Kind struct · Area Game.Interactive
A map object whose STATE the server owns. Where InteractiveElement says what you may do with an object, this says what it currently looks like: open or closed, full or harvested.
state IS AN OPAQUE PER-ELEMENT VALUE, NOT A SHARED ENUM. The client feeds it straight to its animation layer; what state 2 means depends entirely on the element type. Compare it against the previous value for the same element rather than assigning meanings to numbers.
element_id is the SAME id as InteractiveElement.element_id and InteractiveUsedEvent.element_id. That is what makes the two element families join: the interactive record tells you a node is harvestable, this one tells you it is currently full.
cell_id is a single map cell index. A DOFUS map has 560 cells, which is why the client can safely narrow this value to 16 bits.
on_current_map FALSE MEANS DROP IT, as with interactive elements.
Not sent on its own — it travels inside the stated snapshot or update events. inferred
Used by
MapComplementaryInformationEvent StatedElementUpdatedEvent StatedMapUpdateEvent Fields
#FieldTypeMeaningYou set it 2on_current_mapboolWhether the element belongs to the map the character is standing on.never 3element_idint32Identity of the stated element, shared with the interactive element of the same object. (interactive element id)never 4cell_idint32The map cell the element stands on. (map cell id)
Range: 0-559 on a standard mapnever 5stateint32The visual state the server is putting the element into.
Opaque and per-element-type: open/closed, full/harvested and so on.
The client passes it straight to its animation layer.never
- summary: One scenery object whose visual state the server drives: a door, a lever, a gate, a harvested stump.
- area: Game.Interactive
- 68 vues