Protobuf Objects¶
The game used protobuf objects to communicate with the server. For technical reasons, TNZ server part uses JSON to represent them. This page contains the name of the fields inside that objects and their type.
int¶
C# Signed 32-bit integer (from -2,147,483,648 to 2,147,483,647)
Timestamp¶
UTC date and time (string) with this format: "2026-04-16T20:43:39Z"
AdventureAccessWarpPointRequest¶
warpPointId: int
currentLocation: CurrentLocation
AdventureAccessWarpPointResponse¶
changedResources: Resources
areaObjects: RepeatedField<AreaObject>
AdventureAcquireAreaItemRequest¶
areaItemId: int
currentLocation: CurrentLocation
AdventureAcquireAreaItemResponse¶
areaItem: AreaItem
rewards: RepeatedField<Rewards>
changedResources: Resources
areaObjects: RepeatedField<AreaObject>
AdventureAreaObjectRequest¶
areaId: int
AdventureAreaObjectResponse¶
areaObjects: RepeatedField<AreaObject>
areaItems: RepeatedField<AreaItem>
bloodStains: RepeatedField<BloodStain>
AdventureFindGraffitiRequest¶
graffitiArtId: int
currentLocation: CurrentLocation
AdventureFindGraffitiResponse¶
rewards: RepeatedField<Reward>
changedResources: Resources
AdventureHospitalRequest¶
currentLocation: CurrentLocation
AdventureMoveToAreaRequest¶
areaId: int
currentLocation: CurrentLocation
respawnAtHospital: bool
AdventureMoveToAreaResponse¶
changedResources: Resources
areaChangeLocks: RepeatedField<AreaChangeLock>
areaBehavior: AreaBehavior
areaBgm: AreaBgm
AdventureReadSequenceRequest¶
sequenceRequestIds: RepeatedField<int>
nineSequences: RepeatedField<NineSequenceRequest>
miniGameId: int?
areaType: int
areaKeyId: int
currentLocation: CurrentLocation
AdventureReadSequenceResponse¶
areaObjects: RepeatedField<AreaObject>
rewards: RepeatedField<Rewards>
changedResources: Resources
deletedCharacterIds: RepeatedField<int>
AdventureReleaseEventLiftRequest¶
eventLiftId: int
currentLocation: CurrentLocation
AdventureTrackTargetRequest¶
warpPointId: int?
fieldBossId: int?
dungeonId: int?
AdventureUpdateCharacterStatusRequest¶
characterUpdates: RepeatedField<CharacterUpdate>
AdventureWarpAreaLocatorRequest¶
warpAreaType: int
warpAreaId: int
AuthNonceResponse¶
nonce: string
AuthSignInRequest¶
deviceSecret: string
deviceUniqueId: string
deviceToken: string
deviceModel: string
clientDigest: string
AuthSignInResponse¶
sessionToken: string
deviceChanged: bool
language: int
AuthSignUpAppleRequest¶
deviceSecret: string
deviceUniqueId: string
deviceModel: string
idToken: string
execute: bool
AuthSignUpAppleResponse¶
userId: long
userName: string
language: int
isDeleted: bool
AuthSignUpGoogleRequest¶
deviceSecret: string
deviceUniqueId: string
deviceModel: string
idToken: string
code: string
codeVerifier: string
execute: bool
AuthSignUpGoogleResponse¶
userId: long
userName: string
language: int
isDeleted: bool
AuthSignUpPasscodeRequest¶
deviceSecret: string
deviceUniqueId: string
deviceModel: string
userId: long
passcode: string
execute: bool
AuthSignUpPasscodeResponse¶
userName: string
language: int
isDeleted: bool
AuthSignUpRequest¶
deviceSecret: string
deviceUniqueId: string
deviceModel: string
language: int?
locale: int?
AuthSignUpResponse¶
userId: long
AuthSteamUserRequest¶
sessionTicket: string
AuthSteamUserResponse¶
userId: long
BattleFinishRequest¶
battleResult: BattleResult
characterUpdates: RepeatedField<CharacterUpdate>
battleTaskTopics: RepeatedField<BattleTaskTopic>
encounteredEnemyIds: RepeatedField<int>
battleTimeSecond: int
taskConditionResult: BattleTaskConditionResult
BattleFinishResponse¶
rewards: RepeatedField<Rewards>
ignoredRewards: RepeatedField<Resource>
changedResources: Resources
characterExps: RepeatedField<CharacterExp>
areaObjects: RepeatedField<AreaObject>
moveToAreaLocatorId: int?
fractalViseUpdate: FractalViseUpdate
BattleRestartRequest¶
lineCharacterIds: RepeatedField<int>
encounteredEnemyIds: RepeatedField<int>
isDifficultyDecrease: bool
BattleRestartResponse¶
characters: RepeatedField<Character>
tensionCards: RepeatedField<TensionCard>
battleParameters: RepeatedField<BattleParameter>
battleTriggers: RepeatedField<BattleTrigger>
advantageType: BattleAdvantageType
characterDishes: RepeatedField<CharacterDish>
wonResultType: BattleWonResultType
abilityEnigmaId: int?
changedResources: Resources
guestCharacters: RepeatedField<GuestCharacter>
difficultyDecreaseCount: int
BattleSkipRequest¶
battleEntryId: int
battleTrigger: BattleTrigger
currentLocation: CurrentLocation
lineCharacterIds: RepeatedField<int>
BattleSkipResponse¶
rewards: RepeatedField<Rewards>
ignoredRewards: RepeatedField<Resource>
changedResources: Resources
characterExps: RepeatedField<CharacterExp>
areaObjects: RepeatedField<AreaObject>
BattleStartRequest¶
battleEntryIds: RepeatedField<int>
lineCharacterIds: RepeatedField<int>
battleTriggers: RepeatedField<BattleTrigger>
advantageType: BattleAdvantageType
isAttackHit: bool
currentLocation: CurrentLocation
bloodStainLocation: BloodStainLocation
BattleStartResponse¶
characters: RepeatedField<Character>
tensionCards: RepeatedField<TensionCard>
battleParameters: RepeatedField<BattleParameter>
battleTriggers: RepeatedField<BattleTrigger>
advantageType: BattleAdvantageType
changedResources: Resources
characterDishes: RepeatedField<CharacterDish>
wonResultType: BattleWonResultType
abilityEnigmaId: int?
guestCharacters: RepeatedField<GuestCharacter>
difficultyDecreaseCount: int
ChangedResourcesResponse¶
changedResources: Resources
CharacterCostumeUpdateRequest¶
characterCostumeId: int
CharacterEnhanceRequest¶
characterId: int
consumedItems: RepeatedField<ConsumedItem>
CharacterEquipRequest¶
characterId: int
gearSlot1: int?
gearSlot2: int?
gearSlot3: int?
