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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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Events

253 archives dans cette catégorie

  1. Smooth ·
    The server opening a dialog with an NPC, in answer to a dialog NPC action. The NPC's first line follows in NpcDialogQuestionEvent. Kind event · Area Game.Npc The server opening a dialog between your character and an NPC. It is the success answer to an NpcGenericActionRequest whose action is a dialog - talking to an NPC, or using a portal NPC. From now on the server considers you IN A DIALOG with that NPC, until the dialog closes (DialogLeaveEvent). WHAT TO DO WHEN YOU RECEIVE IT 1. MATCH IT
    • summary: The server opening a dialog with an NPC, in answer to a dialog NPC action. The NPC's first line follows in NpcDialogQuestionEvent.
    • area: Game.Npc
    • 49 vues
  2. Smooth ·
    What the NPC says now and the replies you may choose; answer with one reply_id or leave the dialog. Kind event · Area Game.Npc What the NPC says now, and the replies you may choose. It arrives right after NpcDialogCreationEvent (the first line) and after each NpcDialogReplyRequest that leads to another line. WHAT TO DO WHEN YOU RECEIVE IT 1. SHOW OR LOG THE LINE. message_id is the NPC's line of text: an NPC message id of the game data (the NPC data lists the messages it can say; th
    • summary: What the NPC says now and the replies you may choose; answer with one reply_id or leave the dialog.
    • area: Game.Npc
    • 54 vues
  3. Smooth ·
    Which NPCs have quests for the character, map by map. It drives the quest markers over NPCs and on the world map; nothing is sent back. Kind event · Area Game.Npc WHAT TO DO WHEN YOU RECEIVE IT 1. Replace every quest marker you hold, on the current map and on the world map, with what this message says. Anything it does not list has no marker. 2. SEND NOTHING BACK. No handler of this message builds a request, and a static walk through the notifications it raises reaches none. 3.
    • summary: Which NPCs have quests for the character, map by map. It drives the quest markers over NPCs and on the world map; nothing is sent back.
    • area: Game.Npc
    • 42 vues
  4. Smooth ·
    A new item entered the character's inventory. Carries the full item and why it was added. Kind event · Area Game.Inventory A NEW item entered the inventory: add it to your item list. It is a new stack, not a quantity change of an item you already hold (that is ObjectQuantityEvent). WHAT THE CLIENT DOES WITH IT It adds the item to the inventory. When the origin is a quest, it also prints the "obtained" chat line with the item and its quantity. Nothing is sent back. When you may send it Re
    • summary: A new item entered the character's inventory. Carries the full item and why it was added.
    • area: Game.Inventory
    • 51 vues
  5. Smooth ·
    One alliance prism was placed or changed. Carries its full record; upsert it by sub-area id. Kind event · Area Game.Prism A prism (alliance territory marker) was placed or its state changed. The message carries the prism's full record. UPSERT BY SUB-AREA. The client keeps one prism per sub-area id: if it already knows a prism for that sub-area it updates it, otherwise it adds it. The record's sub-area id is the key; PrismRemoveEvent removes by the same key. WHAT THE CLIENT DOES WITH IT It s
    • summary: One alliance prism was placed or changed. Carries its full record; upsert it by sub-area id.
    • area: Game.Prism
    • 43 vues
  6. Smooth ·
    Tells the open alliance-prism dialog to show its text. It carries nothing and needs no answer. Kind event · Area Game.Npc THE SECOND HALF OF TALKING TO AN ALLIANCE PRISM. It carries nothing: the client builds the prism's text from what it already knows. WHEN IT ARRIVES 1. You talk to an alliance prism (NpcGenericActionRequest on the prism). 2. The server opens the dialog with NpcDialogCreationEvent, whose npc_id is the prism. The official client opens its NPC dialog in PRISM mode for
    • summary: Tells the open alliance-prism dialog to show its text. It carries nothing and needs no answer.
