TPStashEvent
TPStashEvent
Class in TentuPlay.Api / Implemented in: TentuPlay.Api
Description
An API class required for data collection.
TPStashEvent.Join | User registration |
---|---|
TPStashEvent.PlayerLogin | Player’s login. |
TPStashEvent.CharacterLogin | Character’s login. |
TPStashEvent.PlayerPurchase | Player’s in-app purchase. |
TPStashEvent.CharacterPurchase | Character’s in-app purchase. |
TPStashEvent.PlayerAd | In-app ad for the player. |
TPStashEvent.CharacterAd | In-app ad for the character. |
TPStashEvent.PlayerBonus | Player’s acquisition of a bonus. |
TPStashEvent.CharacterBonus | Character’s acquisition of a bonus. |
TPStashEvent.PlayerQuest | Player’s progress in a quest. |
TPStashEvent.CharacterQuest | Character’s progress in a quest. |
TPStashEvent.PlayerCharacterGet | Player’s acquisition of a character. |
TPStashEvent.PlayerCharacterDismiss | Player’s dismissal of a character. |
TPStashEvent.PlayerLevelUp | Player’s level up. |
TPStashEvent.CharacterLevelUp | Character’s level up. |
TPStashEvent.CharacterRankUp | Character’s rank up. |
TPStashEvent.PlayerCurrencyGet | Player’s acquisition of in-game currency. |
TPStashEvent.CharacterCurrencyGet | Character’s acquisition of in-game currency. |
TPStashEvent.PlayerCurrencyUse | Player’s spending of in-game currency. |
TPStashEvent.CharacterCurrencyUse | Character’s spending of in-game currency. |
TPStashEvent.PlayerStage | Stage the player plays. |
TPStashEvent.CharacterStage | Stage the character plays. |
TPStashEvent.PlayerItemPlay | Item the player uses in the stage. |
TPStashEvent.CharacterItemPlay | Item the character uses in the stage. |
TPStashEvent.PlayerCharacterPlay | Character the player brings to the stage. |
TPStashEvent.PlayerUpgrade | Player's game system upgrade. |
TPStashEvent.CharacterUpgrade | Character's game system upgrade. |
TPStashEvent.PlayerStatChange | Player's stat change. |
TPStashEvent.CharacterStatChange | Character's stat change. |
TPStashEvent.PlayerSkillLevelUp | Player's skill levelup. |
TPStashEvent.CharacterSkillLevelUp | Character's skill levelup. |
TPStashEvent.PlayerSkillEquip | Skill the player equips/unequips. |
TPStashEvent.CharacterSkillEquip | Skill the character equips/unequips. |
TPStashEvent.PlayerItemGet | Player's acquisition of an item. |
TPStashEvent.CharacterItemGet | Character's acquisition of an item. |
TPStashEvent.PlayerItemUse | Player’s spending of an item. |
TPStashEvent.CharacterItemUse | Character’s spending of an item. |
TPStashEvent.PlayerItemLevelUp | The item the player levels up. |
TPStashEvent.CharacterItemLevelUp | The item the character levels up. |
TPStashEvent.PlayerItemRankUp | The item the player ranks up. |
TPStashEvent.CharacterItemRankUp | The item the character ranks up. |
TPStashEvent.CharacterItemEquip | A character equipped or unequipped an item |
TPStashEvent.PlayerInfrastructureEnhance | The player (NOT a character) directly enhances an infrastructure. |
TPStashEvent.CharacterInfrastructureEnhance | A character enhances an infrastructure. |
TPStashEvent.PlayerInfrastructureItemEquip | The player (not a character) directly equipped or unequipped an item to an infrastructure |
TPStashEvent.CharacterInfrastructureItemEquip | Collects the event when a character equipped or unequipped an equipment. |
TPStashEvent.PlayerInfrastructureStatChange | The player (NOT by character) directly changed stats of an infrastructure. |
TPStashEvent.CharacterInfrastructureStatChange | A character changed stats of an infrastructure. |
TPStashEvent.StashAdviceEvent | Events related with showing, closing an advice (in-game mail and pop-ups) and associated button actions. |
TPStashEvent.Join
public int Join(string player_uuid);
Description
It collects data of user registration. It is called only once when the user registers, and must be called again when the user’s player_uuid is altered through re-registration. It gathers essential data that is used in analysis of every persona.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|
TPStashEvent.PlayerLogin
public int PlayerLogin(string player_uuid, [string app_version = null]);
Description
It collects player’s login data. This method is to be called when the player logs into the game. It is called before any other TPStashEvents and used in analysis of almost every persona.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
app_version |
The version of the game client when the player logs in. |
TPStashEvent.CharacterLogin
public int CharacterLogin(string player_uuid, string character_uuid);
Description
It collects character’s login data when a character signs into separate servers.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
TPStashEvent.PlayerPurchase
public int PlayerPurchase(string player_uuid, string purchasable_slug, [float? purchase_quantity=null], [float? purchase_unit_price=null], [float? purchase_total_price=null], [string purchase_currency_code=null]);
Description
It collects data of a player’s in-app purchases.
