Census Payload Reference
Base Classes & Interfaces
- class auraxium.models.base.Payload
A payload received through the REST or WebSocket interface.
Instances of this class are read-only.
- class auraxium.models.base.RESTPayload
Bases:
PayloadA JSON payload received through the REST interface.
This
Payloadsubclass implicitly converts NULL strings toNone.
- class auraxium.models.base.FallbackMixin
A mixin class used to provide hard-coded fallback instances.
Some collections are out of date and do not contain all required data. This mixin provides a hook to insert this missing data into data types while not causing issues if the API ends up being updated to include these missing types.
Subclasses must implement the
fallback_hook()method to inject custom fallback data into the type. If no value can be provided for a given id_, aKeyErrorshould be raised.- abstractmethod static fallback_hook(id_: int) auraxium.types.CensusData
Hook for retrieving hard-coded fallback data.
Some collections are missing data or providing bad data for some or all IDs. This method provides a non-destructive hook for inserting missing data if the API cannot produce a value.
- class auraxium.models.base.ImageData(*, image_id=None, image_set_id=None, image_path=None)
Mixin dataclass for types supporting image access.
- class auraxium.models.base.Event(*, event_name, timestamp, world_id)
Bases:
PayloadAn event returned via the ESS websocket connection.
- event_name: str
The raw event name linked to this type. Generally identical to the name of the class.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Note
While this base class is defined in and accessible from the
auraxium.models.basemodule, its canonical location is theauraxium.eventnamespace.
- class auraxium.models.base.CharacterEvent
Mixin class for character-centric events.
Events inheriting from this class support subscription by character ID.
- class auraxium.models.base.WorldEvent
Mixin class for world-centric events.
Events inheriting from this class support subscription by world ID.
REST Payloads
Object-Mirror Payloads
The following payloads are used as the underlying data container for the objects defined in auraxium.ps2. To avoid needing to document these values in both places, the attribute annotations are omitted for any payloads with an exact equivalent in the auraxium.ps2 namespace.
- auraxium.collections.AbilityTypeData
alias of
AbilityType
- auraxium.collections.AchievementData
alias of
Achievement
- auraxium.collections.DirectiveTierData
alias of
DirectiveTier
- auraxium.collections.DirectiveTreeCategoryData
alias of
DirectiveTreeCategory
- auraxium.collections.DirectiveTreeData
alias of
DirectiveTree
- auraxium.collections.EffectTypeData
alias of
EffectType
- auraxium.collections.ExperienceData
alias of
Experience
- auraxium.collections.ExperienceAwardTypeData
alias of
ExperienceAwardType
- auraxium.collections.ExperienceRankData
alias of
ExperienceRank
- auraxium.collections.FacilityTypeData
alias of
FacilityType
- auraxium.collections.ItemCategoryData
alias of
ItemCategory
- auraxium.collections.MarketingBundleData
alias of
MarketingBundle
- auraxium.collections.MarketingBundleSingleData
alias of
MarketingBundleWith1Item
- auraxium.collections.MetagameEventData
alias of
MetagameEvent
- auraxium.collections.ObjectiveTypeData
alias of
ObjectiveType
- auraxium.collections.OutfitMemberData
alias of
OutfitMember
- auraxium.collections.ProjectileData
alias of
Projectile
- auraxium.collections.ResistInfoData
alias of
ResistInfo
- auraxium.collections.ResistTypeData
alias of
ResistType
- auraxium.collections.ResourceTypeData
alias of
ResourceType
- auraxium.collections.RewardTypeData
alias of
RewardType
- auraxium.collections.SkillCategoryData
alias of
SkillCategory
- auraxium.collections.VehicleAttachmentData
alias of
VehicleAttachment
- auraxium.collections.ZoneEffectData
alias of
ZoneEffect
- auraxium.collections.ZoneEffectTypeData
alias of
ZoneEffectType
Collections
- class auraxium.collections.ability.Ability(*, ability_id, ability_type_id, distance_max=None, expire_msec=None, first_use_delay_msec=None, flag_toggle=None, next_use_delay_msec=None, param1=None, param10=None, param11=None, param12=None, param13=None, param14=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None, radius_max=None, resource_cost_per_msec=None, resource_first_cost=None, resource_type_id=None, reuse_delay_msec=None, string1=None, string2=None, string3=None, string4=None)
An ability triggered by a character or vehicle.
