- 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_readyinferred
Related messages
- Arrives after
MapInformationRequest
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 2 | houses | repeated type not documented yet | The 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 |
| 5 | colored_cells | repeated type not documented yet | Cells 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 |
| 6 | map_id | int64 | The map these contents describe. (map id) Observed: 153879299The same map MapInformationRequest asked for, carried here as int64.The client checks it against the haven-bag map table. | never |
| 7 | subarea_id | int32 | The subarea the map belongs to. (subarea id) Observed: 450The client looks it up in the subarea table, for example for the area level shown with an anomaly. | never |
| 8 | interactive_elements | repeated InteractiveElement | Every interactive element on the map, with the skills it offers now. Element type InteractiveElement.The client republishes this list as an InteractiveMapUpdateEvent. | never |
| 9 | actors | repeated ActorPositionInformation | Every actor already standing on the map when it loads. Element type ActorPositionInformation.Actors who arrive later come through GameRolePlayShowActorsEvent instead. | never |
| 11 | fights | repeated type not documented yet | The 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 |
| 15 | stated_elements | repeated StatedElement | The current state of every stated element on the map. Element type StatedElement.The client republishes this list as a StatedMapUpdateEvent. | never |
| 1 | coordinates | type not documented yet | Set 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 |
| 3 | anomaly_information | type not documented yet | Set 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 |
| 4 | guild_hall_information | type not documented yet | Set 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 |
| 13 | in_house_information | type not documented yet | Set 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 |
| 14 | haven_bag_information | type not documented yet | Set 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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