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Asterobot

Une application plein écran sur votre écran d'accueil avec notifications push, badges et plus encore.

Pour installer cette application sur iOS et iPadOS
  1. Appuyez sur Icône de partage dans Safari
  2. Faites défiler le menu et appuyez sur Ajouter à l'écran d'accueil.
  3. Appuyez sur Ajouter dans le coin supérieur droit.
Pour installer cette application sur Android
  1. Appuyez sur le menu à trois points (⋮) dans le coin supérieur droit du navigateur.
  2. Appuyez sur Ajouter à l'écran d'accueil ou Installer l'application.
  3. Confirmez en appuyant sur Installer.

Map

Follow a bot's character live on its map, walk it to a cell, take it to the next map by a side or through an exit, use doors, zaaps and resources, and travel to any map, on Full socket and MITM bots.

The Map tab of a bot page shows the map the bot's character is on, live: where the character stands, who is around and what can be used. From it you can walk the character, take it to the next map by one of the four sides, go through an exit, and use the doors, zaaps, resources and workshops of the map. It works the same for a Full socket bot and for a MITM bot (man-in-the-middle: the bot follows the game you play in Dofus).

Turn on the live map

Nothing reaches the tab until you ask for it.

  1. On the bot's page, click Map. The tab says "This bot's map isn't followed".
  2. Click Follow the map, or turn on the Live map switch at the top right.

The switch ticks the 20 map and fight messages in the Network tool's Settings, such as MapCurrentEvent, MapComplementaryInformationEvent, MapMovementEvent, InteractiveMapUpdateEvent and GameActionFightEvent. It only shows as on while all of them are ticked, and turning it on ticks any that are missing. Map under the bot's Live data settings is the same switch. The choice is saved with the bot and stays after a restart. If the change fails, "Couldn't change what this bot sends" appears with the reason.

Like every message selection, it only changes what Asteroboard shows. A script receives these messages either way.

After you turn it on, the tab can say "Waiting for a map". The position appears when the character changes map or takes a step.

The header

Item What it shows
Following the bot, or Back to the bot Whether the map on screen is the bot's. Back to the bot brings it back (Following the bot).
Coordinates, such as [4,-19] Where the bot's map is on the world map, when it's on one.
Map, such as "Map 154010882" The bot's map.
Cell, such as "Cell 300", or Cell unknown The cell the character stands on. Cell unknown means Asteroboard doesn't know yet which actor is your character: it finds out at its first step, or from its selection when Character is on in the bot's Live data settings.
Last known position, bot not connected The bot isn't connected: you see where it was last.
"Updated" and a time When the last map message arrived.
Live map The switch above.

Following the bot

The tab shows the world map and the bot's map, side by side at first. World, Map and Split at the top switch between the world map alone, the map alone and both. Your choice is remembered in this browser.

While the header says Following the bot, the map on screen goes wherever the bot goes. Opening another map pauses following: an arrow on the side of the map, an exit, a click on the world map or a map ID typed in the field. The header then offers Back to the bot, and arriving back on the bot's map any other way starts following again. The world map keeps a pin on the bot's square wherever you're looking.

The arrows on the sides of the map, and the exits listed above it, only open other maps on screen. They don't move the character. On the bot's own map, each arrow has a second button beside it, with a walking figure, that does move the character: see Leave the map by a side. The right-click menu and the double-click described below move it too.

The map is drawn exactly as on the Game page: its views, layers, exits and cell details are described in Map viewer.

What the map shows

On the bot's map only:

  • The character and every other actor the game placed on the map, drawn on their cells, walking as they walk.
  • A square on each resource the game reported: green while something can be done with it, grey until it can again.

Click a cell to select it. Selecting an actor or a resource in the lists below the map selects its cell too.

During a fight

When the character's fight starts, the map is the fight's. It has no place in the world, so the world map shows no pin for the bot until the fight ends. Every fighter stands on its cell with its life, such as 340/415, beside your character's name for yours. They move as they walk, get pushed or swap places, and a fighter that dies leaves the map. Once the fight is over, the map follows the character back into the world.

