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Asterobot

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Events

253 archives dans cette catégorie

  1. Smooth ·
    The complete list of active buffs and debuffs of every fighter. It replaces the client's buff state: missing buffs are removed, changed ones updated, new ones added. Kind event · Area Game.Fight This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. The server's full list of every active fight effect (buff or debuff) on every fighter. After it, the client holds EXACTLY this list. WHY IT EXISTS Buffs no
    • summary: The complete list of active buffs and debuffs of every fighter. It replaces the client's buff state: missing buffs are removed, changed ones updated, new ones added.
    • area: Game.Fight
    • 40 vues
  2. Smooth ·
    Which fighter you now command in the fight, who commands it, and the spells, spell bar and modifiers to use for it. Kind event · Area Game.Fight Hands you the controls of ONE fighter: your own character, or a creature you command (a summon or another controllable fighter; beta called this a slave switch). It carries everything the spell bar needs for that fighter. WHAT TO DO WHEN YOU RECEIVE IT 1. FIND OUT WHO COMMANDS WHOM. FightControlEvent.slave_id is the fighter you are now given; F
    • summary: Which fighter you now command in the fight, who commands it, and the spells, spell bar and modifiers to use for it.
    • area: Game.Fight
    • 41 vues
  3. Smooth ·
    Where the fight map really is: its map id, subarea and, for an ordinary map, its world coordinates. Kind event · Area Game.Gamemap Sent while a fight is being set up, so the client can show where the fight takes place. A fight runs on its own map: the map id is that fight map's id, the same value as MapCurrentEvent.map_id and the one to echo in ContextReadyRequest.map_id. USE THESE COORDINATES, NOT A LOOKUP. When FightMapInformationEvent.coordinates is set, the client takes the map's world po
    • summary: Where the fight map really is: its map id, subarea and, for an ordinary map, its world coordinates.
    • area: Game.Gamemap
    • 42 vues
  4. Smooth ·
    One action played during a fight: who did it, which action it is, and the payload of exactly one action kind (spell cast, damage, movement, death, summon...). Kind event · Area Game.Action The building block of fight playback. Each event is ONE action of the fight: a spell cast, life points lost, a fighter pushed or teleported, a death, a summon, a glyph set or triggered, a look change... It nearly always arrives between a SequenceStartEvent and the matching SequenceEndEvent, with the other ac
    • summary: One action played during a fight: who did it, which action it is, and the payload of exactly one action kind (spell cast, damage, movement, death, summon...).
    • area: Game.Action
    • 46 vues
  5. Smooth ·
    How many times triggered effects have fired on their fighters; updates the counter of each matching buff. Kind event · Area Game.Action Updates the trigger counter of buffs (effects that fire when something happens, a limited number of times). WHAT TO DO WHEN YOU RECEIVE IT 1. For each entry of GameActionUpdateEffectTriggerCountEvent.effects_count_on_target (FightEffectTriggerCount): a. take the buffs of the fighter FightEffectTriggerCount.target_id; b. find the buff whose spell ef
    • summary: How many times triggered effects have fired on their fighters; updates the counter of each matching buff.
    • area: Game.Action
    • 41 vues
  6. Smooth ·
    The market price history of one item: one entry per day for the last month, and the entries of the last 24 hours. Kind event · Area Game.Inventory The answer to ObjectAveragePricesHistoryRequest: what one item has been selling for. The client draws it in its market-price window (day, week and month tabs, an average and a median price, and the number of items sold). WHAT TO DO WHEN YOU RECEIVE IT 1. FOR THE LAST MONTH, read ObjectAveragePricesHistoryEvent.daily_history: one entry per day
    • summary: The market price history of one item: one entry per day for the last month, and the entries of the last 24 hours.
    • area: Game.Inventory
    • 39 vues
  7. Smooth ·
    The server's authoritative spell state for one fighter: spell cooldowns and spell cast counters. The client never computes these itself; it applies what this event says. Kind event · Area Game.Fight This name is not Ankama's. It was chosen for this documentation from proven client behaviour, and is a label rather than protocol documentation. The complete spell-cast state of ONE fighter, as the server sees it: how many turns each spell still has to wait, and how many times each spell has been
    • summary: The server's authoritative spell state for one fighter: spell cooldowns and spell cast counters. The client never computes these itself; it applies what this event says.
    • area: Game.Fight
    • 45 vues
  8. Smooth ·
    Plays one of the current map's scripted staging sequences (map visual and sound effects authored in Ankama's map editor), starting at a given point of the sequence and at a given intensity. Kind event · Area Game.Roleplay Tells the client to PLAY A STAGING: a scripted sequence of map effects that Ankama's map editor (AleCore) stores with each map. It is presentation only: nothing in the game state changes. WHAT A STAGING IS Each map can carry staging sequences, numbered (the map's StagingMan
    • summary: Plays one of the current map's scripted staging sequences (map visual and sound effects authored in Ankama's map editor), starting at a given point of the sequence and at a given intensity.