Abilities in the API are more generic than the in-game abilities and also cover other mechanics such as scopes and consumables.
The generic fields paramX and stringX are documented in the the corresponding ability_type entry.
- class auraxium.collections.ability_type.AbilityType(*, ability_type_id, description=None, param1=None, param10=None, param11=None, param12=None, param13=None, param14=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None, string1=None, string2=None, string3=None, string4=None)
A type of ability.
The generic fields paramX and stringX are documented here. Note that most of these generic fields are currently not used.
- class auraxium.collections.achievement.Achievement(*, achievement_id, description=None, image_id=None, image_path=None, image_set_id=None, item_id, name=None, objective_group_id=None, repeatable=None, reward_id=None)
Endpoint for weapon medals and service ribbons.
There is no “achievement type” collection or field, but they can be grouped by the repeatable field, which is only true for service ribbons.
- class auraxium.collections.armor_info.ArmorInfo(*, armor_amount=None, armor_facing_id, armor_info_id, armor_percent=None, description=None)
description: A set of armor values for each armor facing angle on a vehicle.
- class auraxium.collections.character.Character(*, battle_rank=None, certs=None, character_id, daily_ribbon=None, faction_id=None, head_id=None, name=None, prestige_level=None, profile_id=None, times=None, title_id=None)
Main character collection holding player data.
This collection is randomly distributed across 20 different databases, causing some unusual behaviour when filtering. For example, the c:distinct parameter will fetch the distinct values for each database and aggregate them in the response, resulting in duplicate entries.
In addition to the commonly-used parameters provided, this endpoint may be queried by any of its fields, including sub-keys like times.creation.
- class auraxium.collections.currency.Currency(*, currency_id, icon_id=None, inventory_cap=None, name=None)
Lists currencies available in the game.
As of 2023-06-13, the only currency available are Nanites. Outfit resources and other currencies such as Daybreak Cash, ISO-4, or A7 are not available on the API, while Cert Points and A.S.P. tokens are stored in the character collection.
- class auraxium.collections.directive.Directive(*, description=None, directive_id, directive_tier_id, directive_tree_id, image_id=None, image_path=None, image_set_id=None, name=None, objective_set_id)
An individual directive that may be completed by a player.
This collection lists an individual directive, such as “100 Roadkills”.
- class auraxium.collections.directive_tier.DirectiveTier(*, completion_count=None, directive_points=None, directive_tier_id, directive_tree_id, image_id=None, image_path=None, image_set_id=None, name=None, reward_set_id=None)
A completion tier within a directive tree.
This covers the individual stages of directive tiers, such as “Combat Medic: Adept”.
- class auraxium.collections.directive_tree_category.DirectiveTreeCategory(*, directive_tree_category_id, name=None)
Top-level categorisation of directive trees.
This covers the main sections in the Directive menu, such as “Infantry”, “Vehicles”, or “Events”.
- class auraxium.collections.directive_tree.DirectiveTree(*, description=None, directive_tree_category_id, directive_tree_id, image_id=None, image_path=None, image_set_id=None, name=None)
A tree of directives sorted into multiple tiers.
This collection represents the individual paths within a directive category, such as “Light Assault” or “Combat Medic”.
- class auraxium.collections.effect.Effect(*, ability_id=None, ability_type_id=None, duration_seconds=None, effect_id, effect_type_id, is_drain=None, param1=None, param10=None, param11=None, param12=None, param13=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None, resist_type_id, target_type_id=None)
A weapon-based effect acting on players or vehicles.
Weapon-based effects include direct and indirect damage effects, tactical grenade impacts, as well as pseudo-weapons such as the Medic tool or Engineer repair tool. For world-based effects, weapon attachments and buffs, see the zone_effect collection instead.
See the effect_type collection for a list of available effect types.
- class auraxium.collections.effect_type.EffectType(*, description, effect_type_id, param1=None, param10=None, param11=None, param12=None, param13=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None)
A type of effect.
The generic fields paramX and stringX are documented here. Note that not all fields are used by all effect types, or at all.
- class auraxium.collections.experience.Experience(*, description=None, experience_id, xp=None, experience_award_type_id=None)
Lists the different types of experience ticks.
- class auraxium.collections.experience_award_type.ExperienceAwardType(*, description=None, experience_award_type_id)
Experience type, such as “Kill Assist”.
