Aller au contenu
Afficher dans l'application

Une meilleure façon de naviguer. En savoir plus.

Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

Pour installer cette application sur iOS et iPadOS
  1. Appuyez sur Icône de partage dans Safari
  2. Faites défiler le menu et appuyez sur Ajouter à l'écran d'accueil.
  3. Appuyez sur Ajouter dans le coin supérieur droit.
Pour installer cette application sur Android
  1. Appuyez sur le menu à trois points (⋮) dans le coin supérieur droit du navigateur.
  2. Appuyez sur Ajouter à l'écran d'accueil ou Installer l'application.
  3. Confirmez en appuyant sur Installer.

Events

253 archives dans cette catégorie

  1. Smooth ·
    How long the account's subscription has run so far, pushed by the server and stored as-is. Kind event · Area Game.Account Carries the account's elapsed subscription duration. The client copies the value unchanged into its player-state service and does nothing else with it in the handler. DO NOT CONFUSE IT WITH AccountInformationUpdateEvent, which carries the subscription END DATE as Unix seconds. Both are a single int64 in the same account file; this one is never converted to a date by the cl
    • summary: How long the account's subscription has run so far, pushed by the server and stored as-is.
    • area: Game.Account
    • 43 vues
  2. Smooth ·
    The character just completed one achievement. Kind event · Area Game.Achievement One achievement was just completed. The payload is the same AchievedAchievement record that AchievementsEvent lists. WHAT TO DO WHEN YOU RECEIVE IT 1. ADD the record to the completed achievements you hold, keyed by AchievedAchievement.achievement_id. It is one new entry, not a new list. 2. If AchievedAchievement.finished_level is above 0, the reward is waiting: claim it with AchievementRewardRequest
    • summary: The character just completed one achievement.
    • area: Game.Achievement
    • 42 vues
  3. Smooth ·
    The full list of achievements the character has completed. Replace what you hold with it; nothing is sent back. Kind event · Area Game.Achievement The full list of achievements the character has completed, one AchievedAchievement per entry. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE the list you hold with this one. It is the whole list, not a change: the client empties its own list and rebuilds it from the entries. 2. SEND NOTHING BACK. The handler builds no request. 3. An entry whos
    • summary: The full list of achievements the character has completed. Replace what you hold with it; nothing is sent back.
    • area: Game.Achievement
    • 41 vues
  4. Smooth ·
    The fight modifiers (spell pairs) in effect in the character's current area. An empty list means none. Kind event · Area Game.Area The list of fight modifiers that apply to fights in the area the character is in. Each modifier is a spell pair from the game data (SpellPairs). REPLACE, DON'T MERGE. The list is the whole current set: keep it as the active modifiers and drop the previous ones. An EMPTY list is meaningful: no modifier applies here. WHAT THE CLIENT DOES WITH IT It stores the list
    • summary: The fight modifiers (spell pairs) in effect in the character's current area. An empty list means none.
    • area: Game.Area
    • 43 vues
  5. Smooth ·
    The character's Kolizeum standing for each arena mode, and the end of any Kolizeum ban. Store it; nothing is sent back. Kind event · Area Game.Arena The character's Kolizeum standing: one ArenaRank per arena mode in ArenaUpdatePlayerInformationEvent.arena_ranks, and the end of any Kolizeum ban in ArenaUpdatePlayerInformationEvent.ban_end_date. WHAT TO DO WHEN YOU RECEIVE IT 1. For each entry, REPLACE what you hold for its ArenaRank.arena_type. The client files the entries in a table key
    • summary: The character's Kolizeum standing for each arena mode, and the end of any Kolizeum ban. Store it; nothing is sent back.
    • area: Game.Arena
    • 45 vues
  6. Smooth ·
    Adds one challenge to the current fight's challenge list, or replaces the one with the same id. Kind event · Area Game.Challenge One challenge of the current fight, as a full challenge record: its id, targets, state and bonuses. WHAT TO DO WHEN YOU RECEIVE IT 1. Look the challenge up by the record's challenge id in the fight's challenge list. 2. INSERT OR REPLACE. The client removes an entry with the same id, then adds the new one, so the record is the challenge's whole current state,
