protos/pogo0.431.0

Mensagemholoholo.rpc

CombatProgressTokenData

holoholo.rpc.CombatProgressTokenDataFicheiro: holo_protos.protoTipo C#: Niantic.Holoholo.Combat.CombatProgressTokenData11 camposDesde a 0.431.0

NºCampoTipoTag
1line_numberint3208
oneof token · 10 opções, só uma de cada vez
2combat_active_state_functionCombatProgressTokenData.CombatActiveStateFunction10
3combat_end_state_functionCombatProgressTokenData.CombatEndStateFunction18
4combat_ready_state_functionCombatProgressTokenData.CombatReadyStateFunction20
5combat_swap_state_functionCombatProgressTokenData.CombatSwapStateFunction28
6combat_special_move_state_functionCombatProgressTokenData.CombatSpecialMoveStateFunction30
7combat_wait_for_player_state_functionCombatProgressTokenData.CombatWaitForPlayerStateFunction38
8combat_presentation_director_functionCombatProgressTokenData.CombatPresentationDirectorFunction40
9combat_director_v2_functionCombatProgressTokenData.CombatDirectorV2Function48
10combat_state_v2_functionCombatProgressTokenData.CombatStateV2Function50
11combat_pokemon_functionCombatProgressTokenData.CombatPokemonFunction58

Tipos aninhados

Usado em (1)

Código .proto
// holo_protos.proto · package holoholo.rpc
message CombatProgressTokenData {
  int32 line_number = 1;
  oneof token {
    CombatActiveStateFunction combat_active_state_function = 2;
    CombatEndStateFunction combat_end_state_function = 3;
    CombatReadyStateFunction combat_ready_state_function = 4;
    CombatSwapStateFunction combat_swap_state_function = 5;
    CombatSpecialMoveStateFunction combat_special_move_state_function = 6;
    CombatWaitForPlayerStateFunction combat_wait_for_player_state_function = 7;
    CombatPresentationDirectorFunction combat_presentation_director_function = 8;
    CombatDirectorV2Function combat_director_v2_function = 9;
    CombatStateV2Function combat_state_v2_function = 10;
    CombatPokemonFunction combat_pokemon_function = 11;
  }

  enum CombatActiveStateFunction {
    COMBAT_ACTIVE_STATE_FUNCTION_NONE_COMBAT_ACTIVE_STATE = 0;
    COMBAT_ACTIVE_STATE_FUNCTION_ENTER_COMBAT_ACTIVE_STATE = 1;
    COMBAT_ACTIVE_STATE_FUNCTION_EXIT_COMBAT_ACTIVE_STATE = 2;
    COMBAT_ACTIVE_STATE_FUNCTION_DO_WORK_COMBAT_ACTIVE_STATE = 3;
  }

  enum CombatDirectorV2Function {
    COMBAT_DIRECTOR_V2_FUNCTION_NONE_COMBAT_DIRECTOR_V2 = 0;
    COMBAT_DIRECTOR_V2_FUNCTION_TRY_START_COMBAT = 1;
    COMBAT_DIRECTOR_V2_FUNCTION_START_COMBAT_ERROR = 2;
    COMBAT_DIRECTOR_V2_FUNCTION_RECEIVE_COMBAT_UPDATE = 3;
    COMBAT_DIRECTOR_V2_FUNCTION_TRY_FAST_ATTACK = 4;
    COMBAT_DIRECTOR_V2_FUNCTION_SWAP_POKEMON_TO = 5;
    COMBAT_DIRECTOR_V2_FUNCTION_QUEUE_SPECIAL_ATTACK = 6;
    COMBAT_DIRECTOR_V2_FUNCTION_TRY_SPECIAL_ATTACK = 7;
    COMBAT_DIRECTOR_V2_FUNCTION_TRY_EXECUTE_BUFFERED_ACTION = 8;
    COMBAT_DIRECTOR_V2_FUNCTION_CAN_ACT_ON_TURN = 9;
    COMBAT_DIRECTOR_V2_FUNCTION_CAN_PERFORM_ATTACK = 10;
    COMBAT_DIRECTOR_V2_FUNCTION_CHECK_OPPONENT_CHARGE_MOVE_CHANCE = 11;
  }