On this map

The list of who is on the bot's map: You first, then players ("Player" and their id) and monsters or NPCs ("Monster or NPC" and their id), each with their cell. Click one to show it on the map. It's filled in when the character enters a map, then kept current as actors come, move and leave. "No one seen on this map yet." means the game hasn't described anyone since the live map was turned on.

Resources and objects

The list of the map's interactive elements: resources, doors, zaaps, workshops and the exits drawn as a sun. At the top, how many are available out of how many. Each row shows:

  • the element's name from the game data, or "Element" and its id;
  • Available when it offers something right now, Unavailable when it doesn't, or its state when the game only reports that;
  • what it offers, and struck through what it refuses for now, such as a harvested field;
  • a harvest bonus such as "+20%", for resources that regrew a while ago;
  • who used it last and when, such as "Used by you at 14:02:11";
  • its cell, when the game gave one. Click the row to show it on the map;
  • a button for each action it offers now, which uses it (Use an element). An exit's button is Take this exit.

Move the character

The character can be moved once the bot is connected and the character is placed on its map. The double-click, the right-click menu and the walking buttons on the sides of the map work while the bot's map is on screen; the buttons of Resources and objects always act on the bot's map, even while you look at another one. Each time, Asterobot does what the game client does when you click: it walks the character first, then does the rest.

The bot does one movement at a time, whoever asks: you, or a script running on the bot. While a movement you asked for is under way, the controls are greyed out. A movement asked while another one is under way, from Asteroboard or from a script, is refused.

Walk to a cell

Double-click a cell, or right-click it and choose Walk here. The character walks there, around the other actors, the way the game would. When the cell can't be reached, it walks to the closest cell it can, and "Walked to the closest cell" tells you which one.

Leave the map by a side

Click the walking button beside the arrow of that side, on the bot's map. The arrow itself only opens the map beyond on screen. The character walks to the exit of that side it reaches soonest, and the bot moves to the next map. The tab follows it there as soon as the new map has arrived.

Not every cell of an edge is an exit: only the cells the map lets you leave from. When a side has no exit, or none the character can walk to, the map change fails and says so.

Choose the exit cell

On some maps, the same side leads to different maps depending on where you leave it: the top of the right side to one map, the bottom of the right side to another. Frigost's ice bridges and Astrub's cliffs are examples. To choose, leave from the cell you want:

  1. Right-click an exit cell of that side. In the Exits view of the map, exit cells are coloured as Exit.
  2. Choose Leave by the right (or the top, the bottom, the left). The menu only offers the sides that cell is an exit of.

To know which cells lead where, look at the exits listed above the map: on such a map, the exits of one side have a condition. Point at one to read "Requires:" and its condition, such as #(PC=447|PC=475|PC=503|PC=531|PC=517|PC=489|PC=461|PC=433). PC is the cell the character stands on: this exit is the one taken from those cells, here the bottom of the right edge.

Go through an exit

Some exits are a cell inside the map, drawn as a sun in the game. Right-click its cell and choose Take this exit, or click Take this exit on its row of Resources and objects. The character walks onto the cell, and the game moves it to the next map, as when you walk onto a sun in Dofus.

Use an element

Right-click the cell of an element and choose one of its actions, shown as "Use:" followed by the action's name, or click the action's button on its row of Resources and objects. The character walks within reach of the element first (next to it for most), then uses it.

The list is the place to use doors and zaaps from: many of them cover an area rather than one cell, so their actions don't show in the right-click menu. Only the actions the element offers right now are offered, and the game decides whether it accepts the use.

Note

Coming soon. Using a zaap opens its destinations in the game, but choosing one of them isn't possible from Asteroboard yet. Neither is choosing which instance of a house a house door leads to.