    • summary: Adds one challenge to the current fight's challenge list, or replaces the one with the same id.
    • area: Game.Challenge
    • 44 vues
  7. Smooth ·
    Which reward the fight's challenges give: the bonus kind the team picked (experience or drops). Kind event · Area Game.Challenge The kind of bonus the fight's challenges reward, as a ChallengeBonus value. WHAT TO DO WHEN YOU RECEIVE IT 1. Store it for the fight. The client refreshes its challenge window's reward display with it. 2. SEND NOTHING BACK. It follows a ChallengeBonusChoiceRequest, and may also arrive on its own when the fight is set up. THE VALUES ARE NOT NAMED HERE: see
    • summary: Which reward the fight's challenges give: the bonus kind the team picked (experience or drops).
    • area: Game.Challenge
    • 44 vues
  8. Smooth ·
    The full list of the current fight's challenges; it replaces the list you hold and ends the challenge choice. Kind event · Area Game.Challenge Every challenge of the current fight, as challenge records. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE your challenge list with ChallengeListEvent.challenges. Each record is a challenge id (resolve it in the game data for its name and rules), its targets, its state and its bonuses. 2. Close any challenge choice in progress: the client close
    • summary: The full list of the current fight's challenges; it replaces the list you hold and ends the challenge choice.
    • area: Game.Challenge
    • 39 vues
  9. Smooth ·
    The challenge mode of the current fight: whether the team chooses its challenges or gets them at random. Kind event · Area Game.Challenge Which way the fight's challenges are decided, as a ChallengeMod value. WHAT TO DO WHEN YOU RECEIVE IT 1. Store the mode for the fight. 2. In choice mode, expect ChallengeProposalEvent and choose; in random mode the challenges simply arrive in ChallengeListEvent. 3. SEND NOTHING BACK. The client only updates its fight widget (the ready button's
    • summary: The challenge mode of the current fight: whether the team chooses its challenges or gets them at random.
    • area: Game.Challenge
    • 42 vues
  10. Smooth ·
    How many challenges the current fight will have; the client resets its challenge list to that many pending entries. Kind event · Area Game.Challenge The number of challenges the fight will have, before they are known. WHAT TO DO WHEN YOU RECEIVE IT 1. Clear your challenge list and prepare ChallengeNumberEvent.challenge_number pending slots. The client does exactly that: it clears its list and fills it with that many placeholder entries, then refreshes the challenge display. 2. Wa
    • summary: How many challenges the current fight will have; the client resets its challenge list to that many pending entries.
    • area: Game.Challenge
    • 42 vues
  11. Smooth ·
    Opens the challenge choice: the challenges the team may pick from and how long the choice stays open. Kind event · Area Game.Challenge The challenges the team may choose from, and the time left to choose. WHAT TO DO WHEN YOU RECEIVE IT 1. Keep ChallengeProposalEvent.challenge_proposals as the current proposals. 2. Start a countdown of ChallengeProposalEvent.timer SECONDS. The client multiplies the value by 1000 and runs its choice timer in milliseconds. 3. To pick one, send Challeng
    • summary: Opens the challenge choice: the challenges the team may pick from and how long the choice stays open.
    • area: Game.Challenge
    • 43 vues
  12. Smooth ·
    A fight challenge is over: its id and whether it succeeded. Kind event · Area Game.Challenge A challenge of the current fight has been decided. success = true: the challenge is won. success = false (or absent): it failed. WHAT THE CLIENT DOES WITH IT It sets the state of that challenge in its challenge list (success or failure) and updates the challenge display. An id it does not know is ignored (the client logs it). Nothing is sent back. When you may send it Requires character_loaded i
    • summary: A fight challenge is over: its id and whether it succeeded.
    • area: Game.Challenge
    • 45 vues
  13. Smooth ·
    Tells the fight which proposed challenge is currently selected in the challenge choice window. Kind event · Area Game.Challenge Marks one proposed challenge as the selected one in the challenge choice window. The payload is a whole challenge record, but only its challenge id is used. WHAT TO DO WHEN YOU RECEIVE IT 1. Read the record's challenge id. 2. Mark that challenge as selected among the proposals you got from ChallengeProposalEvent; unmark the others. 3. SEND NOTHING BACK. It
