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 ·
    A fighter has left the fight you are in, during placement or during the fight itself. Kind event · Area Game.Fight.Preparation One fighter is gone from your fight. The only value is who: FightLeaveEvent.character_id. WHAT TO DO WHEN YOU RECEIVE IT 1. Remove the fighter FightLeaveEvent.character_id from your fight: from the fighters you show, from the team it was in and from the turn order. 2. IF THE ID IS YOUR OWN CHARACTER, you are out of the fight. The client treats that case a
    • summary: A fighter has left the fight you are in, during placement or during the fight itself.
    • area: Game.Fight.Preparation
    • 47 vues
  2. Smooth ·
    A new fight round begins; carries the round number the client shows as the turn count. Kind event · Area Game.Fight Starts a new round: every fighter has played once and the timeline starts over. WHAT TO DO WHEN YOU RECEIVE IT 1. Store FightNewRoundEvent.round_number as the current round. It REPLACES the previous value; it is not an increment to apply. 2. Count round-based durations from it (buff and effect durations, cooldowns expressed in rounds, challenge conditions). 3. SEN
    • summary: A new fight round begins; carries the round number the client shows as the turn count.
    • area: Game.Fight
    • 40 vues
  3. Smooth ·
    One team option of a fight changed: which fight, which team, which option and its new state. Kind event · Area Game.Fight.Preparation Reports the new state of one team option of one fight - after your own FightOptionToggleRequest, or when another team's leader changes theirs. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the fight by FightOptionUpdateEvent.fight_id and its team by FightOptionUpdateEvent.team (Team). 2. Set the option FightOptionUpdateEvent.option (FightOption) to FightO
    • summary: One team option of a fight changed: which fight, which team, which option and its new state.
    • area: Game.Fight.Preparation
    • 46 vues
  4. Smooth ·
    Snapshot of the tactical pings placed in your fight: the ping kind on each pinged cell and on each pinged fighter. Kind event · Area Game.Ping The full set of tactical pings placed in the fight you are in, as two maps: FightPingsEvent.cell_pings (cell id -> ping kind) and FightPingsEvent.entity_pings (fighter's entity id -> ping kind). Pings are the markers fighters drop on a cell or on a fighter to coordinate. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE, DO NOT MERGE. It is a snapshot.
    • summary: Snapshot of the tactical pings placed in your fight: the ping kind on each pinged cell and on each pinged fighter.
    • area: Game.Ping
    • 40 vues
  5. Smooth ·
    The placement cells of both teams for the fight being prepared, and the team your character was put in. Kind event · Area Game.Fight.Preparation Tells you where you may stand before the fight starts. It arrives once the fight has been set up around your character, during the placement phase. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE your placement cells. The client empties both of its cell lists and refills them from FightPlacementPossiblePositionsEvent.starting_positions: the two
    • summary: The placement cells of both teams for the fight being prepared, and the team your character was put in.
    • area: Game.Fight.Preparation
    • 49 vues
  6. Smooth ·
    A pending placement swap was refused or withdrawn; says which offer and who cancelled it. Kind event · Area Game.Fight.Preparation Closes a pending placement swap without moving anybody: the fighter who was asked refused it, or the fighter who asked withdrew it. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the pending offer by FightPlacementSwapPositionsCancelledEvent.request_id and drop it. Both fighters keep their cells. 2. FightPlacementSwapPositionsCancelledEvent.canceller_id says who c
    • summary: A pending placement swap was refused or withdrawn; says which offer and who cancelled it.
    • area: Game.Fight.Preparation
    • 38 vues
  7. Smooth ·
    A placement swap could not be made. The message is empty. Kind event · Area Game.Fight.Preparation The server could not set up or carry out a placement swap. Nothing changed: both fighters keep their cells. WHAT TO DO WHEN YOU RECEIVE IT 1. Treat the swap you asked for or accepted as failed. Forget the pending offer. 2. SEND NOTHING BACK. The client only shows an error message. 3. If you still want the cell, pick another one with FightPlacementPositionRequest. There is nothing to read:
    • summary: A placement swap could not be made. The message is empty.
    • area: Game.Fight.Preparation
    • 42 vues
  8. Smooth ·
    A placement swap was made: the new cell and direction of the fighters that moved. Kind event · Area Game.Fight.Preparation The result of an accepted placement swap. Each entry is an EntityDisposition: a fighter, the cell it now stands on and the direction it faces. WHAT TO DO WHEN YOU RECEIVE IT 1. For every entry, put the fighter EntityDisposition.entity_id on EntityDisposition.cell_id, facing EntityDisposition.direction. 2. Leave the other fighters alone: it lists only those that mo
    • summary: A placement swap was made: the new cell and direction of the fighters that moved.
    • area: Game.Fight.Preparation
    • 41 vues
  9. Smooth ·
    New characteristics for one fighter of the current fight: its id and its full fight stats record. Kind event · Area Game.Fight Replaces what you know about one fighter's characteristics during a fight: life, action and movement points, resistances and the rest, plus its summon and invisibility state. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the fighter by FightRefreshCharacterStatsEvent.fighter_id - the per-fight fighter id, the same id as ActorPositionInformation.actor_id in FightFi
    • summary: New characteristics for one fighter of the current fight: its id and its full fight stats record.
