- summary: A character's mood smiley changed: one of your own characters, or a friend's or acquaintance's.
- area: Game.Social
A character's mood smiley changed: one of your own characters, or a friend's or acquaintance's.
Kind event · Area Game.Social
A mood smiley changed. The official client updates the matching entry of its own character list and of its friend and acquaintance lists.
WHAT TO DO WHEN YOU RECEIVE IT
1. If MoodUpdateEvent.character_id is one of your characters, store
MoodUpdateEvent.smiley_id as that character's mood.
2. Otherwise compare character_id with each friend's and acquaintance's ACCOUNT id,
as the official client does, and store smiley_id on the entry that matches.
3. SEND NOTHING BACK.
WHY STEP 2 COMPARES WITH AN ACCOUNT ID. The client keys its friend and acquaintance entries by account id, yet it compares them with character_id. The unobfuscated beta client does exactly the same with the same member, so this is the game's behaviour, not a recovery error. For a contact the comparison only succeeds when the server puts the account id in this field.
The message has a second int64 (beta: account_id). No dumped client reads it, so it is not named here.
When you may send it
- Requires
context_readyinferred
Related messages
- Unsolicited - nothing you send causes this another player changed their mood
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | character_id | int64 | The character whose mood changed. The official client compares it with its own characters' ids and with its contacts' account ids; see the message description. | never |
| 3 | smiley_id | int32 | The contact's new mood smiley. An id of the smileys game data. | never |