CharacterItemPresentRequest¶
characterId: int
itemId: int
quantity: int
CharacterLimitBreakRequest¶
characterId: int
limitBreakCount: int
CharacterLimitBreakResponse¶
changedResources: Resources
rewards: RepeatedField<Rewards>
CharacterRankEnhanceRequest¶
characterId: int
CharacterRankEnhanceResponse¶
changedResources: Resources
rewards: RepeatedField<Rewards>
CharacterSkillPanelEnhanceRequest¶
characterSkillPanelId: int
level: int
CharacterSkillPanelEnhanceResponse¶
changedResources: Resources
rewards: RepeatedField<Rewards>
CharacterSkillPanelResetRequest¶
characterId: int
CharacterSkillPanelResetResponse¶
changedResources: Resources
rewards: RepeatedField<Rewards>
CityReleaseGearShopRequest¶
cityId: int
DebugChallengeClearRequest¶
challengeId: int
DebugChallengeClearResponse¶
rewards: RepeatedField<Rewards>
changedResources: Resources
deletedCharacterIds: RepeatedField<int>
DebugJiraTokenResponse¶
token: string
DebugMailSendRequest¶
count: int
DebugShopPurchaseRequest¶
shopProductId: int
DebugUserBulkResourceRequest¶
types_: RepeatedField<int>
stackableResourceRate: int
entityCount: int
DebugXbPvpSpecifyEnemyRequest¶
enemyUserId: long?
DishOrderRequest¶
dishId: int
currentLocation: CurrentLocation
DungeonAcquireAreaItemRequest¶
dungeonDifficultyId: int
entityId: int
DungeonAcquireAreaItemResponse¶
rewards: RepeatedField<Rewards>
changedResources: Resources
dungeonAreaItem: DungeonAreaItem
DungeonBattleSkipRequest¶
dungeonDifficultyId: int
entityId: int
lineCharacterIds: RepeatedField<int>
DungeonBattleStartRequest¶
dungeonDifficultyId: int
entityIds: RepeatedField<int>
lineCharacterIds: RepeatedField<int>
advantageType: BattleAdvantageType
isAttackHit: bool
DungeonEntryRequest¶
dungeonId: int
currentLocation: CurrentLocation
DungeonEntryResponse¶
currentDungeonDifficultyId: int?
prevAccessDungeonDifficultyId: int?
changedResources: Resources
DungeonFinishRequest¶
dungeonDifficultyId: int
DungeonResumeRequest¶
dungeonDifficultyId: int
DungeonResumeResponse¶
dungeonState: DungeonState
dungeonEnemies: RepeatedField<DungeonEnemy>
dungeonAreaItems: RepeatedField<DungeonAreaItem>
DungeonStartRequest¶
dungeonDifficultyId: int
bulkConsumeCount: int
bloodStainLocation: BloodStainLocation
DungeonStartResponse¶
dungeonState: DungeonState
dungeonEnemies: RepeatedField<DungeonEnemy>
dungeonAreaItems: RepeatedField<DungeonAreaItem>
changedResources: Resources
EventFinishNodeRequest¶
eventFloorNodeId: int
clearedAchievementIds: RepeatedField<int>
isConsumeItem: bool
result: EventFloorNodeQuestResult
questResult: QuestResult
EventFinishNodeResponse¶
rewards: RepeatedField<Reward>
changedResources: Resources
FieldBossEntryRequest¶
fieldBossId: int
currentLocation: CurrentLocation
FieldBossEntryResponse¶
changedResources: Resources
prevAccessFieldBossDifficultyId: int?
FollowAddRequest¶
userId: long
FollowAddResponse¶
followedAt: Timestamp
changedResources: Resources
FollowDetailRequest¶
userId: long
FollowDetailResponse¶
characterLikabilities: RepeatedField<CharacterLikability>
FollowListResponse¶
users: RepeatedField<FollowUser>
FollowRemoveRequest¶
userId: long
FollowRemoveResponse¶
deletedResources: ResourceEntities
FollowSearchRequest¶
userId: long
FollowSearchResponse¶
user: FollowUser
FormationSwitchRequest¶
formationNumber: int
FormationUpdateRequest¶
number: int
members: FormationMembers
cards: FormationCards
FractalViseAcquireAreaItemRequest¶
fractalViseAreaId: int
entityId: int
currentLocation: CurrentLocation
FractalViseAcquireAreaItemResponse¶
changedFractalViseArea: FractalViseArea
rewards: RepeatedField<Rewards>
changedResources: Resources
FractalViseBattleStartBossBattleRequest¶
fractalViseId: int
fractalViseBossDifficultyId: int
lineCharacterIds: RepeatedField<int>
currentLocation: CurrentLocation
bloodStainLocation: BloodStainLocation
FractalViseBattleStartRequest¶
fractalViseAreaId: int
entityIds: RepeatedField<int>
lineCharacterIds: RepeatedField<int>
advantageType: BattleAdvantageType
isAttackHit: bool
currentLocation: CurrentLocation
bloodStainLocation: BloodStainLocation
FractalViseBossDifficultyRequest¶
fractalViseId: int
currentLocation: CurrentLocation
FractalViseBossDifficultyResponse¶
fractalViseBossDifficulties: RepeatedField<FractalViseBossDifficulty>
difficultyReleased: bool
changedResources: Resources
FractalViseClearRequest¶
fractalViseId: int
FractalViseClearResponse¶
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
changedResources: Resources
FractalViseNextAreaInfo¶
fractalViseAreaId: int
clearRate: float?
treasureBoxAcquiredCount: int
treasureBoxTotalCount: int
FractalViseNextAreaRequest¶
fractalViseAreaId: int
FractalViseNextAreaResponse¶
changedFractalViseArea: FractalViseArea
nextAreaInfo: RepeatedField<FractalViseNextAreaInfo>
bloodStains: RepeatedField<BloodStain>
changedResources: Resources
FractalViseResumeRequest¶
fractalViseId: int
FractalViseResumeResponse¶
fractalViseAreas: RepeatedField<FractalViseArea>
nextAreaInfo: RepeatedField<FractalViseNextAreaInfo>
bloodStains: RepeatedField<BloodStain>
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
changedResources: Resources
FractalViseRetireRequest¶
fractalViseId: int
FractalViseRetireResponse¶
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
changedResources: Resources
FractalViseRewardsReceiveMissionParam¶
fractalViseId: int
fractalViseMissionIds: RepeatedField<int>
FractalViseRewardsReceiveRequest¶
receiveMission: FractalViseRewardsReceiveMissionParam
isReceiveTotalScoreRewards: bool
FractalViseRewardsReceiveResponse¶
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
rewards: RepeatedField<Reward>
changedResources: Resources
FractalViseRewardsTopRequest¶
currentLocation: CurrentLocation
FractalViseRewardsTopResponse¶
fractalViseId: int?
