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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 ·
    Current and maximum weight of the storage you have open (bank, haven-bag chest): refresh its weight bar. Kind event · Area Game.Exchange The weight of the storage you have open, NOT your own inventory's weight (InventoryWeightEvent carries that). - current_weight: what the storage holds now. - max_weight: how much it can hold. THE TWO ARE BOTH INT32. DO NOT MIX THEM UP: in the capture max_weight is 3085 and current_weight 2379. The client only redraws the storage window's weight bar from it
    • summary: Current and maximum weight of the storage you have open (bank, haven-bag chest): refresh its weight bar.
    • area: Game.Exchange
    • 30 vues
  2. Smooth ·
    A fighter already shown in the current fight changed cell, direction or look. Kind event · Area Game.Fight Updates one fighter you ALREADY show in the current fight. The record is an ActorPositionInformation: the fighter's id, its cell and direction (EntityDisposition), and its actor information with the new ActorInformation.look. WHAT TO DO WHEN YOU RECEIVE IT 1. Find the fighter by ActorPositionInformation.actor_id. It must already be known (from FightFighterShowEvent or FightSynchron
    • summary: A fighter already shown in the current fight changed cell, direction or look.
    • area: Game.Fight
    • 37 vues
  3. Smooth ·
    Everything needed to pick up a fight already in progress: the round, when the fight started, the effects in play and your fighters' spell state. Kind event · Area Game.Fight Restores a fight that is already running, typically after a reconnection. WHAT TO DO WHEN YOU RECEIVE IT 1. Set the current round to FightJoinRunningEvent.game_turn. 2. Keep FightJoinRunningEvent.fight_start, when the fight started. 3. Apply FightJoinRunningEvent.effects, the effects currently on fighters. 4. Resto
    • summary: Everything needed to pick up a fight already in progress: the round, when the fight started, the effects in play and your fighters' spell state.
    • area: Game.Fight
    • 31 vues
  4. Smooth ·
    A fighter's new spell list and spell bar for the rest of the fight. Kind event · Area Game.Fight Gives ONE fighter a new spell list and spell bar, in the middle of a fight. It is played in the fight's sequence, like the other fight events: apply it in the order received. WHAT TO DO WHEN YOU RECEIVE IT 1. FIND the fighter: FightSpellsUpdateEvent.fighter_id. It is your character or a fighter you command (see FightControlEvent). 2. REPLACE that fighter's fight spell list with FightSpells
    • summary: A fighter's new spell list and spell bar for the rest of the fight.
    • area: Game.Fight
    • 31 vues
  5. Smooth ·
    Your haven bag is now in furniture edit mode. Kind event · Area Game.Haven.Bag Switch to furniture edit mode: from now on you may move, add and remove furniture, and save the result with HavenBagFurnitureRequest. It carries nothing. Edit mode lasts until HavenBagEditFinishedEvent (empty too), which switches it off. Do not send anything back. When you may send it Requires context_ready inferred Related messages Unsolicited - nothing you send causes this inferred — the server switches
    • summary: Your haven bag is now in furniture edit mode.
    • area: Game.Haven.Bag
    • 31 vues
  6. Smooth ·
    The furniture of the haven bag you are in: one Element per piece (cell, furniture id, orientation). Kind event · Area Game.Haven.Bag Place every Element of furniture on the current map: 1. Look the piece up in the haven-bag furniture data by element_id. 2. Put it on cell cell_id. 3. Mirror it when orientation is odd. The client does nothing with the list until the haven-bag map has finished loading: if the map is not ready yet, it waits for it, then places the furniture. Do the same. Do not
    • summary: The furniture of the haven bag you are in: one Element per piece (cell, furniture id, orientation).
    • area: Game.Haven.Bag
    • 28 vues
  7. Smooth ·
    One spell modifier no longer applies to a fighter: remove it from that fighter's modifiers. Kind event · Area Game.Spell Undoes what ApplySpellModifierEvent did for ONE action type of ONE modifier. WHAT TO DO WHEN YOU RECEIVE IT 1. FIND the modifiers of the fighter RemoveSpellModifierEvent.actor_id. If it has none, stop. 2. FIND the entry for RemoveSpellModifierEvent.spell_id and RemoveSpellModifierEvent.modifier_type. If there is none, stop. 3. REMOVE that entry's values for R
    • summary: One spell modifier no longer applies to a fighter: remove it from that fighter's modifiers.
    • area: Game.Spell
    • 34 vues
  8. Smooth ·
    Your character's spell lists: its own (human) spells and the spells of its mutant form. Kind event · Area Game.Spell The spells YOUR character can cast, as two complete lists. Each list replaces the previous one; neither is a change to apply. WHAT TO DO WHEN YOU RECEIVE IT 1. REPLACE your character's normal spell list with SpellsEvent.human_spells. The client completes it with your breed's own spells (the breed's spell variants), so a breed spell missing from the list is still your
    • summary: Your character's spell lists: its own (human) spells and the spells of its mutant form.