This method is to be called when an in-app purchase occurs and used in analysis of purchase-related personas.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
purchasable_slug |
Unique identifier of the purchased product. |
purchase_quantity |
The number/amount of purchased products. |
purchase_unit_price |
Unit price of the purchased product. |
purchase_total_price |
Total price of the purchased products. |
purchase_currency_code |
Unit of currency (USD, ECU, KRW, JPY..). Follow ISO currency symbol.
|
TPStashEvent.CharacterPurchase
public int CharacterPurchase(string player_uuid, string character_uuid, string purchasable_slug, [float? purchase_quantity=null], [float? purchase_unit_price=null], [float? purchase_total_price=null], [string purchase_currency_code=null]);
Description
It collects data of a character’s in-app purchases.
This method is to be called when an in-app purchase occurs and used in analysis of purchase-related personas.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
purchasable_slug |
Unique identifier of the purchased product. |
purchase_quantity |
The number/amount of purchased products. |
purchase_unit_price |
Unit price of the purchased product. |
purchase_total_price |
Total price of the purchased products. |
purchase_currency_code |
Unit of currency (USD, ECU, KRW, JPY..). Follow ISO currency symbol.
|
TPStashEvent.PlayerAd
public int PlayerAd(string player_uuid, string ad_slug, adStatus ad_status, [string ad_category_slug = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
It collects data of an in-app ad for the player. This method is to be called when events like ad exposure, ad play, and ad end, and used in analysis of ad-related personas.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
ad_slug |
Unique identifier of the ad |
ad_category_slug |
Category of the ad |
ad_status |
Ad exposure/Ad status
|
reference_entity |
The path where the player watches the ad.
|
reference_category_slug |
The name of the category of the path where the player watches the ad.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player watches the ad. |
TPStashEvent.CharacterAd
public int CharacterAd(string player_uuid, string character_uuid, string ad_slug, adStatus ad_status, [string ad_category_slug = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
It collects data of an in-app ad for the character. This method is to be called when events like ad exposure, ad play, and ad end, and used in analysis of ad-related personas.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
ad_slug |
Unique identifier of the ad |
ad_category_slug |
Category of the ad |
ad_status |
Ad exposure/Ad status
|
reference_entity |
The path where the character watches the ad.
|
reference_category_slug |
The name of the category of the path where the character watches the ad.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character watches the ad. |
TPStashEvent.PlayerBonus
public int PlayerBonus(string player_uuid, string bonus_slug, bool is_automated, [string bonus_category_slug = null]);
Description
It collects data of the player’s acquisition of a bonus in the game.
“Bonus” means an effortless reward a player/character gets regardless of whether they play in-game content or not. For example,
- Every system that gives a player/character a reward or an opportunity to get a reward if they are logged in for a certain amount of time. ‘Every N minutes,’ ‘Only N times a day', and other additional reward systems that give limited rewards.
- Rewards that a player/character gets from using a coupon or any free giveaway.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
bonus_slug |
Unique identifier of the bonus |
bonus_category_slug |
Category of the bonus. |
is_automated |
Whether the bonus is acquired automatically or manually.
|
TPStashEvent.CharacterBonus
public int CharacterBonus(string player_uuid, string character_uuid, string bonus_slug, bool is_automated, [string bonus_category_slug = null]);
Description
It collects data of the character’s acquisition of a bonus in the game.
“Bonus” means an effortless reward a player/character gets regardless of whether they play in-game content or not. For example,
- Every system that gives a player/character a reward or an opportunity to get a reward if they are logged in for a certain amount of time. ‘Every N minutes,’ ‘Only N times a day', and other additional reward systems that give limited rewards.