When it can't move

When the character can't be moved, the controls are greyed out and their tooltip says why:

Reason What to do
"The bot isn't connected." Connect the bot.
"The bot's map isn't known yet." Turn on the live map and wait for the character to change map or take a step.
"Your character isn't placed on this map yet: it is once identified, at its first step or from its selection when Character data is followed." Walk once in the game, or turn on Character in the bot's Live data settings before the character is selected.
"Map 154010113 exists, but nothing leads there from here" Only on a side's walking button: the game's travel graph has no way from this map to the one beyond that side. Leave by another side.
"Wait until your character has finished walking." Wait for the walk to end. This one appears as a notification, "Can't walk there right now".

When Asterobot couldn't do it, a notification says what failed, The walk failed, The map change failed or The use failed, followed by Asterobot's reason. The most common ones:

Reason What it means
move: the character is already moving; await the walk, map change or use in progress first A walk, map change or use is already under way, maybe from a script.
move: no exit leads off that side of the map That side has no exit cell.
move: no exit of that side can be walked to from here (cell 300) The exits of that side are out of reach, for example on the other side of a river.
move: the server refused the walk The game refused the walk.
move: the element offers several actions; name the one to use: skills 114, 44 Pick one of the element's actions in the list rather than the element.
move: the server refused the use (element 489333) The game refused the use: too far, already in use, or not possible for this character.
move: the character is still using an element A use with a duration, such as a harvest, isn't over yet.
move: the server didn't change map in time; the character is still on map 154010882 The game didn't move the character. Try again.
move: the server refused the map change; the character is still on map 154010882 The game refused to let the character leave from that cell. Try another exit.

"The game finds no way to that cell." is the walk's own message when the game has no route at all.

Full socket and MITM bots

On a MITM bot, your Dofus client shows the character walking and loading the next map, as if you had clicked. Don't click in the game at the same time: your own walk replaces the bot's, and the bot's ends with move: another walk of the character started before this one ended.

On a Full socket bot, Asterobot does what a game client would: it finishes each walk at the right moment, and after a map change it waits for the new map. The bot's connection script asks the game for the new map, as it does for every map. When no script does, for example on a bot whose script was stopped, Asterobot asks for it itself, so a map change completes either way, and the game is asked only once. A Full socket bot still needs its connection script to enter the game in the first place. See Full socket mode.

Travel to another map

The Travel card, under the map, takes the character to any map, however far, map after map: through the sides of the maps, stairs, suns, doors and ladders, along the travel map the game itself uses for the mount's autopilot.

  1. Choose the destination: open it on the world map or the map, which fills in Map id, or type its id. A click on a square of the world map lists the maps there; the route button beside one fills in Map id and shows the way there at once. A right-click on the square offers the same, as a menu.
  2. If you like, choose what to do with Steps with a condition: Only when there's no other way (the default), Whenever they save time, or Never. A step with a condition needs something Asterobot can't always check, such as a quest, an item or a level; the game decides.
  3. Click Show the way to see the steps first, each with the map it leads to and about how long it takes. The world map shows a dot on every map of the way, and the bot's map shows where the next step leaves.
  4. Click Travel.

To go straight to the map on screen, click Travel to map beside Back to the bot in the header, while you browse another map. The trip starts at once, with the card's choice for Steps with a condition.

While the bot travels, the card shows the step under way, about how long is left, and the steps the game refused. Stop ends the trip once the step under way is over, so the character never stops in the middle of a map change. A trip a script started shows the same way, and stops the same way.

When the game refuses a step, such as a locked door or an exit out of reach, the trip finds another way. When the character lands somewhere unexpected, it plans again from there, and a fight on the way is waited out. When nothing leads there, No way found says so, with Asterobot's reason, such as travel: no known way there (map 153879813 to map 191105026).

Note

Coming soon. Trips don't use zaaps, zaapis, the haven bag or potions yet. A bot inside a house leaves it first, by its door.

Trips don't use NPC transports, such as statues and boats: the game doesn't say where they lead. A place reached only by one has no way there.

Where to go next

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