    • area: Game.Spell
    • 39 vues
  9. Smooth ·
    How many summon points a fighter now uses: refresh its summon counter. Kind event · Area Game.Fight The summon points SummonWeightUpdatedEvent.fighter_id uses NOW. It replaces the previous value; it is not a change to add. WHAT TO DO WHEN YOU RECEIVE IT 1. STORE SummonWeightUpdatedEvent.summon_weight as that fighter's summon points in use. 2. If the fighter is your character, show it against your maximum number of summoned creatures (a characteristic): the client draws "used / ma
    • summary: How many summon points a fighter now uses: refresh its summon counter.
    • area: Game.Fight
    • 34 vues
  10. Smooth ·
    An actor on your map plays an emote (or stops one): play the named animation on it. Kind event · Area Game.Emote Someone on your map, you included, plays an emote. WHAT TO DO 1. Find the actor actor_id on the map. 2. If emote_id is 0, the actor stopped its emote (for example stood up): put it back in its normal stance. 3. Otherwise play animation (for example AnimEmoteSit) on it. It answers your own EmotePlayRequest (same emote id, your actor id), but it also arrives for every othe
    • summary: An actor on your map plays an emote (or stops one): play the named animation on it.
    • area: Game.Emote
    • 33 vues
  11. Smooth ·
    The outcome of a craft or smithing attempt in a workshop. Kind event · Area Game.Exchange The result of a craft launched with ExchangeReadyRequest. WHAT TO DO 1. Read result (CraftResult): - IMPOSSIBLE: nothing was made (invalid recipe, job level too low, no result); show the error; - SUCCESS: the item was made; show it with its quantity; - FAILED: the attempt failed; in smithing the item still changed; - NEUTRAL: neither; in smithing the item is left as it was;
    • summary: The outcome of a craft or smithing attempt in a workshop.
    • area: Game.Exchange
    • 43 vues
  12. Smooth ·
    An item was taken out of the open exchange window (craft, smithing, rune making, recycling, trade). Kind event · Area Game.Exchange An item left the exchange window you have open. WHAT TO DO 1. remote false: it left YOUR side; true: the other party removed it. 2. Remove the item object_uid from that side. 3. Ignore any other member: the client never reads it. It is the counterpart of ExchangeObjectsAddedEvent. Do not send anything back. When you may send it Requires exchange_open in
    • summary: An item was taken out of the open exchange window (craft, smithing, rune making, recycling, trade).
    • area: Game.Exchange
    • 37 vues
  13. Smooth ·
    Items were put into the open exchange window (craft, smithing, rune making, recycling, trade), by you or by the other side. Kind event · Area Game.Exchange Items were put into the exchange window you have open: a crafting, smithing, rune-making or recycling workshop, or a trade with another player. WHAT TO DO 1. remote false: the items are on YOUR side (you put them in, or the server did for you). remote true: the OTHER party put them in; in a trade the client shows them in the oth
    • summary: Items were put into the open exchange window (craft, smithing, rune making, recycling, trade), by you or by the other side.
    • area: Game.Exchange
    • 31 vues
  14. Smooth ·
    An inventory item is now at a new position (equipped in a slot, or back in the bag). Kind event · Area Game.Inventory Set the position of item object_uid to position. 1. Find the stack whose uid is object_uid (the uid of ObjectItem, not the gid). 2. Set its position: an equipment slot (0 amulet, 1 weapon, 2/4 rings, 3 belt, 5 boots, 6 hat, 7 cape, 8 pet, 9-14 Dofus, 15 shield...) or 63, the bag (not equipped). It confirms ObjectSetPositionRequest (same uid and position), but it also
    • summary: An inventory item is now at a new position (equipped in a slot, or back in the bag).
    • area: Game.Inventory
    • 38 vues
  15. Smooth ·
    Several items were added to your inventory at once. Kind event · Area Game.Inventory Several items arrive in your inventory together (quest rewards, a craft, loot...). WHAT TO DO 1. Add each of objects (ObjectItemInventory) to your inventory, as for a single ObjectAddedEvent. 2. The client also writes one ui.quest.itemObtained chat line per item. Do not send anything back. When you may send it Requires character_loaded inferred Related messages Unsolicited - nothing you send
    • summary: Several items were added to your inventory at once.
    • area: Game.Inventory
    • 36 vues
  16. Smooth ·
    The quests the character follows in the quest tracker, each with its current step and objectives. Kind event · Area Game.Quest Tells you which quests the character FOLLOWS, the ones the quest tracker shows. Each entry is a QuestActive: the quest id and its current step with that step's objectives (QuestActive.details). WHAT TO DO WHEN YOU RECEIVE IT 1. For each entry of quests, add QuestActive.quest_id to your list of followed quests. The client appends to the list it already has; it do
    • summary: The quests the character follows in the quest tracker, each with its current step and objectives.
    • area: Game.Quest
    • 38 vues
  17. Smooth ·
    The smiley packs you own besides the default one: your whole smiley set. Kind event · Area Game.Social THE WHOLE LIST, EVERY TIME. AdditionalSmileyEvent.pack_id lists every smiley pack you own on top of the default pack. The official client rebuilds its smiley set from scratch on each message, so overwrite rather than merge. WHAT TO DO WHEN YOU RECEIVE IT 1. Your packs are pack 0 (always there, never listed) plus every listed pack id. 2. The smileys you may send with SmileyRequest are the
    • summary: The smiley packs you own besides the default one: your whole smiley set.