Groups experience ticks. For example, “Kill Assist - Flash” and “Kill Player Assist” are both part of the “KillAssist” award type.
- class auraxium.collections.experience_rank.ExperienceRank(*, nc, nc_image_path=None, rank, tr, tr_image_path=None, vs, vs_image_path=None, xp_max=None)
Player rank gained through leveling up.
Note that the rank field is not unique, as each rank is duplicated for each prestige (aka. A.S.P.) level. The prestige entries can only be distinguished by their icons.
- class auraxium.collections.facility_type.FacilityType(*, description, facility_type_id, image_id=None, image_path=None, image_set_id=None)
Lists all facility types across all zones and game modes.
- class auraxium.collections.faction.Faction(*, code_tag, faction_id, image_id=None, image_path=None, image_set_id=None, name=None, user_selectable=None)
Endpoint for playable and non-playable factions. In addition to the main empires VS, NC, and TR, this also lists NS Operatives as the 4th faction. Note that a faction ID of zero does not denote an empty value. Instead, it represents a special “None” faction, which is used for common pool equipment, and also serves as a sentinel value for disabled facilities in the context of facility ownership. When working with the Event Streaming Service (ESS), you will encounter a team_id field in certain payloads. This is used to control friend-or-foe status for NSO players, or for the opposing factions in Outfit Wars. During regular gameplay (i.e. outside of Outfit Wars), it is generally safe to treat a team ID as a faction. However, care should be taken during Outfit Wars matches as the team IDs will map to the Alpha and Omega team instead.
- class auraxium.collections.fire_group.FireGroup(*, can_chamber_ironsights=None, chamber_duration_ms=None, fire_group_id, spool_up_initial_refire_ms=None, spool_up_ms=None, transition_duration_ms=None)
Fire groups in the API are synonymous with fire modes in-game, they represent the different operating modes some weapons can switch between.
This includes select-fire modes for infantry weapons, as well as knives switching between quick knife, wielded knive, and - in the case of power knives - the one-hit-kill mode.
- class auraxium.collections.fire_mode_2.FireMode2(*, ability_block_delay_ms=None, ability_id=None, ammo_slot=None, armor_penetration=None, automatic=None, bullet_arc_kick_angle=None, charge_minimum_ms=None, cof_override=None, cof_pellet_spread=None, cof_range=None, cof_recoil=None, cof_scalar=None, cof_scalar_moving=None, damage_direct_effect_id=None, damage_head_multiplier=None, damage_indirect_effect_id=None, damage_legs_multiplier=None, description=None, fire_ammo_per_shot=None, fire_auto_fire_ms=None, fire_burst_count=None, fire_charge_up_ms=None, fire_delay_ms=None, fire_detect_range=None, fire_duration_ms=None, fire_mode_id, fire_mode_type_id=None, fire_pellets_per_shot=None, fire_refire_ms=None, grief_immune=None, heat_per_shot=None, heat_recovery_delay_ms=None, heat_threshold=None, iron_sights=None, laser_guided=None, lockon_acquire_close_ms=None, lockon_acquire_far_ms=None, lockon_acquire_ms=None, lockon_angle=None, lockon_lose_ms=None, lockon_maintain=None, lockon_radius=None, lockon_range=None, lockon_range_close=None, lockon_range_far=None, lockon_required=None, max_damage=None, max_damage_ind=None, max_damage_ind_radius=None, max_damage_range=None, min_damage=None, min_damage_ind=None, min_damage_ind_radius=None, min_damage_range=None, move_modifier=None, player_state_group_id, projectile_speed_override=None, recoil_angle_max=None, recoil_angle_min=None, recoil_first_shot_modifier=None, recoil_horizontal_max=None, recoil_horizontal_max_increase=None, recoil_horizontal_min=None, recoil_horizontal_min_increase=None, recoil_horizontal_tolerance=None, recoil_increase=None, recoil_increase_crouched=None, recoil_magnitude_max=None, recoil_magnitude_min=None, recoil_max_total_magnitude=None, recoil_recovery_acceleration=None, recoil_recovery_delay_ms=None, recoil_recovery_rate=None, recoil_shots_at_min_magnitude=None, reload_ammo_fill_ms=None, reload_block_auto=None, reload_chamber_ms=None, reload_continuous=None, reload_loop_end_ms=None, reload_loop_start_ms=None, reload_time_ms=None, shield_bypass_pct=None, sprint_block_delay_ms=None, sprint_fire=None, sway_amplitude_x=None, sway_amplitude_y=None, sway_can_steady=None, sway_period_x=None, sway_period_y=None, turn_modifier=None, use_in_water=None, zoom_default=None)
Main endpoint for baseline weapon characteristics and firing mechanics. This includes:
Damage effects and ranges
Recoil magnitude and pattern
Triggered abilities for pseudo-weapons such as the medical applicator
Ammunition consumption and pellet count
Heat-mechanics
Be aware that lockon information is currently disconnected from the game data and has not been outdated. Refer to the PS2 Wiki for up-to-date information for the time being.