    • summary: Tells the fight which proposed challenge is currently selected in the challenge choice window.
    • area: Game.Challenge
    • 42 vues
  14. Smooth ·
    Updates the targets of one challenge of the current fight: the fighters the challenge is about. Kind event · Area Game.Challenge Refreshes the targets of ONE challenge you already know. The payload is a whole challenge record, but only its id and its target list are used. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the challenge by the record's challenge id among the challenges of the current fight (from ChallengeListEvent and ChallengeAddEvent). 2. IF YOU DO NOT KNOW IT, IGNORE THE MESSAG
    • summary: Updates the targets of one challenge of the current fight: the fighters the challenge is about.
    • area: Game.Challenge
    • 44 vues
  15. Smooth ·
    Your own whisper, echoed back by the server with the recipient's name and id. Kind event · Area Game.Chat The server's confirmation of a whisper YOU sent with ChatPrivateMessageRequest. It carries your own text back together with who it went to, and the client prints it in the private channel as your side of the conversation. THIS IS NOT A WHISPER YOU RECEIVED. target_name and target_character_id are the RECIPIENT - the player you wrote to - never you. A whisper sent TO you arrives as ChatCha
    • summary: Your own whisper, echoed back by the server with the recipient's name and id.
    • area: Game.Chat
    • 47 vues
  16. Smooth ·
    The server putting the character into a game context - roleplay or fight. It replaces the current context; nothing has to be sent back. Kind event · Area Game.Context Tells the client which game context the character is in from now on: the ordinary world (GameContext.ROLE_PLAY) or a fight (GameContext.FIGHT). Roleplay messages - map, movement, NPCs, interactive elements - belong to the roleplay context, fight messages to the fight context. WHAT TO DO WHEN YOU RECEIVE IT 1. Record the context
    • summary: The server putting the character into a game context - roleplay or fight. It replaces the current context; nothing has to be sent back.
    • area: Game.Context
    • 63 vues
  17. Smooth ·
    The server ending the character's current game context, typically around a fight. Empty; nothing is sent back. Kind event · Area Game.Context Carries nothing. Arrival means: the context the character was in is over. WHAT TO DO WHEN YOU RECEIVE IT 1. Drop everything scoped to the context: the actors you track on the map and, if you were fighting, all fight state. The client does the same - it leaves its current context, which switches that context's services off, and holds no contex
    • summary: The server ending the character's current game context, typically around a fight. Empty; nothing is sent back.
    • area: Game.Context
    • 45 vues
  18. Smooth ·
    One entity in the current context changed appearance. Replace the look you store for it. Kind event · Area Game.Context Replace the stored look of entity_id with look. The entity itself stays where it is: its id, position and everything else you know about it are unchanged. Step by step: 1. Find the entity under entity_id - the same id space as ContextRemoveElementEvent.element_id and ActorPositionInformation.actor_id. 2. Overwrite its whole EntityLook with look. It is a complete look, no
    • summary: One entity in the current context changed appearance. Replace the look you store for it.
    • area: Game.Context
    • 58 vues
  19. Smooth ·
    New cells and facing directions for one or more entities of the current context, typically the fighters during placement. Kind event · Area Game.Context Moves entities without a walk: each entry is an EntityDisposition - which entity, the cell it now stands on and the direction it now faces. Nothing animates a path; the entity is simply put there. WHAT TO DO WHEN YOU RECEIVE IT 1. For every entry, look the entity up by EntityDisposition.entity_id and OVERWRITE its cell (EntityDispositio
    • summary: New cells and facing directions for one or more entities of the current context, typically the fighters during placement.
    • area: Game.Context
    • 47 vues
  20. Smooth ·
