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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>