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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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MapComplementaryInformationEvent

(0 notes)
  • summary: Everything on the map the character just loaded: actors, interactive and stated elements, running fights and the map's complement.
  • area: Game.Gamemap
  • confidence: 0.92

Everything on the map the character just loaded: actors, interactive and stated elements, running fights and the map's complement.

  • Kind event
  • Area Game.Gamemap
  • Named by beta, gamemapping

The contents of the map the character is on: who stands on it, its interactive and stated elements, the fights running on it, and one complement saying what kind of place it is.

IT ARRIVES AFTER EVERY MAP LOAD. The client asks for it with MapInformationRequest each time a map finishes loading - teleport, zaap, map change, fight exit - and the map is not usable until it arrives.

TREAT IT AS A SNAPSHOT OF THE NEW MAP. It replaces what you knew about the previous one. Changes after that arrive separately: actors who walk in through GameRolePlayShowActorsEvent, element changes through InteractiveElementUpdatedEvent and StatedElementUpdatedEvent.

THE CLIENT REPUBLISHES TWO OF ITS LISTS. It copies interactive_elements into an InteractiveMapUpdateEvent and stated_elements into a StatedMapUpdateEvent, so code that already handles those two events can reuse that path for the initial state.

map_id IS AN INT64 HERE while MapInformationRequest asks with an int32: same map, different width.

specific_complementary_information carries at most one complement saying what kind of place the map is: a haven bag (with its owner), the house you are inside, the map's world coordinates, an open anomaly, or your guild hall.

SOME NAMES ARE CONDITIONAL. houses, in_house_information, anomaly_information, coordinates, guild_hall_information and colored_cells are named only while the client code that proves them can be traced; on a client where it cannot, those members keep obfuscated names while the rest of the message is still recovered. guild_hall_information and colored_cells are invented names - no Ankama dump names those two fields.

STILL OBFUSCATED ON PURPOSE: the obstacles list (the client hands each obstacle to its cell service through an interface the dumps cannot follow) and a boolean the client never reads. They carry real data; their names cannot be proven.

When you may send it

  • Requires context_ready inferred

Related messages

Fields

#FieldTypeMeaningYou set it
2housesrepeated type not documented yetThe houses standing on this map.
Element type is House, not yet recovered; each entry becomes the client's house object, including its door cells on this map.
Named only while the client's house UI can be traced; otherwise left obfuscated.
never
5colored_cellsrepeated type not documented yetCells of this map the client paints in a colour.
NAME INVENTED - no dump names this field. The client's type table calls the element type ColoredCell, with a nested CellColor.
Each entry pairs a cell id with a colour the client turns into an RGBA Color32.
never
6map_idint64The map these contents describe. (map id)
Observed: 153879299
The same map MapInformationRequest asked for, carried here as int64.
The client checks it against the haven-bag map table.
never
7subarea_idint32The subarea the map belongs to. (subarea id)
Observed: 450
The client looks it up in the subarea table, for example for the area level shown with an anomaly.
never
8interactive_elementsrepeated InteractiveElementEvery interactive element on the map, with the skills it offers now.
Element type InteractiveElement.
The client republishes this list as an InteractiveMapUpdateEvent.
never
9actorsrepeated ActorPositionInformationEvery actor already standing on the map when it loads.
Element type ActorPositionInformation.
Actors who arrive later come through GameRolePlayShowActorsEvent instead.
never
11fightsrepeated type not documented yetThe fights currently running on the map.
Element type is FightCommonInformation, not yet recovered.
The client creates a map fight entry per element and lists party members' fights from it.
never
15stated_elementsrepeated StatedElementThe current state of every stated element on the map.
Element type StatedElement.
The client republishes this list as a StatedMapUpdateEvent.
never
1coordinatestype not documented yetSet when the server sends the map's world coordinates.
The client stores both coordinates with the map id as the current map position.
One of the complement branches; named only while the map renderer can be traced.
never
3anomaly_informationtype not documented yetSet when the map belongs to an open anomaly.
Carries the anomaly's closing time; the client shows the anomaly panel with the subarea's level.
One of the complement branches; named only while the client's anomaly UI can be traced.
never
4guild_hall_informationtype not documented yetSet when the map is the player's guild hall.
NAME INVENTED - no dump names this field. The client's type table calls its theme part MyGuildHall.ThemeSelectionInfo.
The client reads the hall's current theme and the themes available to it.
One of the complement branches; named only while the client's guild-hall UI can be traced.
never
13in_house_informationtype not documented yetSet when the character is inside a house: the house being visited.
The client compares the house's account tag with the player's to tell whether it is the player's own house, then opens the house panel.
One of the complement branches; named only while the client's house UI can be traced.
never
14haven_bag_informationtype not documented yetSet when the map is a haven bag; names the haven bag's owner.
The owner is a Character; the client reads the owner's id and name.
One of the complement branches; at most one is set.
never

Recovered with score 448, confidence 0.92, margin 448 over the runner-up. A margin close to the score means nothing else came near; a thin margin means a decoy nearly won. Members recovered: 13 of 15.

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