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: Payload

A JSON payload received through the REST interface.

This Payload subclass implicitly converts NULL strings to None.

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Some collections are out of date and do not contain all required data.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_, a KeyError should 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.

Parameters:

id (int) – The ID of the value to look up.

Raises:

KeyError – Raised if no fallback data can be provided for the given id_.

Returns:

A fallback payload to treat as if it came from the server.

class auraxium.models.base.ImageData(*, image_id=None, image_set_id=None, image_path=None)

Mixin dataclass for types supporting image access.

image_id: int | None

The default image ID of the object.

image_set_id: int | None

The image set ID of the object.

image_path: str | None

The base path to the default image_id.

class auraxium.models.base.Event(*, event_name, timestamp, world_id)

Bases: Payload

An 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.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

Note

While this base class is defined in and accessible from the auraxium.models.base module, its canonical location is the auraxium.event namespace.

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.AbilityData

alias of Ability

auraxium.collections.AbilityTypeData

alias of AbilityType

auraxium.collections.AchievementData

alias of Achievement

auraxium.collections.ArmourInfoData

alias of ArmorInfo

auraxium.collections.CharacterData

alias of Character

auraxium.collections.CurrencyData

alias of Currency

auraxium.collections.DirectiveData

alias of Directive

auraxium.collections.DirectiveTierData

alias of DirectiveTier

auraxium.collections.DirectiveTreeCategoryData

alias of DirectiveTreeCategory

auraxium.collections.DirectiveTreeData

alias of DirectiveTree

auraxium.collections.EffectData

alias of Effect

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.FactionData

alias of Faction

auraxium.collections.FireGroupData

alias of FireGroup

auraxium.collections.FireModeData

alias of FireMode2

auraxium.collections.FishData

alias of Fish

auraxium.collections.ItemCategoryData

alias of ItemCategory

auraxium.collections.ItemData

alias of Item

auraxium.collections.ItemTypeData

alias of ItemType

auraxium.collections.LoadoutData

alias of Loadout

auraxium.collections.MapHexData

alias of MapHex

auraxium.collections.MapRegionData

alias of MapRegion

auraxium.collections.MarketingBundleData

alias of MarketingBundle

auraxium.collections.MarketingBundleSingleData

alias of MarketingBundleWith1Item

auraxium.collections.MetagameEventData

alias of MetagameEvent

auraxium.collections.ObjectiveData

alias of Objective

auraxium.collections.ObjectiveTypeData

alias of ObjectiveType

auraxium.collections.OutfitData

alias of Outfit

auraxium.collections.OutfitMemberData

alias of OutfitMember

auraxium.collections.ProfileData

alias of Profile2

auraxium.collections.ProjectileData

alias of Projectile

auraxium.collections.RegionData

alias of Region

auraxium.collections.ResistInfoData

alias of ResistInfo

auraxium.collections.ResistTypeData

alias of ResistType

auraxium.collections.ResourceTypeData

alias of ResourceType

auraxium.collections.RewardData

alias of Reward

auraxium.collections.RewardTypeData

alias of RewardType

auraxium.collections.SkillData

alias of Skill

auraxium.collections.SkillCategoryData

alias of SkillCategory

auraxium.collections.SkillLineData

alias of SkillLine

auraxium.collections.SkillSetData

alias of SkillSet

auraxium.collections.TitleData

alias of Title

auraxium.collections.VehicleAttachmentData

alias of VehicleAttachment

auraxium.collections.VehicleData

alias of Vehicle

auraxium.collections.WeaponData

alias of Weapon

auraxium.collections.WorldData

alias of World

auraxium.collections.ZoneData

alias of Zone

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 0 indicates that the player has died to non-player sources like fall damage, or spawn room pain fields.

attacker_character_id: int

The ID of the killing Character.

attacker_fire_mode_id: int

ID of the FireMode used.

attacker_loadout_id: int

ID of the Loadout of the attacker.

attacker_vehicle_id: int

ID of the Vehicle of the attacker.

attacker_weapon_id: int

ID of the Item used by the attacker.

Important

The reference above is not an error, this field reports the item ID of the weapon, not the weapon ID.

attacker_team_id: int

ID of the team of the attacker.

character_id: int

ID of the Character that was killed.

character_loadout_id: int

ID of the Loadout of the victim.

is_critical: bool | None

Whether the killing blow dealt critical damage.

Note

This value is always false.

is_headshot: bool

Whether the killing blow was dealt via headshot.

team_id: int

Team ID of the victim.

vehicle_id: int | None

The type of Vehicle the victim was in at the time of death, if any.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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).

duration_held: int

The amount of time the base was in the old faction’s ownership in seconds.

facility_id: int

The facility ID of the base.

new_faction_id: int

ID of the new Faction.

old_faction_id: int

ID of the old Faction.

outfit_id: int

ID of the Outfit that was awarded the base capture.

zone_id: int

The Zone of the captured base.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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.

amount: int

The amount of experience gained.

character_id: int

ID of the Character that earned experience.

experience_id: int

The source of the experience gain.

Note

Not all types of experience gain have a cooresponding Experience entry.

loadout_id: int

The current Loadout of the character.

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.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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.

character_id: int

ID of the character that has been awarded an item.

context: str

The reason or mechanic that led to the item being awarded. Notably, this includes outfit resource use.

item_count: str

The number of items that were added.

item_id: int

The Item that was added.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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)

faction_nc: float

The current event score of the NC.

faction_tr: float

The current event score of the TR.

faction_vs: float

The current event score of the NC.

metagame_event_id: int

ID of the MetagameEvent that changed state.

metagame_event_state: int

The new MetagameEventState of the event.

zone_id: int

The Zone the event is taking place in.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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.

character_id: int

The ID of the Character that participated in the capture.

facility_id: int

ID of the facility that was captured.

outfit_id: int

The Outfit that was awarded the facility.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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.

character_id: int

The ID of the Character that participated in the defence.

facility_id: int

ID of the facility that was defended.

outfit_id: int

The Outfit that currently owns the facility.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

Alias of auraxium.event.PlayerFacilityDefend.

class auraxium.models.PlayerLogin(*, event_name, timestamp, world_id, character_id)

A player has logged into the game.

character_id: int

The Character that logged in.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

Alias of auraxium.event.PlayerLogin.

class auraxium.models.PlayerLogout(*, event_name, timestamp, world_id, character_id)

A player has logged out.

character_id: int

The Character that logged off.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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).

character_id: int

The Character that gained a new skill.

skill_id: int

The Skill the character unlocked.

zone_id: int

The current Zone of the character.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

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_character_id: int

The ID of the killing Character.

attacker_loadout_id: int

ID of the Loadout of the attacker.

attacker_vehicle_id: int

ID of the Vehicle of the attacker.

attacker_weapon_id: int

ID of the Item used by the attacker.

Important

The reference above is not an error, this field reports the item ID of the weapon, not the weapon ID.

attacker_team_id: int

The ID of the team of the attacker

character_id: int

ID of the Character that was killed.

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.

faction_id: int

The Faction of the vehicle.

team_id: int

Team ID of the destroyed vehicle.

vehicle_id: int | None

The type of Vehicle that was destroyed.

zone_id: int

The Zone the vehicle was destroyed in.

timestamp: int

The UTC timestamp of the event. May be used to infer latency to the event streaming endpoint.

world_id: int

ID of the World whose event streaming endpoint broadcast the event.

Alias of auraxium.event.VehicleDestroy.