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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 ·
    The item a craft or smithing attempt produced, with the smithing magic-pool details. Kind struct · Area Game.Exchange Carried in ExchangeCraftResultEvent.object. WHAT TO DO 1. object: the produced or modified item; replace your copy of it. 2. Smithing only: - fm_power: the item's magic pool after the rune (the smithing window shows it as the leftovers); - magic_pool_status: how that pool changed. Values are not renamed; on 3.7.11.11 the window shows 1 as a gain ('+'
    • summary: The item a craft or smithing attempt produced, with the smithing magic-pool details.
    • area: Game.Exchange
    • 42 vues
  2. Smooth ·
    The alliance of a character on the map, and whether it can be attacked. Kind struct · Area Game.Common 1. AllianceOption.alliance_information: the alliance (uid, tag, name, emblem). 2. AllianceOption.attackable_status (AttackableStatus): whether the character can be attacked in alliance PvP. Not sent on its own — a record carried by HumanOption.alliance_information, never sent on its own. proven Used by HumanOption Fields #FieldTypeMeaningYou set it 1attackable_statusAttackableS
    • summary: The alliance of a character on the map, and whether it can be attacked.
    • area: Game.Common
    • 21 vues
  3. Smooth ·
    Outcome of a craft or smithing attempt. Kind enum · Area Game.Exchange Carried by ExchangeCraftResultEvent.result. All five values are named; each one is proven by what the official client shows for it (see the event). Not sent on its own — an enum carried by ExchangeCraftResultEvent, never sent on its own. inferred Used by ExchangeCraftResultEvent Values ValueNumberMeaning IMPOSSIBLE0Nothing could be made: invalid recipe, job level too low, or no result. The client shows ui.craft.noRe
    • summary: Outcome of a craft or smithing attempt.
    • area: Game.Exchange
    • 21 vues
  4. Smooth ·
    What kind of delayed action a character is performing. Kind enum · Area Game.Roleplay The kind of delayed action. Only DelayedActionType.OBJECT_USE is named: it is the only value the official client acts on. The three other values (beta: DISCONNECT, JOIN_CHARACTER, AGGRESSION_IMMUNE) are ignored by the client, so nothing proves which is which. Not sent on its own — an enum carried by DelayedActionEvent.delayed_action_type and DelayedActionFinishedEvent.delayed_action_type, never sent on its
    • summary: What kind of delayed action a character is performing.
    • area: Game.Roleplay
    • 23 vues
  5. Smooth ·
    The emote a character is playing right now. Kind struct · Area Game.Common 1. EmoteOption.emote_id: the emote (emoticon id of the game data) to play on the actor. 2. Ignore the other int32: the client never reads it (beta's second member was a start time string). Not sent on its own — a record carried by HumanOption.emote_option, never sent on its own. proven Used by HumanOption Fields #FieldTypeMeaningYou set it 2emote_idint32The emote being played, as an emoticon id of the gam
    • summary: The emote a character is playing right now.
    • area: Game.Common
    • 22 vues
  6. Smooth ·
    Why a repeated craft stopped. Kind enum · Area Game.Exchange Carried by ExchangeItemAutoCraftStoppedEvent.reason. Four values, none named: the client does not branch on them (beta: OK, USER, MISSING_RESSOURCE, IMPOSSIBLE_MODIFICATION). Not sent on its own — an enum carried by ExchangeItemAutoCraftStoppedEvent.reason, never sent on its own. inferred Used by ExchangeItemAutoCraftStoppedEvent No fields you may set.
    • summary: Why a repeated craft stopped.
    • area: Game.Exchange
    • 20 vues
  7. Smooth ·
    A player's experience in a fight result: the total, the level's bounds and what the fight earned. Kind struct · Area Game.Fight The experience gauge of a character at the end of the fight. HOW TO READ IT 1. ExperienceData.experience is the character's total experience AFTER the fight. 2. The current level spans ExperienceData.experience_level_floor (the gauge's low end) to ExperienceData.experience_next_level_floor (its high end). 3. ExperienceData.experience_fight_delta is the expe
    • summary: A player's experience in a fight result: the total, the level's bounds and what the fight earned.
    • area: Game.Fight
    • 21 vues
  8. Smooth ·
    The loot one defeated monster dropped for a fighter: items and alterations. Kind struct · Area Game.Fight The loot of one source, usually one defeated monster. HOW TO READ IT 1. FightLoot.monster_id is the monster that dropped it (0: no monster). Look it up in the monster game data; an item that is in that monster's drop table with a condition is a conditional drop. 2. FightLoot.objects are the items won (Loot: item id and quantity). 3. FightLoot.alterations are the alterations
    • summary: The loot one defeated monster dropped for a fighter: items and alterations.