- class auraxium.collections.fish.Fish(*, fish_id, name=None, rarity=None, size=None, average_size=None, size_deviation=None, scan_point_amount=None, cost=None, image_id=None, image_set_id=None)
- class auraxium.collections.item_category.ItemCategory(*, item_category_id, name=None)
Item categories are used to group items together for display in the loadout screen or depot.
- class auraxium.collections.item.Item(*, activatable_ability_id=None, description=None, faction_id=None, image_id=None, image_path=None, image_set_id=None, is_default_attachment=None, is_vehicle_weapon=None, item_category_id=None, item_id, item_type_id=None, max_stack_size=None, name=None, passive_ability_id=None, skill_set_id=None)
Items in PlanetSide 2 are used to represent weapons, tools, and consumables, but also cosmetic items and internal control objects for player renaming or outfit resource consumption. Use the item_type collection to narrow searches to specific types.
- class auraxium.collections.item_type.ItemType(*, code=None, item_type_id, name=None)
Items in PlanetSide 2 represent many different things beyond weapons, such as implant packs, cosmetics, or name change tokens. They are also used as internal helpers when pulling outfit resources, spawning vehicles, or interacting with certain terminals.
This collection lists the different item types, though many of these are never encountered on the API.
- class auraxium.collections.loadout.Loadout(*, code_name=None, faction_id, loadout_id, profile_id)
Enumeration of the six infantry classes for each playable faction.
Note that this is different from the in-game loadouts, which are not available on the API.
- class auraxium.collections.map_hex.MapHex(*, hex_type=None, map_region_id, type_name=None, x=None, y=None, zone_id=None)
Endpoint for retrieving map hex coordinates. This data can be used to reconstruct the in-game facility outlines from API data.
The X and Y coordinates listed in the entries to this collection are not Cartesian and do not match up with the location_<n> fields of map_region. Instead, they are describing locations in a non-orthogonal hexagonal grid, which must be converted by the user.
This website has a great write-up on hexagonal coordinate systems: <https://www.redblobgames.com/grids/hexagons/>. The coordinate system used by PlanetSide 2 matches the “Axial coordinates” described in the article, except that the first coordinate X faces east, and the second coordinate Y faces up and to the right at a 60° angle.
- class auraxium.collections.map_region.MapRegion(*, capture_reward=None, facility_id=None, facility_name=None, facility_type=None, facility_type_id=None, location_x=None, location_y=None, location_z=None, map_region_id, reward_amount=None, reward_currency_id=None, tick_reward=None, zone_id)
A region on the in-game map.
Map regions are largely identical to their corresponding regions, but use the internal facility_name instead of a localized string. A map_region_id and region_id are interchangeable.
Additionally, this collection allows connecting facilities to map region IDs.
Note that the continuous outfit resource gain is listed in “ticks”, not minutes. Ticks are 5 minutes as of writing, meaning that a Tech Plant will list a tick reward of 8 Synthium, corresponding to the 1.6 Synthium per minute advertised in-game.
- class auraxium.collections.marketing_bundle.MarketingBundle(*, cert_price=None, description=None, image_id=None, marketing_bundle_id, name=None, release_time=None, station_cash_price=None)
Bundles available for purchase in the in-game store (Depot). This collection represents actual bundles. For pseudo-bundles used to purchase individual weapon attachments or cosmetics, see the marketing_bundle_with_1_item collection instead.
Note that there is no guaranteed way of determining whether a given bundle is currently available for purchase. This collection contains many entries for defunct items and bundles, such as the single-use camos from the early days of the game.
This collection is automatically maintained and generally accurate with regards to certification prices, the daybreak/station cash values are generally less reliable.