    • area: Game.Fight
    • 49 vues
  10. Smooth ·
    Placement is over and the fight itself begins. The message is empty. Kind event · Area Game.Fight.Preparation The end of the placement phase. The fight announced by FightStartingEvent and joined with FightJoinEvent stops being a preparation and becomes a running fight. WHAT TO DO WHEN YOU RECEIVE IT 1. Leave your placement state. Placement requests - FightPlacementPositionRequest to move to another starting cell, FightReadyRequest to say you are ready - no longer apply. 2. Stop t
    • summary: Placement is over and the fight itself begins. The message is empty.
    • area: Game.Fight.Preparation
    • 46 vues
  11. Smooth ·
    Opens the fight the character is entering: fight id, fight type, who attacked, whether a boss is in it and which monsters take part. Kind event · Area Game.Fight.Preparation The first fight message of a fight. It tells you which fight you are in and how it started. It arrives once per fight, while the fight is still in its placement phase. WHAT TO DO WHEN YOU RECEIVE IT 1. Start a new fight record. Forget the previous fight's state: fighters, turn order, placement cells. Key the record
    • summary: Opens the fight the character is entering: fight id, fight type, who attacked, whether a boss is in it and which monsters take part.
    • area: Game.Fight.Preparation
    • 50 vues
  12. Smooth ·
    The full, authoritative state of every fighter (position, look, characteristics), sent to resynchronize the fight. Kind event · Area Game.Fight A snapshot of every fighter, as ActorPositionInformation records: actor id, disposition (cell and direction) and the fighter information with its characteristics. WHAT TO DO WHEN YOU RECEIVE IT 1. Treat it as authoritative for every fighter it lists: replace each listed fighter's cell, direction and characteristics (life, AP, MP, ...) with what
    • summary: The full, authoritative state of every fighter (position, look, characteristics), sent to resynchronize the fight.
    • area: Game.Fight
    • 50 vues
  13. Smooth ·
    One member left one team of one fight: the fight, the team and the member's id. Kind event · Area Game.Fight.Preparation The removal counterpart of FightTeamUpdateEvent: that one only ever ADDS members, this one takes one member out. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the fight under FightTeamRemoveMemberEvent.fight_id among the fights you know (the map's fights from ShowChallengeEvent and MapComplementaryInformationEvent, or the fight you are preparing). 2. In the team Fight
    • summary: One member left one team of one fight: the fight, the team and the member's id.
    • area: Game.Fight.Preparation
    • 46 vues
  14. Smooth ·
    One team of a fight gained members. Add the record's new members to that fight's team; nobody is removed. Kind event · Area Game.Fight.Preparation Updates one team of one fight. fight_id says which fight; team is the team record: which side of the fight it is (challengers or defenders), its leader, its alignment side, its team type and its members. WHAT TO DO WHEN YOU RECEIVE IT 1. Look the fight up under fight_id among the fights you know on the current map (from ShowChallengeEvent and
    • summary: One team of a fight gained members. Add the record's new members to that fight's team; nobody is removed.
    • area: Game.Fight.Preparation
    • 48 vues
  15. Smooth ·
    A fighter's turn is over; carries that fighter's id and the extra time it banked for its next turn. Kind event · Area Game.Fight Closes one fighter's turn. WHAT TO DO WHEN YOU RECEIVE IT 1. Mark FightTurnEndEvent.character_id's turn as over. Stop sending actions for that fighter: if it is yours, your turn is finished, whether you ended it or the server did. 2. Record FightTurnEndEvent.extra_time for that fighter. It is the time the fighter banked by ending its turn early, an
    • summary: A fighter's turn is over; carries that fighter's id and the extra time it banked for its next turn.
    • area: Game.Fight
    • 44 vues
  16. Smooth ·
    A fighter's turn starts: whose turn it is and how much of it remains. Kind event · Area Game.Fight Opens one fighter's turn. WHAT TO DO WHEN YOU RECEIVE IT 1. Record FightTurnEvent.character_id as the fighter whose turn it is. Every turn-scoped thing that follows (actions, the turn end) is about this fighter. 2. If it is your character, it is your turn: you may act until the server closes the turn with FightTurnEndEvent. Do not act on another fighter's turn. 3. Work out how lon
    • summary: A fighter's turn starts: whose turn it is and how much of it remains.
    • area: Game.Fight
    • 55 vues
  17. Smooth ·
    Tells the client that the turn of the fighter it plays has really begun: it may act now. Kind event · Area Game.Fight An empty "go" signal for the fighter you control. WHAT TO DO WHEN YOU RECEIVE IT 1. Treat it as the moment your turn is open for actions. FightTurnEvent says whose turn it is and how long it lasts; this message says the client playing that fighter may start acting. 2. SEND NOTHING BACK. The handler builds no request. There is nothing to read: the message is empty
    • summary: Tells the client that the turn of the fighter it plays has really begun: it may act now.