    • area: Game.Npc
    • 44 vues
  7. Smooth ·
    An alliance prism disappeared. Carries the sub-area id of the prism to forget. Kind event · Area Game.Prism A prism (alliance territory marker) is gone. Remove the prism you keep for this sub-area id; it is the same key PrismAddOrUpdateEvent stores prisms under. WHAT THE CLIENT DOES WITH IT It removes the prism from its list and notifies the territory display. Nothing is sent back. When you may send it Requires character_loaded inferred Related messages Unsolicited - nothing you send
    • summary: An alliance prism disappeared. Carries the sub-area id of the prism to forget.
    • area: Game.Prism
    • 44 vues
  8. Smooth ·
    New progress on one objective of an active quest. Update that objective's counter; nothing is sent back. Kind event · Area Game.Quest New progress on one objective of a quest the character is doing - "3 of 10 killed". The server pushes it whenever the counter moves; it changes no other part of the quest. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the quest by QuestObjectiveUpdatedEvent.quest_id among the quests you hold from QuestsEvent / QuestStepInformationEvent, then the objective by
    • summary: New progress on one objective of an active quest. Update that objective's counter; nothing is sent back.
    • area: Game.Quest
    • 42 vues
  9. Smooth ·
    A quest has just started for the character. Carries the quest id. Kind event · Area Game.Quest The character has started a quest. Add the quest id to your list of active quests. It follows QuestStartRequest when the start succeeds, but also arrives for quests started any other way (an NPC dialog answer, an item, a map trigger), so handle it whether or not you asked. WHAT THE CLIENT DOES WITH IT The quest journal records the quest as started and refreshes its quest list. If the player's opti
    • summary: A quest has just started for the character. Carries the quest id.
    • area: Game.Quest
    • 45 vues
  10. Smooth ·
    A quest of the character has just been completed. Carries the quest id. Kind event · Area Game.Quest The character has completed a quest. Move the quest id from your active quests to your finished quests. WHAT THE CLIENT DOES WITH IT The journal moves the quest to the finished list, stops following it, and removes it from the player's hidden-quests list. If the quest is the day's Almanax quest, the client shows the "Almanax quest done" message. Nothing is sent back. TWIN WARNING: QuestStart
    • summary: A quest of the character has just been completed. Carries the quest id.
    • area: Game.Quest
    • 45 vues
  11. Smooth ·
    The character's whole quest journal: quests under way with their current step, finished quests, and reinitialised ones. A full replacement; nothing is sent back. Kind event · Area Game.Quest WHAT TO DO WHEN YOU RECEIVE IT 1. Throw away the journal you hold and rebuild it from this message - see below. 2. SEND NOTHING BACK. No handler of this message builds a request. The one request a static walk reaches from it is the tutorial's own step query, raised by the tutorial screen for i
    • summary: The character's whole quest journal: quests under way with their current step, finished quests, and reinitialised ones. A full replacement; nothing is sent back.
    • area: Game.Quest
    • 50 vues
  12. Smooth ·
    Closes the current fight action sequence and gives the action id the client acknowledges. Kind event · Area Game.Game.Action Closes the fight action sequence opened by SequenceStartEvent and names the action to acknowledge. WHAT TO DO WHEN YOU RECEIVE IT 1. Close the current sequence. If none is open, the client logs a warning and ignores the end: do the same. 2. Keep SequenceEndEvent.action_id and note whether SequenceEndEvent.author_id is the fighter you play. 3. When you hav
    • summary: Closes the current fight action sequence and gives the action id the client acknowledges.
    • area: Game.Game.Action
    • 47 vues
  13. Smooth ·
    Opens a fight action sequence: the actions that follow belong together until the matching sequence end. Kind event · Area Game.Game.Action Opens a fight action sequence. Everything the server sends until the matching SequenceEndEvent is the playback of ONE action - a spell cast, a weapon hit, a movement, a death, a turn start or end - and belongs together. WHAT TO DO WHEN YOU RECEIVE IT 1. Open a sequence: remember that you are inside one, and its kind (SequenceStartEvent.sequence_type,
    • summary: Opens a fight action sequence: the actions that follow belong together until the matching sequence end.