- class auraxium.collections.marketing_bundle_with_1_item.MarketingBundleWith1Item(*, cert_price=None, item_id, item_quantity=None, marketing_bundle_id, release_time=None, station_cash_price=None)
These are pseudo-bundles with exactly 1 item each, allowing players to buy individual weapons or cosmetics with Daybreak Cash (formerly Station Cash).
Note that in the case of weapons, these bundles are genreally mirrored by ‘regular’ bundles in the marketing_bundle collection, with the same marketing_bundle_id.
- class auraxium.collections.metagame_event.MetagameEvent(*, description=None, duration_minutes=None, experience_bonus=None, metagame_event_id, name=None, type=None)
In-game alerts and other alert-like events.
Note that this endpoint lists alert types that may not be currently enabled in-game, such as the ‘Aerial Anomaly’ and ‘MAXimum Pressure’ alert types.
- class auraxium.collections.objective.Objective(*, objective_group_id, objective_id, objective_type_id, param1=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None)
An objective tracking progress towards a directive, mission, or achievement.
See the objective_type collection for a list of available objective types.
- class auraxium.collections.objective_type.ObjectiveType(*, description, objective_type_id, param1=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None)
A type of objective.
The generic paramX fields are documented here. Note that not all fields are used by all objective types, or at all.
- class auraxium.collections.outfit.Outfit(*, alias=None, alias_lower=None, leader_character_id=None, member_count=None, name=None, name_lower=None, outfit_id, time_created=None, time_created_date=None)
A player-run outfit (guild/clan) in the game.
- class auraxium.collections.outfit_member.OutfitMember(*, character_id, member_since=None, member_since_date=None, outfit_id, rank=None, rank_ordinal=None)
Outfit membership information for a givne character. Characters that are not members of any outfit will not have an entry in this collection.
- class auraxium.collections.profile_2.Profile2(*, description, profile_id)
Extended profile endpoint containing all entity types, including NPCs, construction items, and deployables.
- class auraxium.collections.projectile.Projectile(*, acceleration=None, arm_distance=None, detonate_distance=None, detonate_on_contact=None, drag=None, gravity=None, lifespan=None, lockon_acceleration=None, lockon_lifespan=None, lockon_lose_angle=None, lockon_proximity_distance=None, lockon_seek_in_flight=None, projectile_flight_type_id, projectile_id, projectile_radius=None, speed=None, speed_max=None, sticks_to_players=None, sticky=None, tether_distance=None, turn_rate=None)
Projectiles specify the travel characteristics of a weapon on its way to the target, such as its speed, its bullet drop, or maximum flight time/distance.
Note that multiple fire modes can use the same projectile. This usually includes the hipfire vs. aimed fire modes, but can also include different weapons altogether.
- class auraxium.collections.region.Region(*, initial_faction_id=None, name=None, region_id, zone_id)
Display name of the game regions.
This endpoint mostly contains the localized display name of the a map region. Regions and map regions are interchangeable and governed by the same IDs.
- class auraxium.collections.resist_info.ResistInfo(*, description=None, multiplier_when_headshot=None, resist_info_id, resist_percent=None, resist_type_id)
Lists resistances against certain types of damage.
- class auraxium.collections.resist_type.ResistType(*, description, resist_type_id)
Enumeration of resistance types used to balance damage types against various targets.
- class auraxium.collections.resource_type.ResourceType(*, description, resource_type_id)
Resources consumed by abilities such as the Heavy Overshield.
- class auraxium.collections.reward.Reward(*, count_max=None, count_min=None, param1=None, param2=None, param3=None, param4=None, param5=None, reward_id, reward_type_id)
A reward granted for completing a directive, mission, or achievement.
- class auraxium.collections.reward_type.RewardType(*, count_max=None, count_min=None, description, param1=None, param2=None, param3=None, param4=None, param5=None, reward_type_id)
A type of reward.
The generic paramX fields are documented here. Note that not all fields are used by all reward types, or at all.
- class auraxium.collections.skill.Skill(*, description=None, grant_item_id=None, image_id=None, image_path=None, image_set_id=None, name=None, skill_id=None, skill_line_id, skill_line_index, skill_points=None)
Purchasable skills, such as certifications and A.S.P. skills.