    • area: Game.Fight
    • 45 vues
  18. Smooth ·
    A timed interaction is over: the element is free again and, if it was yours, you may use elements and walk again. Kind event · Area Game.Interactive A TIMED interaction is over: the use that InteractiveUsedEvent started with a duration above zero has finished. It closes the busy period of InteractiveUseRequest. WHAT TO DO WHEN YOU RECEIVE IT 1. IF element_id IS THE ELEMENT YOU ARE USING, YOU ARE FREE AGAIN. Clear your busy state: you may send InteractiveUseRequest again, for any el
    • summary: A timed interaction is over: the element is free again and, if it was yours, you may use elements and walk again.
    • area: Game.Interactive
    • 51 vues
  19. Smooth ·
    The server refusing your InteractiveUseRequest: names the element it will not let you use. Nothing started. Kind event · Area Game.Interactive The server's NO to your InteractiveUseRequest: it will not perform that use. Exactly one of this message or InteractiveUsedEvent answers a use request. WHAT TO DO WHEN YOU RECEIVE IT 1. MATCH IT BY element_id - the element you asked to use. That is the only member the official client reads. 2. THE REQUEST IS ANSWERED. Clear your "requested" mar
    • summary: The server refusing your InteractiveUseRequest: names the element it will not let you use. Nothing started.
    • area: Game.Interactive
    • 53 vues
  20. Smooth ·
    Every job of the character with the skills it grants. Replace your job table with it; nothing is sent back. Kind event · Area Game.Job The character's jobs and, for each, the skills it grants: one JobDescription per job. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE your job table with this one. The client builds a brand-new table keyed by JobDescription.job_id and swaps it in; jobs absent from the message are gone. 2. For each job, keep its skills (SkillAction): a gathering skill tells y
    • summary: Every job of the character with the skills it grants. Replace your job table with it; nothing is sent back.
    • area: Game.Job
    • 49 vues
  21. Smooth ·
    New level and experience figures for one or more of the character's own jobs. Update only the listed jobs; nothing is sent back. Kind event · Area Game.Job WHAT TO DO WHEN YOU RECEIVE IT: for each entry, create or overwrite that one job; leave every other job alone. SEND NOTHING BACK - no handler of this message builds a request, and a static walk through everything it notifies reaches none. WHEN IT ARRIVES. It follows whatever earned the experience - harvesting, crafting - and no request ask
    • summary: New level and experience figures for one or more of the character's own jobs. Update only the listed jobs; nothing is sent back.
    • area: Game.Job
    • 47 vues
  22. Smooth ·
    The map the character is on now. Every map change starts here, and it is what makes the client load the map and ask for its contents. Kind event · Area Game.Gamemap The server moving the character to a map. MapCurrentEvent.map_id is the map the character is on from now on. WHAT TO DO WHEN YOU RECEIVE IT 1. Forget the previous map: its actors, interactive elements and movement state. The client drops them too - its entity view, per-map caches and subarea state reset on this message,
    • summary: The map the character is on now. Every map change starts here, and it is what makes the client load the map and ask for its contents.
    • area: Game.Gamemap
    • 67 vues
  23. Smooth ·
    The map the character is on now, announced in its instanced form. Handle it exactly like MapCurrentEvent: load map_id, then ask for its contents. Kind event · Area Game.Gamemap The server moving the character to a map, in the form it uses for an INSTANCED map. It is the twin of MapCurrentEvent: same area, same purpose, and the official client feeds its map_id into the very same map-change routine. A script that handles only MapCurrentEvent misses every map change the server announces this way
    • summary: The map the character is on now, announced in its instanced form. Handle it exactly like MapCurrentEvent: load map_id, then ask for its contents.
    • area: Game.Gamemap
    • 59 vues
  24. Smooth ·
    How many fights are running on the character's map. The client keeps it to enable the spectate button; nothing is sent back unless the spectator window is open. Kind event · Area Game.Gamemap The number of fights running right now on the map the character is on. It is an absolute count, not a change: overwrite what you hold. WHAT TO DO WHEN YOU RECEIVE IT 1. Store the count as the current map's fight count, replacing the previous value. 2. SEND NOTHING BACK. The handler builds no request.
    • summary: How many fights are running on the character's map. The client keeps it to enable the spectate button; nothing is sent back unless the spectator window is open.
    • area: Game.Gamemap
    • 45 vues
  25. Smooth ·
    The server refusing your walk request and telling you the cell you stand on, as map coordinates. Kind event · Area Game.Gamemap The server's NO to your MapMovementRequest: you do not walk the path you asked for. Instead the server tells you the cell you stand on, as map coordinates. Exactly one of this message or MapMovementEvent answers a walk request. WHAT TO DO WHEN YOU RECEIVE IT 1. YOU ARE ON (cell_x, cell_y). Put the character there and stop any walk you were animating or simulati
    • summary: The server refusing your walk request and telling you the cell you stand on, as map coordinates.
    • area: Game.Gamemap
    • 51 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.