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
isChallengeableFractalViseBoss: bool
rewards: RepeatedField<Reward>
changedResources: Resources
FractalViseStartRequest¶
fractalViseId: int
FractalViseStartResponse¶
fractalViseAreas: RepeatedField<FractalViseArea>
nextAreaInfo: RepeatedField<FractalViseNextAreaInfo>
bloodStains: RepeatedField<BloodStain>
changedResources: Resources
FractalViseUpdate¶
changedFractalViseArea: FractalViseArea
enemyScores: RepeatedField<int>
fractalViseTotalScore: FractalViseTotalScore
fractalViseMissions: RepeatedField<FractalViseMission>
GachaExecuteRequest¶
gachaId: int
gachaButtonId: int
clientTimestamp: Timestamp
GachaExecuteResponse¶
drawnCards: RepeatedField<GachaCard>
drawnRewards: RepeatedField<Reward>
changedResources: Resources
gacha: Gacha
rewards: RepeatedField<Rewards>
GachaListResponse¶
gachas: RepeatedField<Gacha>
gachaRateSets: RepeatedField<GachaRateSet>
gachaHistories: RepeatedField<GachaHistory>
changedResources: Resources
gachaCharacters: RepeatedField<Character>
GachaSelectRequest¶
gachaId: int
gachaCardId: int
GachaSelectResponse¶
changedResources: Resources
gachaCategoryState: GachaCategoryState
receivedRewards: RepeatedField<Reward>
GearCompressRequest¶
gearEntityIds: RepeatedField<int>
GearCompressResponse¶
changedResources: Resources
deletedResources: ResourceEntities
rewards: RepeatedField<Rewards>
GearEnhanceRequest¶
gearEntityId: int
consumedGearEntityIds: RepeatedField<int>
consumedItems: RepeatedField<ConsumedItem>
GearEnhanceResponse¶
changedResources: Resources
deletedResources: ResourceEntities
GearLockRequest¶
gearEntityIds: RepeatedField<int>
GearUnlockRequest¶
gearEntityIds: RepeatedField<int>
HappyWorkerCancelRequest¶
happyWorkerItemId: int
HappyWorkerCancelResponse¶
happyWorkerItem: HappyWorkerItem
changedResources: Resources
HappyWorkerListRequest¶
currentLocation: CurrentLocation
HappyWorkerListResponse¶
happyWorkerItems: RepeatedField<HappyWorkerItem>
changedResources: Resources
HappyWorkerStartRequest¶
happyWorkerItemId: int
HappyWorkerStartResponse¶
happyWorkerItem: HappyWorkerItem
changedResources: Resources
ItemExchangeRequest¶
itemExchangeId: int
count: int
consumedItemIds: RepeatedField<int>
currentLocation: CurrentLocation
ItemOpenSelectBoxRequest¶
selectBoxChoices: RepeatedField<SelectBoxChoice>
ItemRequestCollectResponse¶
changedResources: Resources
ItemRequestFulfillRequest¶
userId: long
deliveryRequestItemId: int
ItemRequestFulfillResponse¶
changedResources: Resources
deliveryCount: int
ItemRequestGetResponse¶
itemRequest: ItemRequest
isPublished: bool
ItemRequestListResponse¶
itemRequests: RepeatedField<ItemRequest>
users: RepeatedField<FollowUser>
deliveryCount: int
ItemRequestPublishRequest¶
deliveryRequestItemId: int
ItemRequestPublishResponse¶
itemRequest: ItemRequest
ItemSellRequest¶
items: RepeatedField<ConsumedItem>
ItemSynthesizeRequest¶
itemSynthesisId: int
count: int
currentLocation: CurrentLocation
ItemUseRequest¶
itemId: int
count: int
characterId: int
ItemUseSupplyGearEffectRequest¶
itemId: int
baseGearEntityId: int
ItemUseSupplyRequest¶
itemId: int
count: int
characterId: int?
LoginBonusReceiveRequest¶
loginBonusId: int
LoginBonusReceiveResponse¶
changedResources: Resources
MailDeleteRequest¶
entityIds: RepeatedField<int>
MailDeleteResponse¶
changedResources: Resources
list: MailList
MailListResponse¶
list: MailList
changedResources: Resources
MailOpenRequest¶
entityIds: RepeatedField<int>
MailOpenResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
overflowedRewards: RepeatedField<Resource>
list: MailList
MissionCountRewardReceiveRequest¶
missionCountRewardId: int
MissionCountRewardReceiveResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
MissionReceiveRequest¶
missionIds: RepeatedField<int>
MissionReceiveResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
NewsListRequest¶
language: int
NewsListResponse¶
news: RepeatedField<NewsItem>
NewsUserListResponse¶
news: RepeatedField<NewsItem>
ProfileUpdateBadgesRequest¶
profileBadgeIds: RepeatedField<int>
ProfileUpdateBannerRequest¶
profileBannerId: int
ProfileUpdateCharacterLikabilityScaleRequest¶
scale: int
ProfileUpdateNameRequest¶
name: string
PurchaseHistoryResponse¶
histories: RepeatedField<PurchaseHistory>
PurchaseSessionPublishRequest¶
purchaseSessionId: string
eventType: string
transactionId: string
productId: string
clientCurrency: string
clientPrice: double?
purchaseData: string
dataSignature: string
receipt: string
failureReason: string
PurchaseSessionStartRequest¶
shopProductId: int
PurchaseSessionStartResponse¶
purchaseSessionId: string
transactionId: string
PurchaseVerifyRequest¶
purchaseSessionId: string
transactionId: string
clientCurrency: string
clientPrice: double?
purchaseData: string
dataSignature: string
RecipeShopPurchaseRequest¶
recipeShopId: int
RefundApplicationGetResponse¶
refundApplication: RefundApplication
profileName: string
refundPurchase: RefundPurchase
refundPaidGem: RefundPaidGem
RefundApplicationRequestRefundRequest¶
isSkipItunesGoogleplay: bool
bank: RefundDestinationBank
paypal: RefundDestinationPaypal
wise: RefundDestinationWise
overseaBank: RefundDestinationOverseaBank
RefundApplicationRequestRefundResponse¶
refundApplication: RefundApplication
RefundApplicationSendVerificationCodeResponse¶
cooldownAt: Timestamp
RefundApplicationUpdateEmailIdRequest¶
emailId: string
RefundApplicationUpdateEmailIdResponse¶
refundApplication: RefundApplication
RefundApplicationVerifyEmailIdRequest¶
verificationCode: int
RefundApplicationVerifyEmailIdResponse¶
refundApplication: RefundApplication
RuledBattleStartRequest¶
ruledBattleId: int
SeasonPassPurchasePaidPassRequest¶
seasonId: int
purchaseUpper: bool
SeasonPassPurchasePaidPassResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
SeasonPassReceiveAllRequest¶
seasonId: int
SeasonPassReceiveAllResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
SeasonPassReceiveRequest¶
seasonId: int
seasonPassTierId: int
seasonPassType: int
SeasonPassReceiveResponse¶
changedResources: Resources
rewards: RepeatedField<Reward>
SeasonPassTierPurchaseRequest¶
seasonId: int
purchaseCount: int
ShopCycleUpdateShopPurchaseRequest¶
cycleUpdateShopId: int
clientTimestamp: Timestamp
ShopCycleUpdateShopReleaseRequest¶
cycleUpdateShopId: int
ShopGearShopListRequest¶
shopId: int
ShopGearShopListResponse¶
shopGearState: ShopGearState
ShopGearShopPurchaseRequest¶
shopGearProductId: int
quantity: int
ShopGearShopPurchaseResponse¶
changedResources: Resources
shopGearState: ShopGearState
ShopGemListResponse¶
shopProducts: RepeatedField<ShopProduct>
storeProducts: RepeatedField<StoreProduct>
monthlyBillingAmount: int
ShopPurchaseRequest¶
shopProductId: int
quantity: int
ShopRandomCostumeListRequest¶
shopId: int
ShopRandomCostumeListResponse¶
characterCostumeIds: RepeatedField<int>
expiresAt: Timestamp
ShopRandomCostumePurchaseRequest¶
shopId: int
characterCostumeId: int
StaminaPurchaseRequest¶
count: int
StaminaUseItemRequest¶
itemId: int
count: int
SubsystemStatusResponse¶
shop: SubsystemStatus
gacha: SubsystemStatus
TensionCardDisassembleRequest¶
entityIds: RepeatedField<int>
TensionCardDisassembleResponse¶
changedResources: Resources
deletedResources: ResourceEntities
TensionCardEnhanceRequest¶
consumedItems: RepeatedField<ConsumedItem>
entityId: int
TensionCardLevelLimitEnhanceRequest¶
entityId: int
TensionCardLimitBreakEnhanceRequest¶
entityId: int
consumedEntityIds: RepeatedField<int>
consumedItem: ConsumedItem
TensionCardLimitBreakEnhanceResponse¶
changedResources: Resources
deletedResources: ResourceEntities
TensionCardLockRequest¶
entityIds: RepeatedField<int>
isLock: bool
TipReleaseByBattleRequest¶
battleResult: BattleResult
TipReleaseRequest¶
tipIds: RepeatedField<int>
TipReleaseResponse¶
changedResources: Resources
areaObjects: RepeatedField<AreaObject>
TrialBattleRewardReceiveRequest¶
trialCharacterEventId: int
trialBattleId: int
TrialBattleRewardReceiveResponse¶
rewards: RepeatedField<Reward>
changedResources: Resources
TrialBattleStartRequest¶
trialCharacterEventId: int
trialBattleId: int
TutorialSkipResponse¶
moveToAreaLocatorId: int?
