Difference between revisions of "Translations:Kingdoms API/16/en"
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(Importing a new version from external source) |
(Importing a new version from external source) |
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╠═ treasures : int : if player is king, then number of treasures of the kingdom, otherwise 0 | ╠═ treasures : int : if player is king, then number of treasures of the kingdom, otherwise 0 | ||
╠═ role : int : 0 = Governor, 1 = King, 2 = Duke, 3 = Vice King, 0 if not part of any kingdom | ╠═ role : int : 0 = Governor, 1 = King, 2 = Duke, 3 = Vice King, 0 if not part of any kingdom | ||
− | ╠═ externalLoginToken : string : see [[#Authentication using publicSiteKey]] | + | ╠═ externalLoginToken : string : see [[#Authentication using publicSiteKey|Authentication using publicSiteKey]] |
╚═ villages : array | ╚═ villages : array | ||
╠═ villageId : string(int) | ╠═ villageId : string(int) | ||
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╠═ resType : string : if cell is an abandoned valley or village, then resource distribution (e.g. "4446"), otherwise "0" = wilderness, "1" = outside of map radius | ╠═ resType : string : if cell is an abandoned valley or village, then resource distribution (e.g. "4446"), otherwise "0" = wilderness, "1" = outside of map radius | ||
╠═ oasis : string(int) : if cell is an oasis, then [[#Oases oasis type], otherwise "0" | ╠═ oasis : string(int) : if cell is an oasis, then [[#Oases oasis type], otherwise "0" | ||
− | ╠═ landscape : string(int) : landscape id, see [[#Landscapes]] | + | ╠═ landscape : string(int) : landscape id, see [[#Landscapes|Landscapes]] |
╚═ kingdomId : string(int) / int : kingdom id (as string) of the village ('''not''' kingdom of the village's owner), 0 (as int) if not within kingdom borders | ╚═ kingdomId : string(int) / int : kingdom id (as string) of the village ('''not''' kingdom of the village's owner), 0 (as int) if not within kingdom borders | ||
╚═ landscapes : object | ╚═ landscapes : object | ||
╚═ [ landscape id : int ] : string : relative path to the corresponding image (e.g. "layout/images/map/wood0_0_0.png"), see [[#Landscapes]] | ╚═ [ landscape id : int ] : string : relative path to the corresponding image (e.g. "layout/images/map/wood0_0_0.png"), see [[#Landscapes]] |
Revision as of 17:41, 17 April 2020
Response
╚═ response ╠═ gameworld : object ╠═ name : string : (e.g. "com1") ╠═ startTime : int : unix timestamp (seconds since January 1, 1970, UTC) ╠═ speed : int ╠═ speedTroops : int ╠═ lastUpdateTime : string(int) : unix timestamp, exact timestamp when returned data was generated ╠═ date : int : unix timestamp, start of the day (00:00:00) of returned data ╚═ version : string : always "1.0" ╠═ players : array ╠═ playerId : string(int) ╠═ name : string ╠═ tribeId : string(int) : 1 = Roman, 2 = Teuton, 3 = Gaul ╠═ kingdomId : string(int) : "0" for no kingdom ╠═ treasures : int : if player is king, then number of treasures of the kingdom, otherwise 0 ╠═ role : int : 0 = Governor, 1 = King, 2 = Duke, 3 = Vice King, 0 if not part of any kingdom ╠═ externalLoginToken : string : see Authentication using publicSiteKey ╚═ villages : array ╠═ villageId : string(int) ╠═ x : string(int) ╠═ y : string(int) ╠═ population : string(int) ╠═ name : string ╠═ isMainVillage : boolean ╚═ isCity : boolean ╠═ kingdoms : array ╠═ kingdomId : string(int) ╠═ kingdomTag : string : name of the kingdom ╠═ creationTime : string(int) : unix timestamp, exact time of kingdom creation ╚═ victoryPoints : string(int) ╚═ map ╠═ radius : string(int) : current radius of the map ╠═ cells : array ╠═ id : string(int) ╠═ x : string(int) ╠═ y : string(int) ╠═ resType : string : if cell is an abandoned valley or village, then resource distribution (e.g. "4446"), otherwise "0" = wilderness, "1" = outside of map radius ╠═ oasis : string(int) : if cell is an oasis, then [[#Oases oasis type], otherwise "0" ╠═ landscape : string(int) : landscape id, see Landscapes ╚═ kingdomId : string(int) / int : kingdom id (as string) of the village (not kingdom of the village's owner), 0 (as int) if not within kingdom borders ╚═ landscapes : object ╚═ [ landscape id : int ] : string : relative path to the corresponding image (e.g. "layout/images/map/wood0_0_0.png"), see #Landscapes