • area: Game.Haven.Bag
    • 30 vues
  14. Smooth ·
    A mark laid on the fight map (glyph, trap, wall, portal, rune ...): who laid it, with which spell, on which cells, for how long. Kind struct · Area Game.Common A mark laid on the fight map: a glyph, a trap, a wall, a portal, a rune ... It is carried by MarkCells when it appears and by FightJoinRunningEvent.marks when you join a running fight. TO TRACK A MARK 1. Key it by FightMark.mark_id; UnmarkCells removes it by that id. 2. Its cells: for each entry of FightMark.cells, the cell and, whe
    • summary: A mark laid on the fight map (glyph, trap, wall, portal, rune ...): who laid it, with which spell, on which cells, for how long.
    • area: Game.Common
    • 31 vues
  15. Smooth ·
    The spell state of the fighters you control in a running fight: global cast counts and, per fighter, cooldowns and cast counts. Kind struct · Area Game.Fight Carried by FightJoinRunningEvent.resume. - FightResume.slaves_information: one entry per fighter you control (FighterResumeInfo); restore each fighter's cooldowns and cast counts. - FightResume.global_cast_counts: the cast counts shared by all of them; the client hands them to every fighter's spell state. A third list (pairs o
    • summary: The spell state of the fighters you control in a running fight: global cast counts and, per fighter, cooldowns and cast counts.
    • area: Game.Fight
    • 33 vues
  16. Smooth ·
    A point in the fight timeline: a round and a turn order inside that round. Kind struct · Area Game.Common This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. Names one turn of the fight: which round, and which turn inside the round. Effects and marks use two of them to say when they start and when they end. HOW TO READ IT 1. FightTurn.round is the round number. 2. FightTurn.order is the position o
    • summary: A point in the fight timeline: a round and a turn order inside that round.
    • area: Game.Common
    • 31 vues
  17. Smooth ·
    One controlled fighter's spell state in a running fight: its cooldowns and cast counts. Kind struct · Area Game.Fight One entry of FightResume.slaves_information. - FighterResumeInfo.slave_id: the fighter it describes. - FighterResumeInfo.spell_cool_downs: the remaining cooldown of each listed spell. - FighterResumeInfo.cast_counts: this turn's cast count of each spell. The client also reads two int32 counters from it (beta's predecessor record names them summon_count and bomb_count)
    • summary: One controlled fighter's spell state in a running fight: its cooldowns and cast counts.
    • area: Game.Fight
    • 36 vues
  18. Smooth ·
    What kind of mark lies on the ground: glyph, trap, wall, portal or rune. Kind enum · Area Game.Common The kind of a FightMark. It decides how the mark behaves for the fighters on its cells. HOW TO READ IT 1. GLYPH, TRAP, WALL, PORTAL and RUNE are the five kinds the game has had since beta. 2. Value 5 is a sixth kind the client handles like the others; its name is not known. Keep the mark; do not treat it as one of the five. 3. Value 6 is never converted by the client: it ends up as
    • summary: What kind of mark lies on the ground: glyph, trap, wall, portal or rune.
    • area: Game.Common
    • 36 vues
  19. Smooth ·
    One cell of a mark, with the zone around it and its colour. Kind struct · Area Game.Common One entry of FightMark.cells. 1. The mark covers MarkedCell.id. 2. When MarkedCell.zone_size is above 0 and MarkedCell.cells_type is not the single-cell kind, it also covers the zone of that size around the cell. 3. MarkedCell.color is the colour to draw it with (RGB). One declared int32 is never read: padding. Not sent on its own — a record carried by FightMark, never sent on its own. infer
    • summary: One cell of a mark, with the zone around it and its colour.
    • area: Game.Common
    • 30 vues
  20. Smooth ·
    What kind of effect a FightRemovableEffect is: a state, a triggered effect, or another boost. Kind enum · Area Game.Common This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. Says how to read the parameters of a FightRemovableEffect. HOW TO READ IT 1. STATE: the effect puts the fighter in a state. The state id is FightRemovableEffect.third_param. 2. TRIGGERED: the effect fires on an event (se
    • summary: What kind of effect a FightRemovableEffect is: a state, a triggered effect, or another boost.
    • area: Game.Common
    • 31 vues
  21. Smooth ·
    One slot of a shortcut bar: its position and what it holds (a spell, an item, an emote ...). Kind struct · Area Game.Common One entry of a shortcut bar. HOW TO READ IT 1. Shortcut.slot_id is the position of the entry in the bar (0 = first slot). 2. Exactly one member of Shortcut.shortcut is set; it says what the slot holds: Shortcut.shortcut_spell a spell (its spell id; 0 is the weapon), Shortcut.shortcut_object_item an inventory item, Shortcut.shortcut_preset a preset,
    • summary: One slot of a shortcut bar: its position and what it holds (a spell, an item, an emote ...).
    • area: Game.Common
    • 34 vues
  22. Smooth ·
    A spell placed on a shortcut slot. Kind struct · Area Game.Common The spell a shortcut slot holds. HOW TO READ IT 1. ShortcutSpell.spell_id is the spell; 0 is the weapon entry. Not sent on its own — the spell branch of a Shortcut, never sent on its own. inferred Used by Shortcut Fields #FieldTypeMeaningYou set it 1spell_idint32The spell on the slot (0 = the weapon).never
    • summary: A spell placed on a shortcut slot.
    • area: Game.Common
    • 33 vues
  23. Smooth ·
    One spell a fighter can cast: its id and level, plus availability and a kind. Kind struct · Area Game.Common One entry of a spell list. HOW TO READ IT 1. SpellItem.spell_id is the spell; look it up in the spell data. Spell id 0 is the weapon entry. 2. SpellItem.spell_level is the level of that spell to use. 3. SpellItem.available, when present, says whether the spell can be used. 4. SpellItem.kind is a category the server sends (1 on the character's spells and 2 on the weapon
    • summary: One spell a fighter can cast: its id and level, plus availability and a kind.
    • area: Game.Common
    • 38 vues
  24. Smooth ·
    How a SpellModifier changes the spell's value: add, subtract or replace. Kind enum · Area Game.Common The action_type of SpellModifier: how its amounts combine with the spell's own value. HOW TO COMPUTE A SPELL'S VALUE Keep, per spell and per SpellModifierType, the latest amounts of each action. 1. If an ACTION_SET entry exists, the value IS that entry's amount; ignore the rest. 2. Otherwise value = base + BOOST - REMOVE_BOOST, where base is the spell level's own value. For AP_COST
    • summary: How a SpellModifier changes the spell's value: add, subtract or replace.
    • area: Game.Common
    • 35 vues
  25. Smooth ·
    Which property of a spell a SpellModifier changes: range, AP cost, damage, line of sight... Kind enum · Area Game.Common The modifier_type of SpellModifier: which property of the spell the modifier changes. HOW TO READ IT 1. Look the value up below. Most values change a number of the spell's level data (range, AP cost, casts per turn...); the others switch a casting rule (line of sight, cast in a line, free or occupied target cell...). 2. For AP_COST and CAST_INTERVAL a BOOST low
    • summary: Which property of a spell a SpellModifier changes: range, AP cost, damage, line of sight...
    • area: Game.Common
    • 40 vues

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