- Rewards that a player/character gets from using a coupon or any free giveaway.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
bonus_slug |
Unique identifier of the bonus |
bonus_category_slug |
Category of the bonus. |
is_automated |
Whether the bonus is acquired automatically or manually.
|
TPStashEvent.PlayerQuest
public int PlayerQuest(string player_uuid, string quest_slug, string quest_status, [string quest_category_slug = null]);
Description
It collects data of the player’s progress in a quest. This method is to be called when the player is accepting a given quest or end/complete the quest.
"Quest" is defined as follows:
- Every system that gives a player a predetermined reward after they fulfill certain conditions, such as ‘mission,’ ’duty,’ and ‘quest,’
- E.g. daily quest, scenario completion quest, event dungeon.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
quest_slug |
Unique identifier of the quest. |
quest_category_slug |
Category of the quest. |
quest_status |
Quest progress status
|
TPStashEvent.CharacterQuest
public int CharacterQuest(string player_uuid, string character_uuid, string quest_slug, string quest_status, [string quest_category_slug = null]);
Description
It collects data of the character’s progress in a quest. This method is to be called when the character is accepting a given quest or end/complete the quest.
“Quest” is defined as:
- All the systems in which a character accomplish certain conditions, such as “mission,” “duty,” or “quest” and receives predetermined rewards.
- E.g. daily quest, scenario completion quest, event dungeon.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
quest_slug |
Unique identifier of the quest. |
quest_category_slug |
Category of the quest. |
quest_status |
Quest progress status
|
TPStashEvent.PlayerCharacterGet
public int PlayerCharacterGet(string player_uuid, string character_uuid, string characterarchetype_slug, [string reference_category_slug = null], [entity reference_entity = entity.None], [string reference_slug = null]);
Description
It collects data of the player’s acquisition/creation of a character. It is to be called when an event of a character acquisition occurs during or at the beginning of the game, and used in analysis of personas related to character acquisition and destruction.
Character acquisition means possession of a character. Character destruction refers to an event in which the player does not have the character any more as they have sold it away or consumed it as ingredient for something. Character destruction may not exist in certain games.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
characterarchetype_slug |
Unique identifier of the character archetype. |
reference_entity |
The path where the player acquires the character.
|
reference_category_slug |
The name of the category of the path where the player acquires the character.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player acquires the character. |
TPStashEvent.PlayerCharacterDismiss
public int PlayerCharacterDismiss(string player_uuid, string character_uuid, string characterarchetype_slug, [string reference_category_slug = null], [entity reference_entity = entity.None], [string reference_slug = null]);
Description
It collects data of the player’s destruction of a character. It is to be called when an event of a character destruction occurs during or at the beginning of the game and used in analysis of personas related to character acquisition and destruction.
Character acquisition means possession of a character. Character destruction refers to an event in which the player does not have the character any more as they have sold it away or consumed it as ingredient for something. Character destruction may not exist in certain games.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
characterarchetype_slug |
Unique identifier of the character archetype. |
reference_category_slug |
The name of the category of the path where the player dismisses the character.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_entity |
The path where the player dismisses the character.
|
reference_slug |
Details on the path where the player dismisses the character. |
TPStashEvent.PlayerLevelUp
public int PlayerLevelUp(string player_uuid, int level_to, [int? level_from=null]);
Description
It collects data of the player’s level up.
It is to be called when the event of the player’s level up occurs, and used in analysis of personas related to their growth.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
level_to |
Player's level after leveling up. |
level_from |
Player's level before leveling up. |
TPStashEvent.CharacterLevelUp
public int CharacterLevelUp(string player_uuid, string characterarchetype_slug, int level_to, [int? level_from = null]);
Description
It collects data of the character’s level up. It is to be called when an event of the character's level up occurs in the middle of the game and is used in analysis of personas related to character growth.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
level_from |
Character's level before leveling up. |
TPStashEvent.CharacterRankUp
public int CharacterRankUp(string player_uuid, string character_uuid, string characterarchetype_slug, int rank_to, [string characterarchetype_to_slug =null], [int? rank_from=null]);
Description
It collects data of the character’s rank up. It is to be called when an event of a character's rank up occurs and used in the analysis of personas related to characters.
