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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

プレイヤーの固有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

プレイヤーの固有ID

app_version

ログインする際のゲームのクライアントバージョン

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

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

プレイヤーの固有ID

purchasable_slug

購入した商品の固有識別子

purchase_quantity

購入した商品アイテムの数・量

purchase_unit_price

購入した商品の単価

purchase_total_price

購入した商品の合計金額

purchase_currency_code

Unit of currency (USD, ECU, KRW, JPY..). Follow ISO currency symbol.

new RegionInfo("KR").ISOCurrencySymbol

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

purchasable_slug

購入した商品の固有識別子

purchase_quantity

購入した商品アイテムの数・量

purchase_unit_price

購入した商品の単価

purchase_total_price

購入した商品の合計金額

purchase_currency_code

Unit of currency (USD, ECU, KRW, JPY..). Follow ISO currency symbol.

new RegionInfo("KR").ISOCurrencySymbol

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

プレイヤーの固有ID

ad_slug

広告の固有識別子

ad_category_slug

Category of the ad

ad_status

広告のステータス

  • Ready: クールタイム終了などでプレイヤーに広告が表示される
  • Start: 広告視聴を開始
  • Quit: 途中で広告視聴を終了(中断)
  • End: 広告視聴を完了
public enum adStatus
    {
        Ready,
        Start,
        Quit,
        End
    }
reference_entity

The path where the player watches the ad.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

ad_slug

広告の固有識別子

ad_category_slug

Category of the ad

ad_status

広告のステータス

  • Ready: クールタイム終了などでプレイヤーに広告が表示される
  • Start: 広告視聴を開始
  • Quit: 途中で広告視聴を終了(中断)
  • End: 広告視聴を完了
public enum adStatus
    {
        Ready,
        Start,
        Quit,
        End
    }
reference_entity

The path where the character watches the ad.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

bonus_slug

ボーナスの固有識別子

bonus_category_slug

ボーナスタイプを区分けできるカテゴリー名

is_automated

自動で獲得するボーナスかについて

  • 使用者が何もしなくても自動でボーナスを獲得できる:True
  • 使用者が特定の行動(例:「ルーレットを回す」ボタンを押す)によりボーナスを獲得できる:False

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

bonus_slug

ボーナスの固有識別子

bonus_category_slug

ボーナスタイプを区分けできるカテゴリー名

is_automated

自動で獲得するボーナスかについて

  • 使用者が何もしなくても自動でボーナスを獲得できる:True
  • 使用者が特定の行動(例:「ルーレットを回す」ボタンを押す)によりボーナスを獲得できる:False

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

プレイヤーの固有ID

quest_slug

クエストの固有識別子

quest_category_slug

クエストタイプを区分けできるカテゴリー名

quest_status

クエストの進捗状態

  • Accept: 受け取り。プレイヤーが自ら「受け取った」時
  • Clear: クリア成功
  • Fail: 失敗
  • Abandon: 放棄。プレイヤーが自ら「放棄した」時
  • Timeover: 時間経過。クリアに時間制限があるクエスト(例:5分以内にクリア、デイリークエストなど)が時間経過により自動で失敗・キャンセルされたときに使用。
public enum questStatus
    {
        Accept,
        Clear, 
        Fail,
        Abandon, 
        Timeover
    }

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

quest_slug

クエストの固有識別子

quest_category_slug

クエストタイプを区分けできるカテゴリー名

quest_status

クエストの進捗状態

  • Accept: 受け取り。プレイヤーが自ら「受け取った」時
  • Clear: クリア成功
  • Fail: 失敗
  • Abandon: 放棄。プレイヤーが自ら「放棄した」時
  • Timeover: 時間経過。クリアに時間制限があるクエスト(例:5分以内にクリア、デイリークエストなど)が時間経過により自動で失敗・キャンセルされたときに使用。
public enum questStatus
    {
        Accept,
        Clear, 
        Fail,
        Abandon, 
        Timeover
    }

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

characterarchetype_slug

キャラクターアーキタイプの固有識別子

reference_entity

The path where the player acquires the character.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

characterarchetype_slug

キャラクターアーキタイプの固有識別子

reference_entity

The path where the player dismisses the character.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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_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