- class auraxium.collections.skill_category.SkillCategory(*, description=None, image_id=None, image_path=None, image_set_id=None, name=None, skill_category_id, skill_points=None, skill_set_id, skill_set_index)
Skill categories represent a grouping of skills.
They usually group skills by the loadout slots for which they provide items, such as “Passive Systems” or “Ability Slot”. On weapons, they generally represent a given attachment slot.
- class auraxium.collections.skill_line.SkillLine(*, description=None, image_id=None, image_path=None, image_set_id=None, name=None, skill_category_id=None, skill_category_index=None, skill_line_id, skill_points=None)
Skill lines represent upgrade paths for skills, such as Ammo Capacity.
- class auraxium.collections.skill_set.SkillSet(*, description=None, image_id=None, image_path=None, image_set_id=None, name=None, required_item_id=None, skill_points=None, skill_set_id)
Skill sets represent the top-level grouping of skills.
In the old certification menu, this would group weapon-related skill lines into a sub-tree beneath the weapon itself.
- class auraxium.collections.title.Title(*, name=None, title_id)
Selectable titles for a character.
Note that title IDs of 0 signify no title being selected.
- class auraxium.collections.vehicle_attachment.VehicleAttachment(*, description=None, faction_id, item_id=None, slot_id=None, vehicle_id)
Maps items to the vehicles and factions that have access to them.
The slot_id field is used to identify where the item is attached to. The below list shows the types of items for each slot as of June 2023:
``` ID Description
1 Primary Weapon 2 Secondary Weapon 3 Ability Slot 4 Defensive Slot 5 Chassis / Airframe 6 Cockpit / Hood Ornament 7 Camo 8 Decal 9 Exterior 10 Weapon Slot / Catapult 11 Weapon Slot / Catapult 12 Afterburner / Nitrous 13 (Unused) 14 (Internal: Headlights) 15 Horn 16 Trim 17 Lighting 18 Hubcaps 19 Other 20 Tire Traits / Catapult 21 Catapult 22 Catapult ```
Note that this list is maintained manually and may be out of date. The slot associations are not available on the API.
- class auraxium.collections.vehicle.Vehicle(*, cost=None, cost_resource_id=None, description=None, image_id=None, image_path=None, image_set_id=None, name=None, type_id=None, type_name=None, vehicle_id)
Basic vehicle information such as name, description, and type.
Note that vehicle types are only used internally and are not directly tied to damage mechanics or resistances. Liberators and Galaxies are still considered “Light Aircraft” in this endpoint.
- class auraxium.collections.weapon.Weapon(*, equip_ms=None, from_iron_sights_ms=None, heat_bleed_off_rate=None, heat_capacity=None, heat_overheat_penalty_ms=None, melee_detect_height=None, melee_detect_width=None, move_modifier=None, requires_ammo=None, sprint_recovery_ms=None, to_iron_sights_ms=None, turn_modifier=None, unequip_ms=None, use_cooldown_ms=None, weapon_group_id=None, weapon_id)
Baseline weapon data, such as equip times, stock sights, and movement speed modifiers.
- class auraxium.collections.world.World(*, description=None, name=None, state=None, world_id)
A game server for a given region and game.
- class auraxium.collections.zone.Zone(*, code=None, description=None, dynamic=None, geometry_id=None, hex_size=None, name=None, zone_id)
World continent and dynamic zone information.
- class auraxium.collections.zone_effect.ZoneEffect(*, ability_id, param1=None, param10=None, param11=None, param12=None, param13=None, param14=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None, string1=None, string2=None, string3=None, string4=None, zone_effect_id, zone_effect_type_id)
Passive effects such as weapon stat modifications from attachments or equipped skills.
For weapon damage effects, see effect instead. See the zone_effect_type collection for a list of available zone effect types.
- class auraxium.collections.zone_effect_type.ZoneEffectType(*, description, param1=None, param10=None, param11=None, param12=None, param13=None, param14=None, param2=None, param3=None, param4=None, param5=None, param6=None, param7=None, param8=None, param9=None, string1=None, string2=None, string3=None, string4=None, zone_effect_type_id)
A type of zone effect.
The generic fields paramX and stringX are documented here. Note that not all fields are used by all zone effect types, or at all.
Events
Note
While the following objects are defined in and available through the auraxium.models module, their canonical location is within the auraxium.event namespace.
- class auraxium.models.AchievementAdded
Alias of
auraxium.event.AchievementAdded.
