Already Solved
We know the format of these packets and the Azoth server already uses them. Open a packet to see its format.
What the labels mean
- Solved We know its format and the Azoth server already uses it.
- Captured We already have it in a recording. No need to record it again.
- Wanted We don't have it in a recording yet. You can help by capturing it.
- Top priority A Wanted packet the Azoth server needs first.
Combat2
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Keeps in sync a countdown on a creature or object, such as the time before a defeated creature's body disappears.
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Keeps your mana bar in sync: how much mana you have, the maximum and how fast it comes back.
Gathering5
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Tells your game that the current action with an object is over, for example when gathering finishes or you pick something up.
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Javelin::ClientMessages::InteractorComponentClientFacet_SyncInteractionValidationResult Solved #3743
The server's answer when you try to use an object: it says yes or no.
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Javelin::ClientMessages::InteractorComponentServerFacet_RequestCancelCommittedInteractionFromClient Solved #2473
Tells the server you stopped what you were doing with an object, such as walking away in the middle of gathering.
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Keeps the state of a gatherable node: healthy and ready to harvest, or used up until it comes back.
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Shows the progress ring around the [E] prompt while you gather, and keeps the server in step with how much is left to gather.
Inventory & gear10
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Your game asking the server to drop items from your bag onto the ground. The server makes a loot bag with them.
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Your game asking the server to lock or unlock an item with a padlock, so you do not drop or sell it by accident.
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Asks the server to equip an item from your bag into an equipment slot.
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Asks the server to take off something you are wearing and put it back in your bag.
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Javelin::ClientMessages::PlayerComponentServerFacet_RequestSetIsLookingThroughLoadout Solved Captured ✓ #3970
Tells the server that you opened or closed your inventory, so other players see your character react.
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The Take All button of a loot bag window: your game asks the server to move every item in the bag to your inventory.
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Takes one item (or part of a stack) out of a loot bag window and puts it in your inventory.
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Your list of owned items. The server sends it in full when you enter the world and then sends only the changes when items are added, moved or removed.
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The rarity of a loot bag lying on the ground. It sets the colour of the glow around the bag.
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Keeps your equipped gear in sync with the server: what you wear, how worn it is, your gear sets and whether the gear set panel is open.
Login & world entry7
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Your game asks the server what time of day it is, which also tells the server you are ready.
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Tells your game which level to load. It is sent when you log in and whenever the game loads a different area.
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Part of the login: the server tells your game where your character is placed in the world.
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Gives each object, creature or player in the world its identity card: what it is and which model the game should draw.
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Keeps your character's look in sync: gender, race, skin tone, hair, facial hair, eye color, face marks, scars and tattoos. Other players' looks are sent the same way when they come into view.
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The server's answer to your login: it sends back the game version, the server time and your session token.
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The server's clock, sent to your game about every three seconds so both stay in step.
Movement1
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Keeps the place of things in the world in sync: where they are, which way they face and how big they are. Used for things such as gathering nodes and loot bags.
Progression3
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Your game asks the server to spend attribute points on the attributes you picked.
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Your trade skill levels and experience: what shows in the "+N Harvesting" notice and in the level ring around the skill.
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Keeps your level and experience in sync: your level, bonus levels, experience points and rested bonus experience.
Other3
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Tells your game how long the day and night cycle is and where it is right now.
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Tells your game whether a creature should lean to match the slope of the ground it walks on.
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A once-per-second ping. The game and the server pass it back and forth to check that the connection is alive.