deletedCharacterIds: RepeatedField<int>
rewards: RepeatedField<Rewards>
changedResources: Resources
UserCrossDateResponse¶
rewards: RepeatedField<Rewards>
changedResources: Resources
UserDeleteResponse¶
willDeletedAt: Timestamp
UserLinkAppleRequest¶
idToken: string
UserLinkGoogleRequest¶
idToken: string
code: string
codeVerifier: string
UserLinksListResponse¶
apple: bool
google: bool
UserLogInResponse¶
resources: Resources
masterData: MasterData
moveToAreaLocatorId: int?
UserUpdateBirthdateRequest¶
year: int
month: int
UserUpdateLanguageRequest¶
language: int
WebSessionTokenResponse¶
token: string
XbAddCommandUnlockItemRequest¶
xbId: int
magicOrbId: int
quantity: int
XbAddCommandUnlockItemResponse¶
commandLockInfo: XbCommandLockInfo
XbFormationRequest¶
xbId: int
enemyUserId: long?
enemyCpuUserId: int?
XbFormationResponse¶
playerMembers: RepeatedField<XbMember>
enemyMembers: RepeatedField<XbMember>
playerRecommendedMembers: RepeatedField<XbMember>
allPlayerMembers: RepeatedField<XbMember>
playerTribeLogoAasPath: string
enemyTribeLogoAasPath: string
playerTeamName: string
enemyTeamName: string
isTeamEditEnabled: bool
playerPvpUserInfos: XbPvPUserInfo
enemyPvpUserInfos: XbPvPUserInfo
XbFormationUpdateRequest¶
xbId: int
playerMembers: RepeatedField<XbMemberRequest>
XbFormationUpdateResponse¶
playerMembers: RepeatedField<XbMember>
XbMemberRequest¶
characterId: int?
xbCharacterId: int?
battingOrder: int
position: int
XbPlayRequest¶
xbId: int
zoneAreaIndex: int
commandId: int
magicOrbId: int?
isAtBatSkip: bool
XbPlayResponse¶
currentAtBatGameInfo: XbGameInfo
nextAtBatGameInfo: XbGameInfo
result: XbGameResult
rewards: RepeatedField<Rewards>
ignoredRewards: RepeatedField<Resource>
changedResources: Resources
rankMatchRankState: XbPvpRankState
scoreBoards: RepeatedField<XbInningHalfScoreBoard>
XbPvpCasualMatchingRequest¶
enemyUserId: long?
XbPvpCasualMatchingResponse¶
enemyUserId: long?
XbPvpEntryResponse¶
rankMatchRankState: XbPvpRankState
isSeasonResetOccurred: bool
prevSeasonRankPoint: int
XbPvpFormationResponse¶
playerMembers: RepeatedField<XbMember>
allPlayerMembers: RepeatedField<XbMember>
isFormationInitialized: bool
XbPvpFormationUpdateRequest¶
playerMembers: RepeatedField<XbPvpMemberRequest>
XbPvpFormationUpdateResponse¶
playerMembers: RepeatedField<XbMember>
XbPvpMemberRequest¶
characterId: int?
xbCharacterId: int?
battingOrder: int
position: int
XbPvpQuickMatchingResponse¶
enemyUserId: long?
XbPvpRankMatchHistory¶
isPlayerWon: bool
enemyUserInfo: XbPvPUserInfo
enemyFormationMembers: RepeatedField<XbPvpMatchHistoryMember>
scoreBoards: RepeatedField<XbInningHalfScoreBoard>
executedAt: Timestamp
isCpuUser: bool
XbPvpRankMatchHistoryListRequest¶
seasonId: int
XbPvpRankMatchHistoryListResponse¶
histories: RepeatedField<XbPvpRankMatchHistory>
XbPvpRankMatchingResponse¶
enemyUserId: long?
enemyCpuUserId: int?
XbRetireResponse¶
rankMatchRankState: XbPvpRankState
XbSkillOrbStatusRequest¶
isPlayer: bool
type: int
status: int
brokenAtBatCount: int?
XbStartRequest¶
xbId: int
playerMembers: RepeatedField<XbMemberRequest>
enemyUserId: long?
enemyCpuUserId: int?
actionSequenceId: int?
XbStartResponse¶
nextAtBatGameInfo: XbGameInfo
XbStatusRequest¶
xbId: int
XbStatusResponse¶
currentAtBatGameInfo: XbGameInfo
XbUpdateSkillOrbStatusRequest¶
xbId: int
skillOrbStatuses: RepeatedField<XbSkillOrbStatusRequest>
XbUpdateSkillOrbStatusResponse¶
playerSkillOrbInfos: RepeatedField<XbSkillOrbInfo>
enemySkillOrbInfos: RepeatedField<XbSkillOrbInfo>
currentAtBatGameInfo: XbGameInfo
XbUpdateTensionRequest¶
xbId: int
tensionFluctuationIds: RepeatedField<int>
XbUpdateTensionResponse¶
playerTensionInfos: RepeatedField<XbTensionInfo>
enemyTensionInfos: RepeatedField<XbTensionInfo>
currentAtBatGameInfo: XbGameInfo
AbilityEfficacy¶
id: int
abilityEfficacyGroupId: int?
coolTimeMillisecond: int
effectCoolTimeMillisecond: int
activeTimeMillisecond: int
efficacyType: int
probability: int
activateConditions: string
deactivateConditions: string
sustainConditions: string
targetConditions: string
fValues: RepeatedField<float>
values: RepeatedField<int>
uiViewPriority: int
effectValueSteps: RepeatedField<float>
targetType: int
maximumActiveTimeMillisecond: int?