Character’s rank up is different from character’s level up. It refers to an event in which the character’s ability improves drastically. 'Rank up’ may have different names like “awakening,’ ‘advancement,’ ‘evolution,’ and so on, or not exist in certain games. Character’s archetype can be changed after character’s rank up.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
characterarchetype_slug |
Unique identifier of the character archetype. |
characterarchetype_to_slug |
Unique identifier of character archetype after ranking up. If the identifier has changed after ranking up, the new identifier is inserted. If not, the old one is. |
rank_to |
Character’s rank after ranking up. |
rank_from |
Character’s rank before ranking up. |
TPStashEvent.PlayerCurrencyGet
public int PlayerCurrencyGet(string player_uuid, string currency_slug, float currency_quantity, [float? currency_total_quantity = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug=null]);
Description
It collects data of the player’s acquisition of in-game currency. It is to be called when an event of currency acquisition occurs in the middle of the game, and used in analysis of personas related to currency acquisition.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
currency_slug |
Unique identifier of currency. Ex) 'gold,' 'diamond,' 'crystal,' etc. |
currency_quantity |
The number/amount of the player's acquired currency. |
currency_total_quantity |
The total number/amount of reserved currency after the player's currency acquisition. This parameter is not mandatory but highly recommended as it helps create more accurate currency reserve status. |
reference_category_slug |
The name of the category of the path where the player acquires the currency.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_entity |
The path where the player acquires the currency.
|
reference_slug |
Details on the path where the player acquires the currency. |
TPStashEvent.CharacterCurrencyGet
public int CharacterCurrencyGet(string player_uuid, string character_uuid, string currency_slug, float currency_quantity, [float? currency_total_quantity = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug=null]);
Description
It collects data of the character’s acquisition of in-game currency. It is to be called when an event of currency acquisition occurs in the middle of the game, and used in analysis of personas related to currency acquisition.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
currency_slug |
Unique identifier of currency. Ex) 'gold,' 'diamond,' 'crystal,' etc. |
currency_quantity |
The number/amount of the character's acquired currency. |
currency_total_quantity |
The total number/amount of reserved currency after the character's currency acquisition. This parameter is not mandatory but highly recommended as it helps create more accurate currency reserve status. |
reference_entity |
The path where the character acquires the currency.
|
reference_category_slug |
The name of the category of the path where the character acquires the currency.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character acquires the currency. |
TPStashEvent.PlayerCurrencyUse
public int PlayerCurrencyUse(string player_uuid, string currency_slug, float currency_quantity, [float? currency_total_quantity = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug=null]);
Description
It collects data of the player’s spending of in-game currency. It is to be called when an event of spending in-game currency occurs in the middle of the game, and used in analysis of personas related to currency acquisition.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
currency_slug |
Unique identifier of currency. Ex) 'gold,' 'diamond,' 'crystal,' etc. |
currency_quantity |
The number/amount of the player's used currency. |
currency_total_quantity |
The total number/amount of reserved currency after the player's currency spending. This parameter is not mandatory but highly recommended as it helps create more accurate currency reserve status. |
reference_category_slug |
The name of the category of the path where the player spends the currency.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_entity |
The path where the player spends the currency.
|
reference_slug |
Details on the path where the player spends the currency. |
TPStashEvent.CharacterCurrencyUse
public int CharacterCurrencyUse(string player_uuid, string character_uuid, string currency_slug, float currency_quantity, [float? currency_total_quantity = null], [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug=null]);
Description
It collects data of the character’s spending of in-game currency. It is to be called when an event of spending in-game currency occurs in the middle of the game, and used in analysis of personas related to currency acquisition.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
currency_slug |
Unique identifier of currency. Ex) 'gold,' 'diamond,' 'crystal,' etc. |
currency_quantity |
The number/amount of the character's used currency. |
currency_total_quantity |
The total number/amount of reserved currency after the character's currency spending. This parameter is not mandatory but highly recommended as it helps create more accurate currency reserve status. |
reference_entity |
The path where the character spends the currency.
