Difference between revisions of "Translations:Kingdoms API/16/en"

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(Importing a new version from external source)
 
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       ╚═ 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|Landscapes]]

Latest revision as of 17:41, 17 April 2020

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Message definition (Kingdoms API)
=== 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|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|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|Landscapes]]
Translation=== 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|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|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|Landscapes]]

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