- summary: The answer to your mood change: the result and the smiley.
- area: Game.Social
The answer to your mood change: the result and the smiley.
Kind event · Area Game.Social
The server's answer to SetMoodRequest.
WHAT TO DO WHEN YOU RECEIVE IT
1. Read SetMoodEvent.result. In the capture it was absent (0) on a successful change.
Its values are not named yet (beta: OK, ERROR_UNKNOWN, ERROR_FLOOD).
2. Store SetMoodEvent.smiley_id as your mood smiley.
3. SEND NOTHING BACK.
The declared int64 is never read by the client.
When you may send it
- Requires
context_readyinferred
Related messages
- Arrives after
SetMoodRequest
Fields
| # | Field | Type | Meaning | You set it |
|---|---|---|---|---|
| 1 | smiley_id | int32 | Your mood smiley now. An id of the smileys game data. | never |
| 2 | result | type not documented yet | Whether the change succeeded. A nested enum; 0 on success in the capture. Values not named yet. | never |