|
reference_category_slug |
The name of the category of the path where the character spends the currency.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character spends the currency. |
TPStashEvent.PlayerStage
public int PlayerStage(string player_uuid, string stage_slug, [string stage_category_slug=null], [string stage_level = null], [int? stage_score = null], [stageStatus stage_status=stageStatus.None], [int? stage_playtime = null], [isAutocombat is_autocombat_committed = isAutocombat.NotExist]);
Description
It collects data of various stages the player plays in the game. It is to be called when an event in which an stage begins or ends, and used in analysis of personas related to stage playing.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Caution- In case of inconsistency of occurrence time and call time of stage event : PlayerStage should be called at the same time as the event occurrence time in the beginning/end of a stage. However, in cases where the call time of each method is inconsistent with the actual beginning/end of the stage, stage_playtime parameter should be filled in with a value. It causes an error in calculating play hours if stage_playtime is left empty of a value in an event of stage end. If it is difficult to measure the exact amount of time to complete the stage, approximate values should be added.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
stage_slug |
Unique identifier of the stage. |
stage_category_slug |
Category of the stage type. |
stage_level |
String of the stage level. |
stage_score |
Stage score when the stage ends. |
stage_status |
Stage status.
|
stage_playtime |
Stage play time until the stage ends. |
is_autocombat_committed |
Whether to use auto-battle option.
|
TPStashEvent.CharacterStage
public int CharacterStage(string player_uuid, string character_uuid, string stage_slug, [string stage_category_slug=null], [string stage_level = null], [int? stage_score = null], [stageStatus stage_status=stageStatus.None], [int? stage_playtime = null], [isAutocombat is_autocombat_committed = isAutocombat.NotExist]);
Description
It collects data of various stages the character plays in the game. It is to be called when an event in which an stage begins or ends, and used in analysis of personas related to stage playing.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Caution- In case of inconsistency of occurrence time and call time of stage event: CharacterStage should be called at the same time as the event occurrence time in the beginning/end of a stage. However, in cases where the call time of each method is inconsistent with the actual beginning/end of the stage, stage_playtime parameters should be filled in with a value. It causes an error in calculating play hours if stage_playtime is left empty of a value in an event of stage end. If it is difficult to measure the exact amount of time to complete the stage, approximate values should be added.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
stage_slug |
Unique identifier of the stage. |
stage_category_slug |
Category of the stage type. |
stage_level |
String of the stage level. |
stage_score |
Stage score when the stage ends. |
stage_status |
Stage status.
|
stage_playtime |
Stage play time until the stage ends. |
is_autocombat_committed |
Whether to use auto-battle option.
|
TPStashEvent.PlayerItemPlay
public int PlayerItemPlay(string player_uuid, string item_slug, itemCategory item_category,
[entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
It collects data of the item the player brings to the stage. The item may be "consumable" or "infrastructure."
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Console window of Unity Editor in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
reference_entity |
The path where the player brings the item.
|
reference_category_slug |
The name of the category of the path where the player brings the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player brings the item. |
TPStashEvent.CharacterItemPlay
public int CharacterItemPlay(string player_uuid, string character_uuid, string item_slug, itemCategory item_category, [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
It collects data of the item the character brings to the stage. The item may be "consumable" or "infrastructure."
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Console window of Unity Editor in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
reference_entity |
The path where the character brings the item.
|
reference_category_slug |
The name of the category of the path where the character brings the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character brings the item. |
TPStashEvent.PlayerCharacterPlay
public int PlayerCharacterPlay(string player_uuid, string character_uuid, [string reference_category_slug = null], [entity reference_entity = entity.None], [string reference_slug = null]);
Description
It collects data of the character the player brings to the stage.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Console window of Unity Editor in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
reference_entity |
The path where the player brings the character.
|
reference_category_slug |
The name of the category of the path where the player brings the character.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player brings the character. |
TPStashEvent.PlayerUpgrade
public int PlayerUpgrade(string player_uuid, string upgrade_slug, int level_to, [int? level_from = null], [string upgrade_category_slug = null]);
Description
It collects data of the player's game system upgrade.
"Upgrade" can be defined as:
- Generic term for irreversible game system-wise enhancements.
- Different from leveling/strengthening up a specific character.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
upgrade_slug |
Unique string identifier of the upgrade. |
upgrade_category_slug |
The category of the upgrade. |
level_to |
Level after leveling up. |
level_from |
Level before leveling up. |
TPStashEvent.CharacterUpgrade
public int CharacterUpgrade(string player_uuid, string character_uuid, string upgrade_slug, int level_to, [int? level_from = null], [string upgrade_category_slug = null]);
Description
It collects data of the character's game system upgrade.
"Upgrade" can be defined as:
- Generic term for irreversible game system-wise enhancements.