AbnormalityParam¶
attackRate: float
defenseRate: float
burstResistance: float
burstResistanceLimit: float
burstResistanceIncreaseValue: float
AbnormalityParamSet¶
oily: AbnormalityParam
pressure: AbnormalityParam
scared: AbnormalityParam
electric: AbnormalityParam
unfortified: AbnormalityParam
AdventureVariable¶
adventureVariableId: int
value: int
Area¶
areaId: int
isDark: bool
AreaBehavior¶
actionSequenceId: int
AreaBgm¶
id: int
eventName: string
AreaChangeLock¶
areaChangeLockId: int
AreaGroup¶
areaGroupId: int
AreaItem¶
areaItemId: int
acquired: bool
AreaObject¶
areaObjectId: int?
areaPointId: int
areaObjectBehaviorId: int?
areaEnemyRateSetId: int?
action: AreaObjectAction
AreaObjectAction¶
type: int
id: int
label: string
areaItemId: int?
areaEnemyId: int?
battleEntryId: int?
sequenceId: int?
graffitiArtId: int?
warpPointId: int?
fieldBossId: int?
dungeonId: int?
eventLiftId: int?
AreaObjectLock¶
areaObjectLockId: int
count: int
Attack¶
id: int
powerMultiply: float
hitbackDistance: float
attackerHitSlowTime: float
attackerHitSlowSpeed: float
defenderHitSlowTime: float
defenderHitSlowSpeed: float
hitInterval: float
blowUpParameterMasterId: int
hitConditionSkillId: int?
attackAttributes: RepeatedField<int>
BattleParameter¶
id: int
enemies: RepeatedField<Enemy>
BattleTaskConditionResult¶
usedSkills: RepeatedField<CharacterSkillCount>
enemyStabilityBreaks: RepeatedField<EnemyStabilityBreakCount>
BattleTaskTopic¶
type: BattleTaskTopicType
count: int
BattleTrigger¶
triggerType: BattleTriggerType
triggerIds: RepeatedField<int>
BloodStain¶
userId: long
userName: string
positionCoordinates: PositionCoordinates
areaEnemyId: int?
fieldBossId: int?
dungeonId: int?
fractalViseBossDifficultyId: int?
characters: RepeatedField<BloodStainCharacter>
tensionCards: RepeatedField<BloodStainTensionCard>
BloodStainCharacter¶
characterId: int
exp: int
rank: int
characterCostumeId: int?
BloodStainLocation¶
areaType: int
areaKeyId: int
positionCoordinates: PositionCoordinates
BloodStainTensionCard¶
tensionCardId: int
exp: int
limitBreak: int
BulkMail¶
id: int
subject: string
body: string
sender: string
Challenge¶
challengeId: int
state: int
clearedAt: Timestamp
expiresAt: Timestamp
ChallengeProgress¶
challengeProgressId: int
state: int
clearedAt: Timestamp
ChallengeTask¶
challengeTaskId: int
count: int
clearedAt: Timestamp
Character¶
characterId: int
exp: int
limitBreak: int
hp: int
attack: int
defense: int
maxHp: int
gearSlot1: int?
gearSlot2: int?
gearSlot3: int?
receivedAt: Timestamp
characterOwnershipType: int
dishId: int?
dishEffectCount: int
dishEffectExpiredAt: Timestamp
rank: int
criticalRate: float
criticalDamageRate: float
supportPowerRate: int
movementSpeed: float
powerRate: float
dodgeSpeed: float
damageInflictedRate: float
tensionIncreaseRate: float
cpRecastRate: float
recoveryGivenRate: float
spGaugeIncreaseRate: float
attackSpeed: float
characterCostumeId: int?
characterSkillPanel1Level: int
characterSkillPanel2Level: int
characterSkillPanel3Level: int
characterSkillPanel4Level: int
characterSkillPanel5Level: int
abnormalityParamSet: AbnormalityParamSet
trainingScore: int
trainingScoreLevelScore: int
trainingScoreRankScore: int
actionPointMax: int
actionPointRate: float
actionPointConsumption: float
damageTakenRate: float
CharacterCostume¶
characterCostumeId: int
receivedAt: Timestamp
CharacterDish¶
characterId: int
dishId: int
dishEffectCount: int
CharacterExp¶
characterId: int
exp: int
dropExp: int
CharacterLikability¶
characterId: int
likability: int
CharacterMountingPower¶
characterId: int
value: int
CharacterMountingPowerCommon¶
value: int
CharacterPiece¶
characterId: int
quantity: int
CharacterSkillCount¶
characterSkillId: int
count: int
CharacterUpdate¶
characterId: int
hp: int
City¶
cityId: int
isGearShopReleased: bool
releasedAt: Timestamp
ConsumedItem¶
itemId: int
quantity: int
ConsumedQuantifiedResource¶
type: int
id: int
quantity: int
CurrentLocation¶
areaType: int?
areaKeyId: int?
positionCoordinates: PositionCoordinates
direction: int?
CycleUpdateShopState¶
cycleUpdateShopId: int
isReleased: bool
purchasedCount: int
lastPurchasedAt: Timestamp
DailyPassState¶
dailyPassId: int
expiresAt: Timestamp
lastReceivedAt: Timestamp
Dungeon¶
dungeonId: int
isFinished: bool
DungeonAreaItem¶
entityId: int
dungeonAreaItemId: int
dungeonPieceId: int
dungeonPieceX: int
dungeonPieceY: int
dungeonPieceIndex: int
acquiredAt: Timestamp
DungeonDifficultyPiece¶
dungeonPieceId: int
x: int
y: int
rotate: int
DungeonEnemy¶
entityId: int
dungeonEnemyRateId: int
isBoss: bool
dungeonPieceId: int
dungeonPieceX: int
dungeonPieceY: int
dungeonPieceIndex: int
defeatedAt: Timestamp
DungeonState¶
dungeonDifficultyId: int
dungeonPieces: RepeatedField<DungeonDifficultyPiece>
Enemy¶
id: int
attack: int
defense: int
hp: int
isSkipEncounterAnimation: bool
hpStackCount: int?
EnemyStabilityBreakCount¶
enemyId: int
count: int
EventFloorNode¶
eventFloorNodeId: int
clearedAchievementIds: RepeatedField<int>
allAchievementClearedAt: Timestamp
unlockedAt: Timestamp
EventFloorNodeQuestResult¶
score: int
EventLift¶
eventLiftId: int
Follow¶
followUserId: long
followedAt: Timestamp
FollowInfo¶
followUserNumber: int
FollowUser¶
userId: long
followedAt: Timestamp
flowerMark: int
loggedInAt: Timestamp
cityId: int?
profile: Profile
formation: Formation
characters: RepeatedField<FollowUserCharacter>
tensionCards: RepeatedField<FollowUserTensionCard>
isXbPvpFormationInitialized: bool
profileBadgeIds: RepeatedField<int>
FollowUserCharacter¶
characterId: int
characterCostumeId: int?
