Mensagemholoholo.rpc
EncounterOutProto
Resposta do método RPC ENCOUNTER (ID 102). O pedido é EncounterProto.
| Nº | Campo | Tipo | Tag |
|---|---|---|---|
| 1 | pokemon | WildPokemonProto | 0a |
| 2 | background | EncounterOutProto.Background | 10 |
| 3 | status | EncounterOutProto.Status | 18 |
| 4 | capture_probability | CaptureProbabilityProto | 22 |
| 5 | active_item | Item | 28 |
| 6 | arplus_attempts_until_flee | int32 | 30 |
| 7 | background_visual_detail | BackgroundVisualDetailProto | 3a |
| 8 | appraisal_star | int32 | 40 |
Tipos aninhados
Usado em (0)
Nenhuma mensagem tem um campo deste tipo. Costuma ser o caso dos pedidos e respostas de RPC, que circulam sozinhos.
Código .proto
// holo_protos.proto · package holoholo.rpc message EncounterOutProto { WildPokemonProto pokemon = 1; Background background = 2; Status status = 3; CaptureProbabilityProto capture_probability = 4; Item active_item = 5; int32 arplus_attempts_until_flee = 6; BackgroundVisualDetailProto background_visual_detail = 7; int32 appraisal_star = 8; enum Background { BACKGROUND_PARK = 0; BACKGROUND_DESERT = 1; BACKGROUND_BEACH = 2; BACKGROUND_LAKE = 3; BACKGROUND_RIVER = 4; BACKGROUND_OCEAN = 5; } enum Status { STATUS_ENCOUNTER_ERROR = 0; STATUS_ENCOUNTER_SUCCESS = 1; STATUS_ENCOUNTER_NOT_FOUND = 2; STATUS_ENCOUNTER_CLOSED = 3; STATUS_ENCOUNTER_POKEMON_FLED = 4; STATUS_ENCOUNTER_NOT_IN_RANGE = 5; STATUS_ENCOUNTER_ALREADY_HAPPENED = 6; STATUS_POKEMON_INVENTORY_FULL = 7; } }