    The server opened a storage exchange, such as the bank: which storage it is and how many slots it has. Its content follows in StorageInventoryContentEvent. Kind event · Area Game.Exchange The server has opened a STORAGE for your character: the bank, or another storage the server hands you the same way. From now on you are in an exchange with that storage until the server closes it. WHAT TO DO WHEN YOU RECEIVE IT 1. RECORD WHICH STORAGE IS OPEN. ExchangeStartedWithStorageEvent.exchange_t
    • summary: The server opened a storage exchange, such as the bank: which storage it is and how many slots it has. Its content follows in StorageInventoryContentEvent.
    • area: Game.Exchange
    • 49 vues
  21. Smooth ·
    The fight is over: the results of every fighter and the outcome of each team. Kind event · Area Game.Fight The fight is over. It carries the result of every fighter and the outcome of each team, and it is the last fight message: the context switches back to roleplay afterwards. WHAT TO DO WHEN YOU RECEIVE IT 1. Stop playing: no more turns, no more casts. 2. If a fight action sequence is still open, close it. The official client does it itself ('Fight end but no SequenceEnd was receive
    • summary: The fight is over: the results of every fighter and the outcome of each team.
    • area: Game.Fight
    • 48 vues
  22. Smooth ·
    A fighter appeared in the current fight: its id, cell and direction, look and fighter details. Kind event · Area Game.Fight Adds one fighter to the fight you are in, or redraws one you already show. The record is an ActorPositionInformation: the fighter's id, its cell and direction (EntityDisposition), its EntityLook and the fighter branch of its actor information. WHAT TO DO WHEN YOU RECEIVE IT 1. Upsert the fighter under ActorPositionInformation.actor_id. The client keeps the look und
    • summary: A fighter appeared in the current fight: its id, cell and direction, look and fighter details.
    • area: Game.Fight
    • 51 vues
  23. Smooth ·
    A player fighting with you, or you, became ready or not ready during the placement phase. Kind event · Area Game.Fight.Preparation The server's echo of the ready button, for every human fighter of your fight. It says who (FightHumanReadyStateEvent.character_id) and whether that fighter is now ready (FightHumanReadyStateEvent.is_ready). WHAT TO DO WHEN YOU RECEIVE IT 1. Store the ready flag for the fighter under FightHumanReadyStateEvent.character_id, replacing the previous value. 2. I
    • summary: A player fighting with you, or you, became ready or not ready during the placement phase.
    • area: Game.Fight.Preparation
    • 50 vues
  24. Smooth ·
    The server asks whether the client has finished playing the turn that just ended; answer with FightTurnReadyRequest. Kind event · Area Game.Fight The server's "are you ready for the next turn?" question, asked at the end of a fighter's turn. The answer is FightTurnReadyRequest. WHAT TO DO WHEN YOU RECEIVE IT 1. Ignore the payload. The client reads nothing from this message: it is a question, and its arrival is the whole content. 2. If you are still playing back what the turn did (an a
    • summary: The server asks whether the client has finished playing the turn that just ended; answer with FightTurnReadyRequest.
    • area: Game.Fight
    • 47 vues
  25. Smooth ·
    Puts the character into a fight: whether it is still in placement, the placement countdown and the fight type. Kind event · Area Game.Fight.Preparation Tells you how you are in the fight you just entered: placing your character before the fight, or dropped into a fight that is already running. WHAT TO DO WHEN YOU RECEIVE IT 1. Read FightJoinEvent.is_fight_started. - false: you are in the PLACEMENT PHASE. Start a countdown of FightJoinEvent.time_max_before_fight_start TENTHS O
    • summary: Puts the character into a fight: whether it is still in placement, the placement countdown and the fight type.
    • area: Game.Fight.Preparation
    • 52 vues

Compte

Navigation

Recherche

Recherche

Configurer les notifications push du navigateur

Chrome (Android)
  1. Appuyez sur l'icône de cadenas à côté de la barre d'adresse.
  2. Tap Autorisations → Notifications.
  3. Ajustez vos préférences.
Chrome (Desktop)
  1. Cliquez sur l'icône représentant un cadenas dans la barre d'adresse..
  2. Select Paramètres du site.
  3. Find Notifications et ajustez vos préférences.