- Different from leveling/strengthening up a specific character.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
upgrade_slug |
Unique string identifier of the upgrade. |
upgrade_category_slug |
The category of the upgrade. |
level_to |
Level after an upgrade. |
level_from |
Level before leveling up. |
TPStashEvent.PlayerStatChange
public int PlayerStatChange(string player_uuid, string stat_slug, int stat_to, [string stat_category_slug=null], [int? stat_from=null]);
Description
It collects data of the player's stat change. Use this method only when the player can change specific stat selectively.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
stat_slug |
Unique slug (similar to ID) for a stat (e.g. "Strength", "Perception", "Endurance" .. ) |
stat_category_slug |
Unique category slug (similar to the name of the category) of stats. e.g. "CharacterSkills", "CharacterAbilities" |
stat_to |
Stat value as number after changed |
stat_from |
Stat value as number before the change |
TPStashEvent.CharacterStatChange
public int CharacterStatChange(string player_uuid, string character_uuid, string stat_slug, int stat_to, [string stat_category_slug=null], [int? stat_from=null]);
Description
It collects data of the character's changed stats. Use this method only when the player can change specific stat selectively.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Console window of Unity Editor in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
stat_slug |
Unique slug (similar to ID) for a stat (e.g. "Strength", "Perception", "Endurance" .. ) |
stat_category_slug |
Unique category slug (similar to the name of the category) of stats. e.g. "CharacterSkills", "CharacterAbilities" |
stat_to |
Stat value as number after changed |
stat_from |
Stat value as number before the change |
TPStashEvent.PlayerSkillLevelUp
public int PlayerSkillLevelUp(string player_uuid, string skill_slug, int level_to, [string skill_category_slug=null], [int? level_from=null], [int? player_level=null]);
Description
It collects data of level up of the player's skill.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
skill_slug |
Unique identifier of the skill. |
skill_category_slug |
Category name of the skill. |
level_to |
Player's skill's level after leveling up. |
level_from |
Player's skill's level before leveling up. |
player_level |
Player's level when leveling up the player's skill. |
TPStashEvent.CharacterSkillLevelUp
public int CharacterSkillLevelUp(string player_uuid, string character_uuid, string skill_slug, int level_to, [string skill_category_slug=null], [int? level_from=null], [int? character_level=null]);
Description
It collects data of level up of a character’s skill.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode: TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
skill_slug |
Unique identifier of the skill. |
skill_category_slug |
Category name of the skill. |
level_to |
Character's skill's level after leveling up. |
level_from |
Character's skill's level before leveling up. |
character_level |
The level of the character (not player itself) when the skill levels up. |
TPStashEvent.PlayerSkillEquip
public int PlayerSkillEquip(string player_uuid, string skill_slug, equipStatus equip_status, [string skill_category_slug=null], [int? skill_level=null], [int? player_level=null]
Description
It collects data of the player equipping/unequipping the skill.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
skill_slug |
Unique identifier of the skill. |
skill_category_slug |
Category name of the skill. |
equip_status |
Status code represents if the skill is equipped or not.
|
skill_level |
Skill level when the player equips/unequips the skill |
player_level |
Player's level when equipping/unequipping the player's skill |
TPStashEvent.CharacterSkillEquip
public int CharacterSkillEquip(string player_uuid, string character_uuid, string skill_slug, equipStatus equip_status, [string skill_category_slug=null], [int? skill_level=null], [int? character_level=null]);
Description
It collects data of the character equipping/unequipping the skill.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
skill_slug |
Unique identifier of the skill. |
skill_category_slug |
Category name of the skill. |
equip_status |
Status code represents if the skill is equipped or not.
|
skill_level |
Skill level when the character equips/unequips the skill |
character_level |
The level of the character (not player itself) when the skill is equipped/unequipped. |
TPStashEvent.PlayerItemGet
public int PlayerItemGet(string player_uuid, itemCategory item_category , string item_slug, float item_quantity, [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
This method collects data of the player getting an item. It is called when a player gets an item, and it is used to analyze item acquisitions.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_quantity |
The number/amount of item acquired. |
reference_entity |
The path where the player acquires the item.