    • area: Game.Fight
    • 20 vues
  9. Smooth ·
    How the fight ended for a fighter or a team: lost, won, and so on. Kind enum · Area Game.Fight How a fight ended for one fighter or one team. Two values are named: RESULT_LOST and RESULT_VICTORY. Treat every other value as "not a victory" - the client does: its result screen files every line that is not RESULT_VICTORY with the losers. Beta also declares RESULT_DRAW, RESULT_TAX and RESULT_DEFENDER_GROUP; no client code tells them apart, so they keep their obfuscated names. Not sent on its ow
    • summary: How the fight ended for a fighter or a team: lost, won, and so on.
    • area: Game.Fight
    • 22 vues
  10. Smooth ·
    The experience or the arena data of a player's fight result line. Kind struct · Area Game.Fight One element of PlayerListEntry.additional. Exactly one member of FightResultAdditionalData.additional_data is set: - FightResultAdditionalData.experience_data: the experience gauge of the character (ExperienceData); - FightResultAdditionalData.pvp_data: its arena league (PvpData). Not sent on its own — it is only ever an element of PlayerListEntry.additional. proven Used by PlayerListEnt
    • summary: The experience or the arena data of a player's fight result line.
    • area: Game.Fight
    • 21 vues
  11. Smooth ·
    One fighter's line of the fight result: who it is, how the fight ended for it and what it won. Kind struct · Area Game.Fight One line of the fight result, for one fighter. HOW TO READ IT 1. FightResultListEntry.fighter_list_entry says who the line is about: the fighter id, whether it is still alive, and whether it is a player, a mutant or a tax collector. 2. To find YOUR line, compare FighterListEntry.fighter_id with your character id. 3. FightResultListEntry.outcome is how the figh
    • summary: One fighter's line of the fight result: who it is, how the fight ended for it and what it won.
    • area: Game.Fight
    • 19 vues
  12. Smooth ·
    What one fighter won: kamas, and the loot of each defeated monster. Kind struct · Area Game.Fight What one fighter won. HOW TO READ IT 1. FightReward.kamas is the kamas won. 2. Walk FightReward.loots: one FightLoot per source of loot (each defeated monster that dropped something), with its items and alterations. To list everything won, add up the items of every group, merging identical items by summing their quantities. Not sent on its own — it is only ever FightResultListEntry
    • summary: What one fighter won: kamas, and the loot of each defeated monster.
    • area: Game.Fight
    • 19 vues
  13. Smooth ·
    Who a fight result line is about: the fighter id, whether it is alive, and its kind. Kind struct · Area Game.Fight Identifies the fighter of one FightResultListEntry. HOW TO READ IT 1. FighterListEntry.fighter_id is the fighter's id: compare it with your character id to find your own line. 2. FighterListEntry.alive is false for a fighter that died in the fight (the result screen shows a death icon on its line). 3. Exactly one member of FighterListEntry.complement is set and tel
    • summary: Who a fight result line is about: the fighter id, whether it is alive, and its kind.
    • area: Game.Fight
    • 22 vues
  14. Smooth ·
    The looks of the characters following a character (its followers), by position. Kind struct · Area Game.Common 1. Draw one follower per IndexedEntityLook in FollowingCharactersOption.following_characters_looks, at its index in the line. 2. Ignore the int64 member: the client never reads it. Not sent on its own — a record carried by HumanOption.followers, never sent on its own. proven Used by HumanOption Fields #FieldTypeMeaningYou set it 1following_characters_looksrepeated Index
    • summary: The looks of the characters following a character (its followers), by position.
    • area: Game.Common
    • 23 vues
  15. Smooth ·
    One look option of a character on the map: guild, alliance, title, ornament, emote, speed, followers... Kind struct · Area Game.Common One element of Humanoid.options. Exactly one branch of option is set. HOW TO READ IT 1. guild_information: the character's guild (id, name, level, emblem). 2. alliance_information (AllianceOption): its alliance and whether it can be attacked. 3. title_option (TitleOption) / ornament_option (OrnamentOption): the title and ornament shown with the name.
    • summary: One look option of a character on the map: guild, alliance, title, ornament, emote, speed, followers...
    • area: Game.Common
    • 24 vues
  16. Smooth ·
    A character on the map: account, alignment, gender, account role, restrictions and look options. Kind struct · Area Game.Common The character half of NamedActor. HOW TO READ IT 1. Humanoid.account_id identifies the player's ACCOUNT (not the character: the character is the actor id of ActorPositionInformation). 2. Humanoid.alignment_information, Humanoid.gender and Humanoid.hierarchy (ROLE_PLAYER for an ordinary player) describe the character and its account. 3. Humanoid.restric
    • summary: A character on the map: account, alignment, gender, account role, restrictions and look options.
    • area: Game.Common
    • 23 vues
  17. Smooth ·
    One follower's look and its position in the line of followers. Kind struct · Area Game.Common 1. IndexedEntityLook.look: the follower's EntityLook. 2. IndexedEntityLook.index: its position in the line. 3. Ignore the other int32 and the decoy_3Type member. Not sent on its own — a record carried by FollowingCharactersOption.following_characters_looks, never sent on its own. proven Used by FollowingCharactersOption Fields #FieldTypeMeaningYou set it 1lookEntityLookThe follower's appea
    • summary: One follower's look and its position in the line of followers.