    • area: Game.Social
    • 17 vues
  18. Smooth ·
    Which guild emblem symbol categories the character may use. Kind event · Area Game.Character Tells the client which guild emblem symbol categories the character may use. WHAT TO DO WHEN YOU RECEIVE IT 1. Keep CharacterCapabilitiesEvent.guild_emblem_symbol_category: it is a bit set of the emblem symbol categories allowed when designing a guild or alliance emblem. 2. SEND NOTHING BACK. When you may send it Requires context_ready inferred Related messages Unsolicited - nothing yo
    • summary: Which guild emblem symbol categories the character may use.
    • area: Game.Character
    • 19 vues
  19. Smooth ·
    Your chat line was refused; the error says why. Kind event · Area Game.Chat The server refused a chat line you sent, instead of echoing it. WHAT TO DO WHEN YOU RECEIVE IT 1. Read ChatErrorEvent.error (ChatErrorEvent.Error): for example ChatErrorEvent.Error.RECEIVER_NOT_FOUND when the player you whispered to is not found. 2. Do not resend the line unchanged: the same error comes back. 3. SEND NOTHING BACK. The official client prints the localized text ui.chat.error.<value> in
    • summary: Your chat line was refused; the error says why.
    • area: Game.Chat
    • 21 vues
  20. Smooth ·
    Today's date in the game calendar, printed in chat. Kind event · Area Game.Basic The game-calendar date (Dofus months and years, not the real-world date). TO SHOW IT 1. Look DateEvent.month up in the Months game data. It is 0-based: the client's own calendar code asks for month - 1 of a real date. 2. Print day, month name and year in that order: the client fills the ui.time.dateLetters text with DateEvent.day, the month name and DateEvent.year. When you may send it Requi
    • summary: Today's date in the game calendar, printed in chat.
    • area: Game.Basic
    • 20 vues
  21. Smooth ·
    A character on your map started an action that takes time, such as using an item. Kind event · Area Game.Roleplay A character started an action that lasts until a given time. The official client shows a tooltip above them for DelayedActionType.OBJECT_USE (using an item), with the item. WHAT TO DO WHEN YOU RECEIVE IT 1. DelayedActionEvent.character_id is the character acting; DelayedActionEvent.delayed_action_type says what they do. 2. For OBJECT_USE, DelayedActionEvent.object_gid is t
    • summary: A character on your map started an action that takes time, such as using an item.
    • area: Game.Roleplay
    • 23 vues
  22. Smooth ·
    A character's delayed action is over: remove its display. Kind event · Area Game.Roleplay A character's delayed action ended. WHAT TO DO WHEN YOU RECEIVE IT 1. Drop what you track for DelayedActionFinishedEvent.character_id's delayed action (the official client removes the tooltip it keyed by that character id). 2. SEND NOTHING BACK. DelayedActionFinishedEvent.delayed_action_type repeats the type; the client does not read it. The declared int32 list is never read either. When you m
    • summary: A character's delayed action is over: remove its display.
    • area: Game.Roleplay
    • 20 vues
  23. Smooth ·
    You learned one emote: add it to the emotes you know. Kind event · Area Game.Emote One emote was added to the emotes you know. EmotesEvent gave the whole list at load; this message and EmoteRemovedEvent are the changes after it. WHAT TO DO WHEN YOU RECEIVE IT 1. Add EmoteAddedEvent.emote_id to your set of known emotes. If it is already there, do nothing more: the official client ignores a duplicate. 2. From now on you may send EmotePlayRequest with that id. 3. SEND NOTHING BACK. Th
    • summary: You learned one emote: add it to the emotes you know.
    • area: Game.Emote
    • 20 vues
  24. Smooth ·
    Several actors of your map play the same emote at once. Kind event · Area Game.Emote The many-actors form of EmotePlayEvent: one emote, one animation, for a list of actors. WHAT TO DO WHEN YOU RECEIVE IT 1. For each id in EmoteMassivePlayEvent.actors_id, find that actor on the map; skip ids you do not show. 2. If EmoteMassivePlayEvent.emote_id is 0, the actors stop their emote: return them to their normal animation. 3. Otherwise play EmoteMassivePlayEvent.animation on each of t
    • summary: Several actors of your map play the same emote at once.
    • area: Game.Emote
    • 19 vues
  25. Smooth ·
    The server refused to play your emote. Kind event · Area Game.Emote The answer to an EmotePlayRequest the server will not play: an emote you do not know, or one you cannot play now. No EmotePlayEvent follows. WHAT TO DO WHEN YOU RECEIVE IT 1. Treat your last EmotePlayRequest as refused. Do not resend it as is. 2. If you play emotes from a cached list, check it against EmotesEvent, EmoteAddedEvent and EmoteRemovedEvent. 3. SEND NOTHING BACK. The message names no reason the official
    • summary: The server refused to play your emote.
    • area: Game.Emote
    • 19 vues

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