- class auraxium.models.BattleRankUp
Alias of
auraxium.event.BattleRankUp.
- class auraxium.models.ContinentLock
Alias of
auraxium.event.ContinentLock.
- class auraxium.models.Death(*, event_name, timestamp, world_id, attacker_character_id, attacker_fire_mode_id, attacker_loadout_id, attacker_vehicle_id, attacker_weapon_id, attacker_team_id, character_id, character_loadout_id, is_critical=None, is_headshot, team_id, vehicle_id=None, zone_id)
A character has been killed.
If the attacker and victim ID are identical, the character has killed themselves (e.g. with explosives).
An attacker ID of
0indicates that the player has died to non-player sources like fall damage, or spawn room pain fields.- attacker_weapon_id: int
ID of the
Itemused by the attacker.Important
The reference above is not an error, this field reports the item ID of the weapon, not the weapon ID.
- is_critical: bool | None
Whether the killing blow dealt critical damage.
Note
This value is always false.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.Death.
- class auraxium.models.FacilityControl(*, event_name, timestamp, world_id, duration_held, facility_id, new_faction_id, old_faction_id, outfit_id, zone_id)
A facility has switched factions.
This is generally due to hostile takeover, but is also dispatched when a coninent is locked or unlocked server-side (e.g. due to an alert ending).
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.FacilityControl.
- class auraxium.models.GainExperience(*, event_name, timestamp, world_id, amount, character_id, experience_id, loadout_id, other_id, zone_id)
A character has gained a tick of experience.
- experience_id: int
The source of the experience gain.
Note
Not all types of experience gain have a cooresponding
Experienceentry.
- other_id: int
The ID of another entity involved in the experience acquisition. For heals, this would be the healed ally, for spots the enemy vehicle or player spottet, etc.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.GainExperience.
- class auraxium.models.ItemAdded(*, event_name, timestamp, world_id, character_id, context, item_count, item_id, zone_id)
A character has been granted an item.
This includes internal flags and invisible items used to control outfit resources and war assets.
- context: str
The reason or mechanic that led to the item being awarded. Notably, this includes outfit resource use.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.ItemAdded.
- class auraxium.models.MetagameEvent(*, event_name, timestamp, world_id, experience_bonus, faction_nc, faction_tr, faction_vs, instance_id, metagame_event_id, metagame_event_state, metagame_event_state_name, zone_id=-1)
A metagame event (i.e. alert) has changed state.
- experience_bonus: int
The experience bonus applied for the duration of the event (a value of 25 denotes a 25% experience bonus for all participants)
- metagame_event_id: int
ID of the
MetagameEventthat changed state.
- metagame_event_state: int
The new
MetagameEventStateof the event.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.MetagameEvent.
- class auraxium.models.PlayerFacilityCapture(*, event_name, timestamp, world_id, character_id, facility_id, outfit_id, zone_id)
A player has participated in capturing a facility.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.PlayerFacilityCapture.
- class auraxium.models.PlayerFacilityDefend(*, event_name, timestamp, world_id, character_id, facility_id, outfit_id, zone_id)
A player has participated in defending a facility.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.PlayerFacilityDefend.
- class auraxium.models.PlayerLogin(*, event_name, timestamp, world_id, character_id)
A player has logged into the game.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.PlayerLogin.
- class auraxium.models.PlayerLogout(*, event_name, timestamp, world_id, character_id)
A player has logged out.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.PlayerLogout.
- class auraxium.models.SkillAdded(*, event_name, timestamp, world_id, character_id, skill_id, zone_id)
A player has unlocked a skill (i.e. certification or ASP).
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.SkillAdded.
- class auraxium.models.VehicleDestroy(*, event_name, timestamp, world_id, attacker_character_id, attacker_loadout_id, attacker_vehicle_id, attacker_weapon_id, attacker_team_id, character_id, facility_id, faction_id, team_id, vehicle_id, zone_id)
A player’s vehicle has been destroyed.
- attacker_weapon_id: int
ID of the
Itemused by the attacker.Important
The reference above is not an error, this field reports the item ID of the weapon, not the weapon ID.
- facility_id: int
ID of the facility the vehicle was destroyed at.
Note
As of March 2021, this field is only populated for destroyed base turrets. All other vehicles do not contain facility data.
- timestamp: int
The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.
Alias of
auraxium.event.VehicleDestroy.