    • area: Game.Common
    • 22 vues
  18. Smooth ·
    How many of one item sit in one of the character's storages, so a single stack can be reported per location. Kind struct · Area Game.Common The record's name is Ankama's: the client's type-name table spells InventoryQuantity (see the reverse-engineering notes). Both MEMBERS and ObjectStorageKind with all of its values are still our descriptive labels, derived from proven client behaviour: no oracle names them. The BEHAVIOUR below is proven; those spellings are not. ObjectItem carries a repeat
    • summary: How many of one item sit in one of the character's storages, so a single stack can be reported per location.
    • area: Game.Common
    • 23 vues
  19. Smooth ·
    One job's crafter directory settings: the job, the minimum item level and free crafting. Kind struct · Area Game.Job One job's crafter directory settings. - JobCrafterDirectorySettings.job_id: the job. - JobCrafterDirectorySettings.min_level: the minimum level of the items the character agrees to craft for others with this job. - JobCrafterDirectorySettings.free: true when it crafts for free. The fourth declared int32 is never read nor written by the client: leave it at 0. Not sent
    • summary: One job's crafter directory settings: the job, the minimum item level and free crafting.
    • area: Game.Job
    • 19 vues
  20. Smooth ·
    One looted thing: its id and how many. Kind struct · Area Game.Fight One looted thing. - Loot.id is an item id (in FightLoot.objects) or an alteration id (in FightLoot.alterations). - Loot.quantity is how many of the item. The same item may appear several times: add the quantities, as the client does. The third declared int32 is copied into the client's item and never read: ignore it. Not sent on its own — it is only ever an element of FightLoot.objects or FightLoot.alterations.
    • summary: One looted thing: its id and how many.
    • area: Game.Fight
    • 20 vues
  21. Smooth ·
    How a smithing attempt changed the item's magic pool. Kind enum · Area Game.Exchange Carried by ExchangeCraftResultWithObjectDescription.magic_pool_status. All three values are named; the smithing window writes the pool change as '+ ' (INCREASE) or '- ' (LOSS) and nothing for NO_CHANGE. Not sent on its own — an enum carried by ExchangeCraftResultWithObjectDescription, never sent on its own. inferred Used by ExchangeCraftResultWithObjectDescription Values ValueNumberMeaning NO_CHANGE0Th
    • summary: How a smithing attempt changed the item's magic pool.
    • area: Game.Exchange
    • 21 vues
  22. Smooth ·
    A monster group linked into a chat line: where it stands, who leads it and what it holds. Kind struct · Area Game.Chat One monster group a player dropped into a chat line (right-click a group on the map, then "insert link"). The line's words stay in the message's content; this record rides in Metadata.monster_groups beside it. TO SHOW A RECEIVED LINK 1. Read MonsterGroup.coordinates and MonsterGroup.world_map_id: the map position the link points at. The client builds a "localize" link f
    • summary: A monster group linked into a chat line: where it stands, who leads it and what it holds.
    • area: Game.Chat
    • 23 vues
  23. Smooth ·
    The monster a transformed character has become, and its power level. Kind struct · Area Game.Common 1. MutantInformation.monster_id: the monster the character is shown as (monster id of the game data). 2. MutantInformation.power_level: its power level, as in FightMutantInformation. Not sent on its own — a record carried by Humanoid.mutant_information, never sent on its own. proven Used by Humanoid Fields #FieldTypeMeaningYou set it 1power_levelint32The transformation's power lev
    • summary: The monster a transformed character has become, and its power level.
    • area: Game.Common
    • 25 vues
  24. Smooth ·
    A mutant's part of a fight result line: its level. Kind struct · Area Game.Fight The mutant-specific part of a fight result line. MutantListEntry.level is the mutant's level, displayed like a player level (omega above 200). The second declared int32 is never read by the client: ignore it. Not sent on its own — it is only ever FighterListEntry.mutant_list_entry. proven Used by FighterListEntry Fields #FieldTypeMeaningYou set it 2levelint32The mutant's level. Displayed like a player lev
    • summary: A mutant's part of a fight result line: its level.
    • area: Game.Fight
    • 23 vues
  25. Smooth ·
    A named roleplay actor (a player character): its name and what kind of named actor it is. Kind struct · Area Game.Common The named_actor branch of RolePlayActor. HOW TO READ IT 1. NamedActor.name is the name to show above the actor. 2. If NamedActor.humanoid_information is set, the actor is a character: read Humanoid for its account, alignment, gender and look options. 3. The actor oneof has a second branch (beta: mount_information). On 3.7 its record is the type-name table's R
    • summary: A named roleplay actor (a player character): its name and what kind of named actor it is.
    • area: Game.Common
    • 23 vues

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