    • area: Game.Game.Action
    • 44 vues
  14. Smooth ·
    A fight has started on the character's map: its teams, type and sword positions. The client adds it to the map's fights; nothing is sent back. Kind event · Area Game.Roleplay Announces one fight that has just started on the map the character is on, as a FightCommonInformation: the fight id, its FightType, the teams, the cells where each team's swords stand and each team's options. WHAT TO DO WHEN YOU RECEIVE IT 1. Add the fight to the fights you track for the map. It is the same record, and
    • summary: A fight has started on the character's map: its teams, type and sword positions. The client adds it to the map's fights; nothing is sent back.
    • area: Game.Roleplay
    • 50 vues
  15. Smooth ·
    Every item and the kamas of the storage that was just opened, such as the bank. A full snapshot: replace what you hold for that storage. Kind event · Area Game.Inventory The complete content of the storage the server just opened, such as your bank. It comes with ExchangeStartedWithStorageEvent, which says WHICH storage it is and how many slots it has. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE THE STORAGE'S ITEMS. Empty what you hold for the open storage, then load every element of Stora
    • summary: Every item and the kamas of the storage that was just opened, such as the bank. A full snapshot: replace what you hold for that storage.
    • area: Game.Inventory
    • 52 vues
  16. Smooth ·
    How many kamas are in the character's bank. An absolute amount to overwrite; nothing is sent back. Kind event · Area Game.Inventory WHAT TO DO WHEN YOU RECEIVE IT: overwrite the bank amount you track with StorageKamasUpdateEvent.kamas and recompute total wealth (carried plus bank). SEND NOTHING BACK - no handler of this message builds a request, and a static walk through the notifications it raises reaches none. The kamas held in the bank, as opposed to the kamas the character carries, which
    • summary: How many kamas are in the character's bank. An absolute amount to overwrite; nothing is sent back.
    • area: Game.Inventory
    • 47 vues
  17. Smooth ·
    One item left the open storage (such as the bank) entirely. Drop the item with this uid, whatever quantity you had for it. Kind event · Area Game.Inventory A whole stack left the storage you have open. WHAT TO DO WHEN YOU RECEIVE IT 1. REMOVE THE ITEM whose uid is StorageObjectRemovedEvent.object_uid from the storage content you track, WHATEVER ITS QUANTITY. The client removes the entry outright (no quantity is involved). 2. SEND NOTHING BACK. It is the storage uid, the one Stor
    • summary: One item left the open storage (such as the bank) entirely. Drop the item with this uid, whatever quantity you had for it.
    • area: Game.Inventory
    • 47 vues
  18. Smooth ·
    One item of the open storage (such as the bank) was added or changed. Store it under its uid, replacing what you had: the quantity is the new total. Kind event · Area Game.Inventory One item of the storage you have open changed: it was put in, or part of its stack was taken out. WHAT TO DO WHEN YOU RECEIVE IT 1. FIND THE ITEM BY UID in the storage content you loaded from StorageInventoryContentEvent: the key is the uid inside StorageObjectUpdateEvent.object (ObjectItem.uid). 2. A
    • summary: One item of the open storage (such as the bank) was added or changed. Store it under its uid, replacing what you had: the quantity is the new total.
    • area: Game.Inventory
    • 48 vues
  19. Smooth ·
    The destinations a zaap, zaapi or prism offers you, sent when you use one. Pick one and send TeleportRequest. Kind event · Area Game.Teleportation The server's list of where the teleporter you just used can take you. It arrives when you use a zaap, a zaapi (subway) or a prism with InteractiveUseRequest, right after InteractiveUsedEvent accepts the use. From then on you are IN THE TELEPORTER DIALOG until it closes. WHAT TO DO WHEN YOU RECEIVE IT 1. NOTE THE LIST KIND. type says which picker t
    • summary: The destinations a zaap, zaapi or prism offers you, sent when you use one. Pick one and send TeleportRequest.