プレイヤーの固有ID

level_to

Player's level after leveling up. レベル

level_from

Player's level before leveling up. レベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

level_from

Character's level before leveling up. レベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

characterarchetype_slug

キャラクターアーキタイプの固有識別子

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

プレイヤーの固有ID

currency_slug

財貨の固有識別子例)「gold」、「diamond」、「crystal」など

currency_quantity

the player's acquired currency. 財貨の数・量

currency_total_quantity

the player's currency acquisition 以降、所持している財貨の合計数・量。スナップショットの選択項目ではあるが、財貨の所持状態をより正確に把握することができるため、非常におすすめ。

reference_entity

The path where the player acquires the currency.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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_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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

currency_slug

財貨の固有識別子例)「gold」、「diamond」、「crystal」など

currency_quantity

the character's acquired currency. 財貨の数・量

currency_total_quantity

the character's currency acquisition 以降、所持している財貨の合計数・量。スナップショットの選択項目ではあるが、財貨の所持状態をより正確に把握することができるため、非常におすすめ。

reference_entity

The path where the character acquires the currency.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

currency_slug

財貨の固有識別子例)「gold」、「diamond」、「crystal」など

currency_quantity

the player's used currency. 財貨の数・量

currency_total_quantity

the player's currency spending 以降、所持している財貨の合計数・量。スナップショットの選択項目ではあるが、財貨の所持状態をより正確に把握することができるため、非常におすすめ。

reference_entity

The path where the player spends the currency.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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_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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

currency_slug

財貨の固有識別子例)「gold」、「diamond」、「crystal」など

currency_quantity

the character's used currency. 財貨の数・量

currency_total_quantity

the character's currency spending 以降、所持している財貨の合計数・量。スナップショットの選択項目ではあるが、財貨の所持状態をより正確に把握することができるため、非常におすすめ。

reference_entity

The path where the character spends the currency.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

stage_slug

ゲームステージの固有識別子

stage_category_slug

ゲームのステージタイプを区分けできるカテゴリー名

stage_level

ステージのレベルストリング

stage_score

ステージ終了時のスコア

stage_status

ステージ状態

  • Start: 開始
  • Win: 成功・勝利
  • Lose: 失敗・敗北
  • Draw: 引き分け
  • Quit: 途中で放棄
  • Timeout: 時間経過
  • Error: エラーによる終了
public enum stageStatus
{
	Start
	Win
	Lose
	Draw
	Quit
	Timeout
	Error
}
stage_playtime

ステージ終了時、ステージの合計プレイタイム

is_autocombat_committed

Whether to use auto-battle option.

  • NotExist: Auto-battle option doesn't exist
  • AutocombatOn: Use auto-battle option
  • AutocombatOff: Turn auto-battle option off
  • Switchable: Auto-battle option is switchable or player/character can use partial auto-battle option.
public enum isAutocombat
  {
      NotExist,
      AutocombatOn,
      AutocombatOff,
      Switchable
  }

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

stage_slug

ゲームステージの固有識別子

stage_category_slug

ゲームのステージタイプを区分けできるカテゴリー名

stage_level

ステージのレベルストリング

stage_score

ステージ終了時のスコア

stage_status

ステージ状態

  • Start: 開始
  • Win: 成功・勝利
  • Lose: 失敗・敗北
  • Draw: 引き分け
  • Quit: 途中で放棄
  • Timeout: 時間経過
  • Error: エラーによる終了
public enum stageStatus
{
	Start
	Win
	Lose
	Draw
	Quit
	Timeout
	Error
}
stage_playtime

ステージ終了時、ステージの合計プレイタイム

is_autocombat_committed

Whether to use auto-battle option.

  • NotExist: Auto-battle option doesn't exist
  • AutocombatOn: Use auto-battle option
  • AutocombatOff: Turn auto-battle option off
  • Switchable: Auto-battle option is switchable or player/character can use partial auto-battle option.
public enum isAutocombat
  {
      NotExist,
      AutocombatOn,
      AutocombatOff,
      Switchable
  }

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

プレイヤーの固有ID

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

reference_entity

The path where the player brings the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

reference_entity

The path where the character brings the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

reference_entity

The path where the player brings the character.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

upgrade_slug

Unique string identifier of the upgrade.

upgrade_category_slug

The category of the upgrade.

level_to

Level after leveling up. レベル

level_from

Level before leveling up. レベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

upgrade_slug

Unique string identifier of the upgrade.

upgrade_category_slug

The category of the upgrade.