    • area: Game.Roleplay
    • 44 vues
  9. Smooth ·
    The whole fight timeline: every turn of the round in play order, fighters and additional turns. Kind event · Area Game.Fight Replaces the fight timeline (the turn-order bar) with a new one. WHAT TO DO WHEN YOU RECEIVE IT 1. Throw the previous order away; this message is the whole timeline, not a delta. 2. Walk TimelineRefreshEvent.turns in order. Each Turn is either a TimelineFighter (a fighter's regular turn) or an AdditionalTurn (an extra turn granted to a fighter). 3. Keep e
    • summary: The whole fight timeline: every turn of the round in play order, fighters and additional turns.
    • area: Game.Fight
    • 51 vues
  10. Smooth ·
    The server has selected your character for you. Empty payload; answer it. Kind event · Area Game.Character.Management Carries nothing. The server is not asking you to choose: the character is already decided, so do NOT send CharacterSelectionRequest for it. 1. Answer straight away with one empty CharacterForceSelectionReadyRequest. 2. Send that answer ONCE. The client keeps a one-shot flag and ignores repeats of this event once it has answered. The current build carries no character id
    • summary: The server has selected your character for you. Empty payload; answer it.
    • area: Game.Character.Management
    • 40 vues
  11. Smooth ·
    The auction house is open in buy mode; carries its selling conditions. Kind event · Area Game.Exchange You are now in the auction house's buy screen. 1. Read selling_conditions. Its types list is the set of item categories you can browse here. 2. Keep its npc_contextual_id: the client uses it as the NPC id for further actions on this auction house. 3. To list the items of one category, ask for that type (the client sends one request per type id, with a follow flag). The sell screen
    • summary: The auction house is open in buy mode; carries its selling conditions.
    • area: Game.Exchange
    • 45 vues
  12. Smooth ·
    Closes a purchase: whether the lot you asked for was bought. Kind event · Area Game.Exchange The answer to ExchangeBidHouseBuyRequest, sent LAST: the kamas, item and listing updates of a successful purchase arrive before it. - bought = true: the lot is yours. Trust the inventory and kamas events that came just before for the details. - bought = false: nothing changed. Search the item again (ExchangeBidHouseSearchRequest) before retrying; the listing may be gone or its price may have cha
    • summary: Closes a purchase: whether the lot you asked for was bought.
    • area: Game.Exchange
    • 38 vues
  13. Smooth ·
    One listing you follow changed its prices or effects; replace your copy of it. Kind event · Area Game.Exchange Pushed for listings of items or item types you follow (ExchangeBidHouseSearchRequest or ExchangeBidHouseTypeRequest with follow = true). 1. Find the category by object_type, the item by object_gid, then the listing by object_uid. Listing uids come from ExchangeTypesItemsExchangerDescriptionForUserEvent. 2. Replace that listing's prices and effects with these. 3. If you do not h
    • summary: One listing you follow changed its prices or effects; replace your copy of it.
    • area: Game.Exchange
    • 39 vues
  14. Smooth ·
    Confirms a new sale of yours in the auction house: the item, its price and its delay. Kind event · Area Game.Exchange Your ExchangeObjectMovePricedRequest succeeded: the lot is now on sale. Add it to your list of items on sale (the list ExchangeBidSellerStartedEvent gave you). - item (BidItem): the lot on sale. Its uid is the SALE's id in the auction house, not the uid your stack had in your inventory. - price: the price you asked for the whole lot, in kamas. - unsold_delay: how long the lo
    • summary: Confirms a new sale of yours in the auction house: the item, its price and its delay.
    • area: Game.Exchange
    • 40 vues
  15. Smooth ·
    The market prices of one item: its average price and the cheapest price listed per lot size. Kind event · Area Game.Exchange The answer to ExchangeBidHousePriceRequest. Use it to choose the price of the lot you are about to sell with ExchangeObjectMovePricedRequest. 1. Check object_gid: the item these prices are for (the gid you asked about). 2. Read average_price: the item's average price, in kamas. -1 means the house has no average for it; the official client then shows a placehold
    • summary: The market prices of one item: its average price and the cheapest price listed per lot size.
    • area: Game.Exchange
    • 48 vues
  16. Smooth ·
    The auction house is open in sell mode: its selling conditions and the items you already have on sale. Kind event · Area Game.Exchange You are now in the auction house's sell screen. 1. Read selling_conditions (SellingConditions): which item types this house accepts, the level cap, the sale tax and the modification tax. 2. Read objects: one ItemToSellInBid per item you ALREADY have on sale here, with its price and remaining delay. An empty list means you sell nothing here yet. In a
    • summary: The auction house is open in sell mode: its selling conditions and the items you already have on sale.
    • area: Game.Exchange
    • 45 vues
  17. Smooth ·
    The current exchange window (trade, storage, auction house...) is closed by the server. Kind event · Area Game.Exchange Your current exchange is over: close its window and forget its state. 1. Check dialog_type. The client only acts when it is DIALOG_EXCHANGE (DialogType); other dialogs close through other messages. 2. Read success: whether the exchange ended successfully (a completed trade) or was simply closed. Switching an auction house from buy to sell mode sends this with succes
    • summary: The current exchange window (trade, storage, auction house...) is closed by the server.