    • area: Game.Teleportation
    • 52 vues
  20. Smooth ·
    Every zaap your character has discovered, as the maps they stand on. Replaces the previous list. Kind event · Area Game.Teleportation The full list of zaaps your character knows, as map ids. Each arrival REPLACES the previous list; it is not a delta. WHAT TO DO WHEN YOU RECEIVE IT 1. Compare it with the list you held: every map id not in the old list is a zaap you just discovered. 2. Replace your list with this one. WHAT THE OFFICIAL CLIENT DOES WITH IT For each map id it checks whe
    • summary: Every zaap your character has discovered, as the maps they stand on. Replaces the previous list.
    • area: Game.Teleportation
    • 54 vues
  21. Smooth ·
    Your respawn point is now the zaap on map_id. Kind event · Area Game.Teleportation Your saved zaap - where you respawn - changed to the zaap on map_id. It is the answer to ZaapRespawnSaveRequest. WHAT TO DO WHEN YOU RECEIVE IT 1. Remember map_id as your respawn point. It replaces the spawn_map_id of the last TeleportDestinationsEvent. 2. If a destination list is open, the destination whose map_id matches is now the respawn one; no other is. WHAT THE OFFICIAL CLIENT DOES WITH IT
    • summary: Your respawn point is now the zaap on map_id.
    • area: Game.Teleportation
    • 53 vues
  22. Smooth ·
    The server confirms that your NPC-shop purchase went through. It carries nothing. Kind event · Area Game.Exchange THE SUCCESS ANSWER TO ExchangeBuyRequest, AND IT IS EMPTY. By the time it arrives the purchase is already applied: the server sends the kamas, the new or grown stack and the new weight first, then this event, then the kamas and weight once more. Update your state from those messages, not from this one. WHAT TO DO WHEN YOU RECEIVE IT 1. MARK THE OUTSTANDING PURCHASE AS DONE. It n
    • summary: The server confirms that your NPC-shop purchase went through. It carries nothing.
    • area: Game.Exchange
    • 37 vues
  23. Smooth ·
    The server opened an NPC shop: which NPC sells, in which currency, and what it has on its shelf with prices and purchase limits. Kind event · Area Game.Exchange The server has opened an NPC SHOP for your character, typically in answer to the NPC's buy/sell action (NpcGenericActionRequest with that action). You are now in an exchange with the shop until it closes. WHAT TO DO WHEN YOU RECEIVE IT 1. RECORD THE SELLER. ExchangeNpcShopStartedEvent.npc_seller_id is the NPC's actor id on the c
    • summary: The server opened an NPC shop: which NPC sells, in which currency, and what it has on its shelf with prices and purchase limits.
    • area: Game.Exchange
    • 43 vues
  24. Smooth ·
    One new buff or debuff, applied as a step of the fight action being played. Kind event · Area Game.Fight Adds ONE fight effect (buff or debuff) to a fighter, as part of the action being played. WHAT TO DO WHEN YOU RECEIVE IT 1. Read FightBoostAddEvent.effect (FightRemovableEffectExtendedInformation): the effect itself, the action that applied it and the fighter who cast it. The target is inside the effect. 2. Apply it in ORDER with the other events of the current action (after the cas
    • summary: One new buff or debuff, applied as a step of the fight action being played.
    • area: Game.Fight
    • 38 vues
  25. Smooth ·
    Removes one buff or debuff from a fighter, as a step of the fight action being played. Kind event · Area Game.Fight Takes ONE fight effect (buff or debuff) away from a fighter. It is the counterpart of FightBoostAddEvent: that one adds a buff as a step of the current action, this one removes one the same way. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the fighter FightBoostRemoveEvent.target_id and, on it, the buff whose id is FightBoostRemoveEvent.buff_id: the uid the buff was created with
    • summary: Removes one buff or debuff from a fighter, as a step of the fight action being played.
    • area: Game.Fight
    • 41 vues

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