|
reference_category_slug |
The name of the category of the path where the player acquires the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player acquires the item. |
TPStashEvent.CharacterItemGet
public int CharacterItemGet(string player_uuid, string character_uuid, itemCategory item_category , string item_slug, float item_quantity, [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
This method collects the data of the character getting an item. It is called when a character gets an item, and it is used to analyze item acquisitions.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_quantity |
The number/amount of item acquired. |
reference_entity |
The path where the character acquires the item.
|
reference_category_slug |
The name of the category of the path where the character acquires the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character acquires the item. |
TPStashEvent.PlayerItemUse
public int PlayerItemUse(string player_uuid, itemCategory item_category , string item_slug, float item_quantity, [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
This method collects the data of the player using an item. It is called when a player uses an item, and it is used to analyze item uses.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_quantity |
The number/amount of item used. |
reference_entity |
The path where the player spends the item.
|
reference_category_slug |
The name of the category of the path where the player spends the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the player spends the item. |
TPStashEvent.CharacterItemUse
public int CharacterItemUse(string player_uuid, string character_uuid, itemCategory item_category , string item_slug, float item_quantity, [entity reference_entity = entity.None], [string reference_category_slug = null], [string reference_slug = null]);
Description
This method collects the data of the character using an item. It is called when a character uses an item, and it is used to analyze item uses.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_quantity |
The number/amount of item used. |
reference_entity |
The path where the character spends the item.
|
reference_category_slug |
The name of the category of the path where the character spends the item.. It is referenced to the in-game names. If reference_entity is entity.Items, it is encouraged to write itemCategory as ToString() in reference_category_slug. |
reference_slug |
Details on the path where the character spends the item. |
TPStashEvent.PlayerItemLevelUp
public int PlayerItemLevelUp(string player_uuid, string item_slug, itemCategory item_category, int item_level_to, [int? item_level_from=null]);
Description
This method collects the data of item levelups the player makes.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
level_to |
Player's item's level after leveling up. |
level_from |
Player's item's level before leveling up. |
TPStashEvent.CharacterItemLevelUp
public int CharacterItemLevelUp(string player_uuid, string character_uuid, string item_slug, itemCategory item_category, int item_level_to, [int? item_level_from=null]);
Description
It collects data of the event in which the character levels up an item.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
level_to |
Character's item's level after leveling up. |
level_from |
Character's item's level before leveling up. |
TPStashEvent.PlayerItemRankUp
public int PlayerItemRankUp(string player_uuid, itemCategory item_category, string item_slug, int rank_to, [string item_to_slug=null], [int? rank_from=null]);
Description
It collects data of the event in which the player ranks up an item.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_to_slug |
Unique string identifier of the item after rank-up. |
rank_to |
Player's item's rank after ranking up. |
rank_from |
Player's item's rank before ranking up. |
TPStashEvent.CharacterItemRankUp
public int CharacterItemRankUp(string player_uuid, string character_uuid, itemCategory item_category, string item_slug, int rank_to, [string item_to_slug=null], [int? rank_from=null]);
Description
It collects data of the event in which the character ranks up an item.
It returns 1 for success and -1 for failure. If -1 is returned, you will see the following message in the Unity Editor Console in TentuPlay debug mode:
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
item_to_slug |
Unique string identifier of the item after rank-up. |
rank_to |
Character’s item's rank after ranking up. |
rank_from |
Character’s item's rank before ranking up. |
TPStashEvent.CharacterItemEquip
public int CharacterItemEquip(string player_uuid, string character_uuid, string item_slug, itemCategory item_category, equipStatus equip_status, [int? character_level = null], [int? item_level = null]);
Description
Collects the event when a character equipped or unequipped an item. Must be called when an item such as equipment, costume, jewelry, runestone or banner is equipped to a character.
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
equip_status |
Status code represents if the item is equipped or not.