    • area: Game.Exchange
    • 44 vues
  18. Smooth ·
    The ids of the items of one item type in the open auction house. Kind event · Area Game.Exchange The answer to ExchangeBidHouseTypeRequest. 1. Match it to your request by object_type: the client looks up the category it built from the auction house's types with this id. 2. Treat type_description as the item ids (GIDs) of that category. The client turns them into the item list of the buy window. 3. To see the offers for one of those items, ask for that item (the client sends its searc
    • summary: The ids of the items of one item type in the open auction house.
    • area: Game.Exchange
    • 42 vues
  19. Smooth ·
    Every listing of one item in the open auction house: the answer to a search request. Kind event · Area Game.Exchange The answer to ExchangeBidHouseSearchRequest. 1. Match it to your request by object_gid. 2. Replace what you know about that item's listings with item_descriptions: one BidExchangerObject per listing. An empty list means nobody sells that item here right now. 3. To buy one, use that listing's object_uid and one of its prices. object_type is the item's category; the client
    • summary: Every listing of one item in the open auction house: the answer to a search request.
    • area: Game.Exchange
    • 42 vues
  20. Smooth ·
    End-of-fight statistics: one detailed block per fighter, plus a summary block. Kind event · Area Game.Fight The statistics of the fight that just ended, for the results screen. WHEN IT ARRIVES. Right after FightEndEvent (3.7.10.10 capture: FightEndEvent, then this event, then AlterationsEvent). WHAT TO DO WHEN YOU RECEIVE IT 1. FightStatisticsEvent.detailed_statistics: for each fighter id, that fighter's DetailedStatistics (damage, heals, shields, AP and MP, kills, and the fighter's id
    • summary: End-of-fight statistics: one detailed block per fighter, plus a summary block.
    • area: Game.Fight
    • 46 vues
  21. Smooth ·
    Who besides the owner may enter the haven bag: a two-bit mask, friends and guild members. Kind event · Area Game.Haven.Bag Read permissions as a bit mask: bit 0 (value 1) shared with friends bit 1 (value 2) shared with guild members 0 means private (owner only), 3 means both. 1. Store the whole value. The client keeps it as the bag's current permissions and redraws its two share toggles from it; it does nothing else with the message. 2. Treat it as a replacement, not a change: the
    • summary: Who besides the owner may enter the haven bag: a two-bit mask, friends and guild members.
    • area: Game.Haven.Bag
    • 41 vues
  22. Smooth ·
    A whole item stack left your inventory: remove it. Kind event · Area Game.Inventory Remove the stack object_uid from your inventory, ALL of it. 1. Find the stack whose uid is object_uid (the uid of ObjectItem, not the gid). 2. Delete it entirely, and any shortcut that points to it. When only PART of a stack goes away, the server sends ObjectQuantityEvent with the new quantity instead. In the capture, selling a whole stack in the auction house (ExchangeObjectMovePricedRequest) sends this r
    • summary: A whole item stack left your inventory: remove it.
    • area: Game.Inventory
    • 44 vues
  23. Smooth ·
    Long-running stagings of the current map: which sequences are running and since when, so the client can join them at the right point. Kind event · Area Game.Roleplay Lists the map stagings that are ALREADY RUNNING and since when. A staging is a scripted sequence of map effects (see StagingEvent): objects moving, materials and particles animating, sounds and music changing. A persistent one keeps running over time, so a player who arrives late must join it where it is, not restart it. WHY IT E
    • summary: Long-running stagings of the current map: which sequences are running and since when, so the client can join them at the right point.
    • area: Game.Roleplay
    • 37 vues
  24. Smooth ·
    The complete list of your character's alterations (lasting effects with an expiry). Kind event · Area Game.Character The complete set of your character's alterations: lasting effects (boosts, maluses, states) that expire after a date or a number of fights. WHAT TO DO WHEN YOU RECEIVE IT 1. For each entry of AlterationsEvent.alterations (an Alteration), store or replace the alteration keyed by its id. 2. The client then publishes the whole set it holds; treat the list as the current st
    • summary: The complete list of your character's alterations (lasting effects with an expiry).
    • area: Game.Character
    • 31 vues
  25. Smooth ·
    One spell modifier now applies to a fighter: add it to that fighter's modifiers. Kind event · Area Game.Spell Adds ONE modifier to ONE fighter. It is a change, not the whole list (FightControlEvent.spell_modifiers replaces the whole list). WHAT TO DO WHEN YOU RECEIVE IT 1. FIND the modifiers of the fighter ApplySpellModifierEvent.actor_id. Start an empty set if the fighter has none yet. 2. FIND the entry for the modifier's spell and modifier type (see SpellModifier). Create it wh
    • summary: One spell modifier now applies to a fighter: add it to that fighter's modifiers.
    • area: Game.Spell
    • 26 vues

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