  enum CombatEndStateFunction {
    COMBAT_END_STATE_FUNCTION_NONE_COMBAT_END_STATE = 0;
    COMBAT_END_STATE_FUNCTION_ENTER_COMBAT_END_STATE = 1;
    COMBAT_END_STATE_FUNCTION_EXIT_COMBAT_END_STATE = 2;
    COMBAT_END_STATE_FUNCTION_DO_WORK_COMBAT_END_STATE = 3;
  }

  enum CombatPokemonFunction {
    COMBAT_POKEMON_FUNCTION_OBSERVE_ACTION = 0;
    COMBAT_POKEMON_FUNCTION_EXECUTE_ACTION = 1;
    COMBAT_POKEMON_FUNCTION_PAUSE_UPDATES = 2;
  }

  enum CombatPresentationDirectorFunction {
    COMBAT_PRESENTATION_DIRECTOR_FUNCTION_NONE_COMBAT_PRESENTATION_DIRECTOR = 0;
    COMBAT_PRESENTATION_DIRECTOR_FUNCTION_PLAY_MINI_GAME = 1;
  }

  enum CombatReadyStateFunction {
    COMBAT_READY_STATE_FUNCTION_NONE_COMBAT_READY_STATE = 0;
    COMBAT_READY_STATE_FUNCTION_ENTER_COMBAT_READY_STATE = 1;
    COMBAT_READY_STATE_FUNCTION_EXIT_COMBAT_READY_STATE = 2;
    COMBAT_READY_STATE_FUNCTION_DO_WORK_COMBAT_READY_STATE = 3;
  }

  enum CombatSpecialMoveStateFunction {
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_NONE_COMBAT_SPECIAL_MOVE_STATE = 0;
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_ENTER_COMBAT_SPECIAL_MOVE_STATE = 1;
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_EXIT_COMBAT_SPECIAL_MOVE_STATE = 2;
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_DO_WORK_COMBAT_SPECIAL_MOVE_STATE = 3;
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_PERFORM_FLY_IN = 4;
    COMBAT_SPECIAL_MOVE_STATE_FUNCTION_PERFORM_FLY_OUT = 5;
  }

  enum CombatStateV2Function {
    COMBAT_STATE_V2_FUNCTION_NONE_COMBAT_STATE_V2 = 0;
    COMBAT_STATE_V2_FUNCTION_OBSERVE_COMBAT_STATE = 1;
    COMBAT_STATE_V2_FUNCTION_DELAY_SPECIAL_TRANSITION = 2;
  }

  enum CombatSwapStateFunction {
    COMBAT_SWAP_STATE_FUNCTION_NONE_COMBAT_SWAP_STATE = 0;
    COMBAT_SWAP_STATE_FUNCTION_ENTER_COMBAT_SWAP_STATE = 1;
    COMBAT_SWAP_STATE_FUNCTION_EXIT_COMBAT_SWAP_STATE = 2;
    COMBAT_SWAP_STATE_FUNCTION_DO_WORK_COMBAT_SWAP_STATE = 3;
  }

  enum CombatWaitForPlayerStateFunction {
    COMBAT_WAIT_FOR_PLAYER_STATE_FUNCTION_NONE_COMBAT_WAIT_FOR_PLAYER_STATE = 0;
    COMBAT_WAIT_FOR_PLAYER_STATE_FUNCTION_ENTER_COMBAT_WAIT_FOR_PLAYER_STATE = 1;
    COMBAT_WAIT_FOR_PLAYER_STATE_FUNCTION_EXIT_COMBAT_WAIT_FOR_PLAYER_STATE = 2;
    COMBAT_WAIT_FOR_PLAYER_STATE_FUNCTION_DO_WORK_COMBAT_WAIT_FOR_PLAYER_STATE = 3;
  }
}