FollowUserTensionCard¶
tensionCardId: int
exp: int
entityId: int
Formation¶
number: int
members: FormationMembers
cards: FormationCards
FormationCards¶
tensionCard1Id: int?
tensionCard2Id: int?
tensionCard3Id: int?
tensionCard4Id: int?
tensionCard5Id: int?
FormationMembers¶
character1Id: int?
character2Id: int?
character3Id: int?
character1OwnershipType: int?
character2OwnershipType: int?
character3OwnershipType: int?
FractalVise¶
fractalViseId: int
fractalViseScore: int
specialTreasureBoxAcquiredAt: Timestamp
inProgress: bool
currentScore: int
selectedAreaIds: RepeatedField<int>
FractalViseArea¶
fractalViseAreaId: int
enemies: RepeatedField<FractalViseAreaEnemy>
items: RepeatedField<FractalViseAreaItem>
scoreAreaItems: RepeatedField<FractalViseAreaScoreAreaItem>
FractalViseAreaEnemy¶
entityId: int
fractalVisePieceId: int
index: int
defeatedAt: Timestamp
FractalViseAreaItem¶
entityId: int
fractalVisePieceId: int
index: int
acquiredAt: Timestamp
FractalViseAreaScoreAreaItem¶
entityId: int
index: int
fractalViseScoreAreaItemId: int
acquiredAt: Timestamp
FractalViseBossDifficulty¶
fractalViseBossDifficultyId: int
defeatCount: int
FractalViseMission¶
fractalViseMissionId: int
fractalViseId: int
count: int
receivedAt: Timestamp
FractalViseTotalScore¶
totalScore: int
receivedStepCount: int
Gacha¶
gachaId: int
gachaButtonStates: RepeatedField<GachaButtonState>
gachaCategoryState: GachaCategoryState
GachaButtonState¶
gachaId: int
gachaButtonId: int
executionCount: int
lastExecutedAt: Timestamp
GachaCard¶
cardType: int
cardId: int
isAttention: bool
isSelectable: bool
gachaCardId: int
GachaCategoryState¶
gachaCategoryId: int
guaranteedCount: int
isGuaranteedPickup: bool
executionCount: int
isSelectable: bool
GachaHistory¶
gachaCategoryId: int
gachaId: int
gachaButtonId: int
costs: RepeatedField<Resource>
drawnRewards: RepeatedField<GachaReward>
executedAt: Timestamp
GachaNotification¶
latestGachaStartAt: Timestamp
executableGachaIds: RepeatedField<int>
GachaRate¶
gachaRateId: int
percentRate: string
percentRatePerCard: string
cards: RepeatedField<GachaCard>
GachaRateSet¶
gachaRateSetId: int
rows: RepeatedField<GachaRate>
GachaReward¶
type: int
id: int
alternativeRewards: RepeatedField<Resource>
Gear¶
entityId: int
gearId: int
receivedAt: Timestamp
rarity: int
isLocked: bool
subStatus1Id: int?
subStatus2Id: int?
subStatus3Id: int?
trainingScoreLevelScore: int
GearRewardStatus¶
subStatusIds: RepeatedField<int>
gearRarity: int
GearSubStatus¶
gearStatusRateSetIds: RepeatedField<int>
GraffitiArt¶
graffitiArtId: int
GuestCharacter¶
characterId: int
guestCharacterId: int
hp: int
dishId: int?
dishEffectCount: int
dishEffectExpiredAt: Timestamp
joinedAt: Timestamp
attack: int
defense: int
maxHp: int
criticalRate: float
criticalDamageRate: float
supportPowerRate: int
movementSpeed: float
powerRate: float
dodgeSpeed: float
damageInflictedRate: float
tensionIncreaseRate: float
cpRecastRate: float
recoveryGivenRate: float
spGaugeIncreaseRate: float
attackSpeed: float
abnormalityParamSet: AbnormalityParamSet
actionPointMax: int
actionPointRate: float
actionPointConsumption: float
trainingScore: int
trainingScoreLevelScore: int
trainingScoreRankScore: int
damageTakenRate: float
HappyWorkerItem¶
happyWorkerItemId: int
isCleared: bool
state: int?
Item¶
itemId: int
quantity: int
ItemRequest¶
userId: long
deliveryRequestItemId: int
publishedAt: Timestamp
fulfilledAt: Timestamp
isNew: bool
KeyTask¶
conditionId: int
count: long
name: string
LoginBonus¶
loginBonusId: int
receivedDay: int
loggedInDay: int
MagicOrb¶
magicOrbId: int
Mail¶
entityId: int
mailType: int
mailParams: MailParams
rewards: RepeatedField<Resource>
createdAt: Timestamp
openedAt: Timestamp
endAt: Timestamp
MailList¶
unopened: RepeatedField<Mail>
opened: RepeatedField<Mail>
bulkMails: RepeatedField<BulkMail>
MailParams¶
mailTemplateId: int?
subject: string
body: string
bulkMailId: int?
sender: string
MasterData¶
shopProducts: RepeatedField<ShopProduct>
Mission¶
missionId: int
count: int
receivedStepCount: int
resetAt: Timestamp
clearedAt: Timestamp
MissionCountRewardState¶
missionCountRewardId: int
receivedStepCount: int
resetAt: Timestamp
MysteryBoxDrawResult¶
cardId: int
duplicate: bool
MysteryBoxDrawResults¶
results: RepeatedField<MysteryBoxDrawResult>
NewsItem¶
newsGroupId: int
priority: int
category: int
title: string
startAt: Timestamp
editedAt: Timestamp
isImportant: bool
NewsNotification¶
updatedAt: Timestamp
importantUpdatedAt: Timestamp
NineSequence¶
nineSequenceId: int
choices: string
expiresAt: Timestamp
lastReceiveAt: Timestamp
lastReadAt: Timestamp
NineSequenceRequest¶
id: int
choices: string
Notifications¶
gacha: GachaNotification
mail: bool?
itemRequest: bool?
PositionCoordinates¶
x: float
y: float
z: float
Profile¶
name: string
profileBannerId: int
profileBadgeIds: RepeatedField<int>
characterLikabilityScale: int
ProfileBadge¶
profileBadgeId: int
receivedAt: Timestamp
ProfileBanner¶
profileBannerId: int
receivedAt: Timestamp
PurchaseHistory¶
name: string
gameTime: Timestamp
moneyAmount: int
freeAmount: int
clientPrice: double?
clientCurrency: string
PurchaseStep¶
storeProductId: int?
rewardSetId: int?
costs: RepeatedField<Resource>
name: string
description: string
QuestState¶
questId: int
clearCount: int
bestScore: int
RefundApplication¶
verifiedEmailId: string
emailIdVerifiedAt: Timestamp
acceptedAt: Timestamp
RefundDestinationBank¶
bankBranchId: int
bankAccountType: int
bankAccountNumber: int
bankAccountHolder: string
RefundDestinationOverseaBank¶
bankName: string
swiftCode: string
bankAccountNumber: string
bankAddress: string
bankAccountHolder: string
bankAccountOwnerCountry: string
bankAccountOwnerAddress: string
RefundDestinationPaypal¶
useVerifiedEmail: bool
emailId: string
RefundDestinationWise¶
useVerifiedEmail: bool
emailId: string
RefundPaidGem¶
quantity: int
purchaseCurrencies: RepeatedField<string>
RefundPurchase¶
itunesGoogleplay: RepeatedField<RefundPurchaseItem>
steam: RepeatedField<RefundPurchaseItem>
xsolla: RepeatedField<RefundPurchaseItem>
RefundPurchaseItem¶
clientCurrency: string
clientPrice: double
Resource¶
type: int
id: int
quantity: int
resourceParams: ResourceParams
ResourceEntities¶
followUserIds: RepeatedField<long>
gearEntityIds: RepeatedField<int>
tensionCardEntityIds: RepeatedField<int>
ResourceParams¶
oldLimitBreak: int?
