Composer
I want you to act as a composer. I will provide the lyrics to a song and you will create music for it. This could include using various instruments or tools, such as synthesizers or samplers, in order...
Enables you to use skills and the skillbar and such.
Sign in to like and favorite skills
I want you to act as a composer. I will provide the lyrics to a song and you will create music for it. This could include using various instruments or tools, such as synthesizers or samplers, in order...
I want you to act as a philosopher. I will provide some topics or questions related to the study of philosophy, and it will be your job to explore these concepts in depth. This could involve conductin...
I want you to act as a personal trainer. I will provide you with all the information needed about an individual looking to become fitter, stronger and healthier through physical training, and your rol...
skillEnables you to use skills and the skillbar and such.
Note: Skills in the skillbar can have the id 0 to identify empty skillbar slots.
Asynchroneous initial message after successful join
initial - unlocked_skills // overall available skills - skillbar // your current skillbar as list of skill-ids
Synchroneous client requests.
Setting a skillbar slot:
skillbar:set - slot // the slot index of the skillbar (0-based, i.e. has to be between 0-7) - id // the id of the skill to be placed there, or 0 for deletion
Success:
skillbar:ok - skillbar // your current skillbar as list of skill-ids
Failure: (No permission to change skillbar)
skillbar:error - reason // the reason why the server couldn't perform the skillbar-change
Casting a skill:
cast - slot // the slot index on the skillbar that you want to cast - target // the entity-id of the target - if this is invalid or not set, it defaults // to your own entitys id
Success:
cast:ok
Failure: (Already casting a skill, or still recharging)
cast:error - slot // the index of the skillbar-slot that you tried to use - reason // the reason why the cast could not be performed
Asynchroneous server events.
Skill-Casting & skill-recharging: You will be notified when a player starts casting a skill and also when the casting was successful. After a cast, the skill might need to recharge. In this case the recharge time will be more than 0 and you will also be notified that a recharge has ended. If the recharge time of a skill is 0, there will be no notification that the recharge has ended (it never took place).
Notification that an entity starts to cast a skill: (This might is not sent if the casting is instantaneous)
cast:start // -> Start of the casting process, if cast-time is not 0 - entity // entity id of the caster - target // entity id of the target (defaults to caster entity id if no target given) - slot // the index of the skillbar-slot that the player used - skill // the id of the skill the player used - cast_time // the actual cast-time in milliseconds
cast:end // -> End of the casting process, if cast-time is not 0 - entity // entity id of the caster - target // entity id of the target (defaults to caster entity id if no target given) - slot // the index of the skillbar-slot that the player used - skill // the id of the skill the player used - recharge_time // the actual recharge-time in milliseconds
Skill casting failures: (Note that in a future release some of these failures might also be handled already during the start of the casting process, for example range checks and parameter checks)
cast:interrupt - entity // entity id of the caster - target // entity id of the target (defaults to caster entity id if no target given) - slot // the index of the skillbar-slot that the player used - skill // the id of the skill the player used - recharge_time // the actual recharge-time in milliseconds - reason // why the skill casting could not be performed
Skill recharge events:
recharge:end // -> End of the recharge process, if recharge-time is not 0 - entity // entity id of the caster - slot // the index of the skillbar-slot that the player used - skill // the id of the skill the player used
After-cast delay end events:
after_cast:end // -> End of the after-cast delay - entity // entity id of the caster