|
character_level |
The level of the character (not player itself) when the item is equipped. |
item_level |
The level of the item which was equipped. |
TPStashEvent.PlayerInfrastructureEnhance
public int PlayerInfrastructureEnhance(string player_uuid, string infrastructure_slug, string enhance_slug);
Description
Collects the event when the player (NOT a character) directly enhances an infrastructure (e.g. Factory, Mine, Wizard Tower, Skill Trainer, Blacksmith)
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
enhance_slug |
unique string value (similar to ID) for the enhancement. e.g. "max_damage" , "fire_resistance", "stealth" |
TPStashEvent.CharacterInfrastructureEnhance
public int CharacterInfrastructureEnhance(string player_uuid, string character_uuid, string infrastructure_slug, string enhance_slug);
Description
Collects the event when a character enhances an infrastructure (e.g. Factory, Mine, Wizard Tower, Skill Trainer, Blacksmith)
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
enhance_slug |
unique string value (similar to ID) for the enhancement. e.g. "max_damage" , "fire_resistance", "stealth" |
TPStashEvent.PlayerInfrastructureItemEquip
public int PlayerInfrastructureItemEquip(string player_uuid, string infrastructure_slug, itemCategory item_category, string item_slug, equipStatus equip_status, [int? infrastructure_level=null], [int? item_level=null]);
Description
Collects the event when the player (not a character) directly equipped or unequipped an item to an infrastructure
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
equip_status |
Status code represents if the item is equipped or not.
|
infrastructure_level |
The level of the infrastructure which the item is equipped to. |
item_level |
The level of the item which was equipped. |
TPStashEvent.CharacterInfrastructureItemEquip
public int CharacterInfrastructureItemEquip(string player_uuid, string character_uuid, string infrastructure_slug, itemCategory item_category, string item_slug, equipStatus equip_status, [int? infrastructure_level=null], [int? item_level=null]);
Description
Collects the event when a character equipped or unequipped an equipment.
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
item_category |
Category of the item
|
item_slug |
Unique string identifier of the item. e.g."weapon_sword_dagger", "shield_kite_rare" |
equip_status |
Status code represents if the item is equipped or not.
|
infrastructure_level |
The level of the infrastructure which the item is equipped to. |
item_level |
The level of the item which was equipped. |
TPStashEvent.PlayerInfrastructureStatChange
public int PlayerInfrastructureStatChange(string player_uuid, string infrastructure_slug, string stat_slug, int stat_to, [string stat_category_slug=null], [int? stat_from=null]);
Description
Collects the event which changed stats of an infrastructure (e.g. Factory, Mine, Wizard Tower, Skill Trainer, Blacksmith) , initiated directly by the player itself (in other words, NOT by character). Use only when the player can choose how much resources to invest on stats of the infrastructure.
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
stat_slug |
Unique slug (similar to ID) for a stat (e.g. "Strength", "Perception", "Endurance" .. ) |
stat_category_slug |
Unique category slug (similar to the name of the category) of stats. e.g. "CharacterSkills", "CharacterAbilities" |
stat_to |
Stat value as number after changed |
stat_from |
Stat value as number before the change |
TPStashEvent.CharacterInfrastructureStatChange
public int CharacterInfrastructureStatChange(string player_uuid, string character_uuid, string infrastructure_slug, string stat_slug, int stat_to, [string stat_category_slug=null], [int? stat_from=null]);
Description
Events changed stats of an infrastructure (e.g. Factory, Mine, Wizard Tower, Skill Trainer, Blacksmith) , initiated by a character. Use only when a character can choose how much resources to invest on stats of the infrastructure.
Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
character_uuid |
Player’s character’s unique lD. |
infrastructure_slug |
Unique string value (similar to ID) for an infrastructure. Devs can freely enter any string value but it should be able to tell between diffrent infrastructure. |
stat_slug |
Unique slug (similar to ID) for a stat (e.g. "Strength", "Perception", "Endurance" .. ) |
stat_category_slug |
Unique category slug (similar to the name of the category) of stats. e.g. "CharacterSkills", "CharacterAbilities" |
stat_to |
Stat value as number after changed |
stat_from |
Stat value as number before the change |
TPStashEvent.StashAdviceEvent
public int StashAdviceEvent(string player_uuid, int advice_id, adviceStatus advice_status, string advice_detail=null);
Description
Events related with showing, closing an advice (in-game mail and pop-ups) and associated button actions. Returns 1 if the collection of event was successful, -1 if was not. If -1 was returned (unsuccessful), you can check error messages in the Unity console when TentuPlay is in debug mode.
TPError||ERROR inserting table_name: exception_error_message
Parameter
player_uuid |
Player’s unique lD (Not a character's ID). e.g. Steam User ID, Google Play User ID .. |
---|---|
advice_id |
Unique ID assigned to the advice. |
advice_status |
Advice status such as showing, closing an advice and button actions.
|
advice_detail |
Unique ID of in-game contents which connected to the advertisement. e.g. advertised in-game item, DLC product, in-game gift card |