newLimitBreak: int?
gearRewardStatus: GearRewardStatus
gearSubStatusDraw: GearSubStatus
mysteryBoxDrawResults: MysteryBoxDrawResults
Resources¶
adventureVariables: RepeatedField<AdventureVariable>
areas: RepeatedField<Area>
areaChangeLocks: RepeatedField<AreaChangeLock>
areaGroups: RepeatedField<AreaGroup>
areaObjectLocks: RepeatedField<AreaObjectLock>
challenges: RepeatedField<Challenge>
challengeProgresses: RepeatedField<ChallengeProgress>
challengeTasks: RepeatedField<ChallengeTask>
characters: RepeatedField<Character>
characterCostumes: RepeatedField<CharacterCostume>
characterLikabilities: RepeatedField<CharacterLikability>
characterMountingPowers: RepeatedField<CharacterMountingPower>
characterMountingPowerCommon: CharacterMountingPowerCommon
characterPieces: RepeatedField<CharacterPiece>
cities: RepeatedField<City>
cycleUpdateShopStates: RepeatedField<CycleUpdateShopState>
dailyPassStates: RepeatedField<DailyPassState>
dungeons: RepeatedField<Dungeon>
eventFloorNodes: RepeatedField<EventFloorNode>
eventLifts: RepeatedField<EventLift>
follows: RepeatedField<Follow>
formations: RepeatedField<Formation>
fractalVises: RepeatedField<FractalVise>
gears: RepeatedField<Gear>
graffitiArts: RepeatedField<GraffitiArt>
guestCharacters: RepeatedField<GuestCharacter>
items: RepeatedField<Item>
loginBonuses: RepeatedField<LoginBonus>
magicOrbs: RepeatedField<MagicOrb>
missions: RepeatedField<Mission>
missionCountRewardStates: RepeatedField<MissionCountRewardState>
nineSequences: RepeatedField<NineSequence>
notifications: Notifications
profile: Profile
profileBadges: RepeatedField<ProfileBadge>
profileBanners: RepeatedField<ProfileBanner>
questStates: RepeatedField<QuestState>
seasonPasses: RepeatedField<SeasonPass>
seasonPassTierStates: RepeatedField<SeasonPassTierState>
shopProductStates: RepeatedField<ShopProductState>
status: Status
synthesisRecipes: RepeatedField<SynthesisRecipe>
tensionCards: RepeatedField<TensionCard>
tips: RepeatedField<Tip>
totalTasks: RepeatedField<TotalTask>
trialBattleStates: RepeatedField<TrialBattleState>
tutorialStates: RepeatedField<TutorialState>
wallet: Wallet
warpPoints: RepeatedField<WarpPoint>
xbStatuses: RepeatedField<XbStatus>
Reward¶
type: int
id: int
quantity: int
entityId: int
resourceParams: ResourceParams
isNew: bool
isBonus: bool
overflowed: bool
discardedQuantity: int
sentAsMail: bool
oldValue: int
otherRewards: RepeatedField<Reward>
Rewards¶
type: int
contents: RepeatedField<Reward>
SeasonPass¶
seasonId: int
purchaseState: int
exp: int
weeklyExp: int
weeklyExpResetAt: Timestamp
weeklyMissionIds: RepeatedField<int>
seasonMissionSheetId: int
SeasonPassTierState¶
seasonPassTierId: int
freePassRewardReceivedAt: Timestamp
paidPassRewardReceivedAt: Timestamp
SelectBoxChoice¶
itemId: int
number: int
ShopGearPurchaseState¶
shopGearProductId: int
subGearStatusIds: RepeatedField<int>
count: int
ShopGearState¶
shopId: int
refreshAt: Timestamp
purchaseStates: RepeatedField<ShopGearPurchaseState>
ShopProduct¶
id: int
shopId: int
purchaseSteps: RepeatedField<PurchaseStep>
dailyPassId: int?
limitCount: int
resetCycle: int?
resetPeriod: int
priority: int
keyTasks: RepeatedField<KeyTask>
startAt: Timestamp
endAt: Timestamp
imagePath: string
ShopProductState¶
shopProductId: int
purchasedCount: int
nextResetAt: Timestamp
Status¶
exp: int
rank: int
gold: int
staminaWhenUpdated: int
staminaUpdatedAt: Timestamp
formationNumber: int
currentAreaType: int?
currentAreaKeyId: int?
currentPositionCoordinates: PositionCoordinates
currentDirection: int?
staminaPurchasedCount: int
birthYear: int?
birthMonth: int?
loggedInAt: Timestamp
trackingWarpPointId: int?
trackingFieldBossId: int?
trackingDungeonId: int?
enemyForcedRespawnAt: Timestamp
flowerMark: int
dishId: int?
dishEffectExpiredAt: Timestamp
dishEffectBaseGearEntityId: int?
dishEffectCount: int?
costumeToken: int
StoreProduct¶
id: int
productId: string
moneyAmount: int
freeAmount: int
price: double?
currency: string
SubsystemStatus¶
startAt: Timestamp
message: string
title: string
hideTimes: bool
SynthesisRecipe¶
synthesisRecipeId: int
TensionCard¶
tensionCardId: int
entityId: int
exp: int
limitBreak: int
receivedAt: Timestamp
maxLevel: int
abilityEfficacies: RepeatedField<AbilityEfficacy>
trainingScoreLevelScore: int
isLocked: bool
Tip¶
tipId: int
releasedAt: Timestamp
TotalTask¶
conditionId: int
count: long
TrialBattleState¶
trialBattleId: int
rewardReceivedAt: Timestamp
TutorialState¶
tutorialStatusKey: int
enabled: bool
Wallet¶
free: int
paid: int
WarpPoint¶
warpPointId: int
XbAtBatEventInfo¶
battingInfo: XbBattingInfo
battedBallInfo: XbBattedBallInfo
errorInfo: XbErrorInfo
defenseInfos: RepeatedField<XbDefenseInfo>
beforeGameSituation: XbGameSituationUpdateInfo
afterGameSituation: XbGameSituationUpdateInfo
logicEventInfos: RepeatedField<XbLogicEventInfo>
buffInfos: RepeatedField<XbBuffInfo>
XbBaseAdvanceInfo¶
isPlayer: bool
memberId: int
baseNum: int
score: int
prevScore: int
XbBattedBallInfo¶
direction: int?
isInfield: bool
runningInfos: RepeatedField<XbRunningInfo>
time: float
afterGameSituation: XbGameSituationUpdateInfo
fielderMemberId: int?
ballLevel: int
isCovered: bool
coverPenalty: float
baseAdvanceInfos: RepeatedField<XbBaseAdvanceInfo>
XbBattingInfo¶
isStrikeOut: bool
XbBlockadeZoneAreaInfo¶
prevBlockadedZoneAreaIndices: RepeatedField<int>
blockadedZoneAreaIndices: RepeatedField<int>
unblockadedZoneAreaIndices: RepeatedField<int>
XbBoutInfo¶
boutOccurred: bool
baseNumOfBout: int
baseNumOfRunner: int
runnerMemberId: int
fielderMemberId: int
isTouchOut: bool
baseAdvanceInfos: RepeatedField<XbBaseAdvanceInfo>
XbBuffInfo¶
index: int
timing: int
eventOrder: int
playerBuffMemberIds: RepeatedField<int>
enemyBuffMemberIds: RepeatedField<int>
XbClientStatus¶
previousAtBatIsOut: bool?
previousAtBatIsChance: bool?
currentAtBatIsChance: bool?