level_to

Level after an upgrade. レベル

level_from

Level before leveling up. レベル

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

プレイヤーの固有ID

stat_slug

ステータスの固有識別子

stat_category_slug

ステータスを区分けできるカテゴリー名

stat_to

変化後のステータス

stat_from

変化前のステータス

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

stat_slug

ステータスの固有識別子

stat_category_slug

ステータスを区分けできるカテゴリー名

stat_to

変化後のステータス

stat_from

変化前のステータス

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

プレイヤーの固有ID

skill_slug

スキルの固有識別子

skill_category_slug

スキルタイプを区分けできるカテゴリー名

level_to

Player's skill's level after leveling up. レベル

level_from

Player's skill's level before leveling up. レベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

skill_slug

スキルの固有識別子

skill_category_slug

スキルタイプを区分けできるカテゴリー名

level_to

Character's skill's level after leveling up. レベル

level_from

Character's skill's level before leveling up. レベル

character_level

when the skill levels up. キャラクターのレベル

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

プレイヤーの固有ID

skill_slug

スキルの固有識別子

skill_category_slug

スキルタイプを区分けできるカテゴリー名

equip_status

skill セット・解除のステータス

public enum equipStatus
{
    Equip,
    Unequip,
}
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

skill_slug

スキルの固有識別子

skill_category_slug

スキルタイプを区分けできるカテゴリー名

equip_status

skill セット・解除のステータス

public enum equipStatus
{
    Equip,
    Unequip,
}
skill_level

Skill level when the character equips/unequips the skill

character_level

when the skill is equipped/unequipped. キャラクターのレベル

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

プレイヤーの固有ID

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

item_quantity

item acquired. の数・量

reference_entity

The path where the player acquires the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

item_quantity

item acquired. の数・量

reference_entity

The path where the character acquires the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

item_quantity

item used. の数・量

reference_entity

The path where the player spends the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

item_quantity

item used. の数・量

reference_entity

The path where the character spends the item.

public enum entity
    {
        Ads,
        Bonuses,
        CharacterArchetypes,
        Currencies,
        Items,
        Mailboxes,
        Purchasables,
        Quests,
        Stages,
        Trades,
        Upgrades,
        Etc
    }
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

プレイヤーの固有ID

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

level_to

Player's item's level after leveling up. レベル

level_from

Player's item's level before leveling up. レベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

level_to

Character's item's level after leveling up. レベル

level_from

Character's item's level before leveling up. レベル

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

プレイヤーの固有ID

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

item_category

Category of the item

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

equip_status

item セット・解除のステータス

public enum equipStatus
{
    Equip,
    Unequip,
}
character_level

when the item is equipped. キャラクターのレベル

item_level

セットしたアイテムのレベル

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

プレイヤーの固有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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

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

プレイヤーの固有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

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

equip_status

item セット・解除のステータス

public enum equipStatus
{
    Equip,
    Unequip,
}
infrastructure_level

The level of the infrastructure which the item is equipped to.

item_level

セットしたアイテムのレベル

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

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

  • Equipment: Weapons, armors, accessories, and other gears
  • Consumable: Potion, bandage, and other consumable items
  • Cosmetics: Costumes that do not affect the player/character's ability, etc.
  • Token: Alternative currency with limited use such as 'token for pvp shop'. Token includes an entrance ticket.
  • Material: Raw materials for gear upgrades, character ranking up, etc.
  • Infrastructure: Items that indirectly affects the whole game. Fixed assets.
  • RandomBox: A random box that can be opened, in which the content depends on the probability.
  • Etc
public enum itemCategory
{
	Equipment,
	Consumable,
	Cosmetics,
	Token,
	Material,
        Infrastructure,
        RandomBox,
	Etc
}
item_slug

アイテムの固有識別子

equip_status

item セット・解除のステータス

public enum equipStatus
{
    Equip,
    Unequip,
}
infrastructure_level

The level of the infrastructure which the item is equipped to.

item_level

セットしたアイテムのレベル

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

プレイヤーの固有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

ステータスの固有識別子

stat_category_slug

ステータスを区分けできるカテゴリー名

stat_to

変化後のステータス

stat_from

変化前のステータス

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

プレイヤーの固有ID

character_uuid

プレイヤー内キャラクターの固有ID ゲームにキャラクターがない、もしくはキャラクターではなくプレイヤーを示す場合にはTentuPlayKeyword._DUMMY_CHARACTER_ID_に設定します。

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

ステータスの固有識別子

stat_category_slug

ステータスを区分けできるカテゴリー名

stat_to

変化後のステータス

stat_from

変化前のステータス

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

プレイヤーの固有ID

advice_id

Unique ID assigned to the advice.

advice_status

メールのインタラクション状態

public enum adviceStatus
{
    Open,
    Dismiss,
    Interact
}
advice_detail

インタラクションが発生すると、クリックしたボタンと繋がっているアイテム・コンテンツ・商品の固有ID