XbCommand¶
commandId: int
xbCharacterWordsId: int
isLockingCommand: bool
correctType: XbCommandCorrectType
predictedScore: int
battedBallPredictionId: int?
predictedUseSkillOrbIds: RepeatedField<int>
XbCommandLockInfo¶
commandId: int
commandLockId: int
lockItemInfos: RepeatedField<XbCommandLockItemInfo>
unlockMagicOrbId: int
XbCommandLockItemInfo¶
magicOrbId: int
status: int?
XbDefenseInfo¶
eventOrder: int
targetRunnerMemberId: int
defenseOwnBaseInfo: XbDefenseOwnBaseInfo
throwingInfo: XbThrowingBallInfo
runningInfos: RepeatedField<XbRunningInfo>
boutInfo: XbBoutInfo
beforeGameSituation: XbGameSituationUpdateInfo
afterGameSituation: XbGameSituationUpdateInfo
baseAdvanceInfos: RepeatedField<XbBaseAdvanceInfo>
XbDefenseOwnBaseInfo¶
isDefenseOwnBase: bool
fielderMemberId: int?
baseNum: int
XbErrorInfo¶
isError: bool
direction: int?
fielderMemberId: int?
errorPenalty: float
runningInfos: RepeatedField<XbRunningInfo>
afterGameSituation: XbGameSituationUpdateInfo
baseAdvanceInfos: RepeatedField<XbBaseAdvanceInfo>
XbGameInfo¶
xbId: int
index: int
topTeam: XbTeam
bottomTeam: XbTeam
currentAtBatEventInfo: XbAtBatEventInfo
xbStoryInfo: XbStoryInfo
predictedTensionInfos: RepeatedField<XbPredictedTensionInfo>
clientStatus: XbClientStatus
XbGameSituationUpdateInfo¶
inning: int
isTop: bool
isPlayerOffense: bool
batterMemberId: int
pitcherMemberId: int
currentBaseSituation: RepeatedField<int>
topTeamScore: int
bottomTeamScore: int
currentOutCount: int
isChange: bool
isGameSet: bool
isFirstAtBatInGame: bool
isFirstAtBatInHalfInning: bool
eventOrder: int
XbInningHalfScoreBoard¶
isPlayer: bool
name: string
isTop: bool
totalScore: int
hitCount: int
errorCount: int
inningScores: RepeatedField<XbInningScore>
XbInningScore¶
inning: int
score: int
XbLibrettoInfo¶
sequencePath: string
XbLogicEventInfo¶
index: int
timing: int
eventOrder: int
skillInfo: XbSkillInfo
tensionInfos: RepeatedField<XbTensionInfo>
playerSkillOrbInfos: RepeatedField<XbSkillOrbInfo>
enemySkillOrbInfos: RepeatedField<XbSkillOrbInfo>
XbMember¶
memberId: int?
xbBaseCharacterId: int
xbCharacterId: int?
characterId: int?
characterAssetId: int
level: int
position: int?
battingOrder: int?
skillIds: RepeatedField<int>
displayLevel: string
maxHp: int?
attack: int?
defense: int?
characterSkillPanelLevels: RepeatedField<int>
isGuest: bool
isDisable: bool
isVisible: bool
isHologram: bool
XbPhaseInfo¶
phaseId: int
isPhaseChanged: bool
phaseSequencePath: string
themeSequencePath: string
correctTensionFluctuationIds: RepeatedField<int>
XbPredictedTensionInfo¶
zoneAreaIndex: int
commandId: int
isPlayer: bool
tensionValue: float
tensionLv: int
isTensionMax: bool
XbPvpFormation¶
members: RepeatedField<XbMember>
trainingScore: int
XbPvpMatchHistoryMember¶
characterId: int?
xbCharacterId: int?
characterAssetId: int?
position: int?
XbPvpRankState¶
seasonId: int
rankPoint: int
rewardPoint: int
prevRankPoint: int?
prevRewardPoint: int?
maxRankPoint: int?
XbPvPUserInfo¶
name: string
userId: long
profileBannerId: int
profileBadgeIds: RepeatedField<int>
characters: RepeatedField<FollowUserCharacter>
flowerMark: int
isCpuUser: bool
rankMatchRank: int?
XbRunningInfo¶
memberId: int
startPosition: float
endPosition: float
velocity: float
time: float
XbSkillInfo¶
isPlayer: bool
memberId: int
skillId: int
XbSkillOrbInfo¶
skillOrbId: int
status: int
prevStatus: int
restBrokenAtBatCount: int
XbStatus¶
xbId: int
actionSequenceId: int?
XbStoryInfo¶
phaseInfo: XbPhaseInfo
librettoInfo: XbLibrettoInfo
commandLockInfo: XbCommandLockInfo
blockadeCharacterWordsIds: RepeatedField<int>
phaseClearProgressCount: int?
isSuddenDeath: bool?
isSuddenDeathChanged: bool?
XbSuggest¶
commandId: int
members: RepeatedField<XbSuggestMember>
XbSuggestMember¶
index: int
memberId: int
suggestionId: int
skillRank: int
XbTeam¶
name: string
tribeLogoAasPath: string
pvpUserInfo: XbPvPUserInfo
members: RepeatedField<XbMember>
batFirst: bool
isPlayerTeam: bool
inningScores: RepeatedField<int>
currentBattingOrder: int
zoneAreas: RepeatedField<XbZoneArea>
defaultZoneAreaIndex: int?
selectedCommand: XbCommand
tensionValue: float
tensionLv: int
isTensionMax: bool
blockadeZoneAreaInfo: XbBlockadeZoneAreaInfo
skillOrbInfos: RepeatedField<XbSkillOrbInfo>
XbTensionInfo¶
isPlayer: bool
skitIndex: int?
tensionValue: float
tensionLv: int
runnerMemberId: int?
isTensionMax: bool
previousTensionValue: float
previousTensionLv: int
previousIsTensionMax: bool
XbThrowingBallInfo¶
isThrown: bool
positionFrom: int
baseNumFrom: int
baseNumOfReceive: int
fielderMemberIdFrom: int?
fielderMemberIdTo: int?
time: float
ballLevel: int
XbZoneArea¶
index: int
playerSuggests: RepeatedField<XbSuggest>
enemySuggests: RepeatedField<XbSuggest>
commands: RepeatedField<XbCommand>