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[QUESTION] Costume strings
Discussion on [QUESTION] Costume strings within the WarRock forum part of the Shooter category.
10/12/2013, 19:30
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#1
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[QUESTION] Costume strings
I know the server communicates about costumes using 1 string.
Example: BA11,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^ ,^,^,^,^,^,^
I realize that the commas are seperators, but what are the ^'s?
Does the position relate with the 'meaning' of the value? Do they represent a certain structure?
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10/12/2013, 19:34
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#2
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Add me @skype..
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10/12/2013, 19:43
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#3
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"^" is an empty slot.
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10/12/2013, 19:44
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#4
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Quote:
Originally Posted by Sleutel
"^" is an empty slot.
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But if there is a value, does the position matter?
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10/13/2013, 10:59
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#5
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Quote:
Originally Posted by Basser
But if there is a value, does the position matter?
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I haven't tested it, but I assume that it just starts at the beginning.
No empty spaces. But I'm not sure haven't tested this.
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10/13/2013, 13:05
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#6
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Well its for the costume parts like it:
BA10,BB01,^,^,^,^,^,^,^,^,^,^,BM01,^,^,^,^,^,BS05, ^,^,BV03,^,BX07,^,^,^,^,^,^
BA10 = Costume not a part
The client sends where the part should be placed when you equip it (position), string has 30 slots
Have fun ^_^
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10/13/2013, 15:22
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#7
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Quote:
Originally Posted by Basser
I know the server communicates about costumes using 1 string.
Example: BA11,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^,^ ,^,^,^,^,^,^
I realize that the commas are seperators, but what are the ^'s?
Does the position relate with the 'meaning' of the value? Do they represent a certain structure?
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Check items.bin:
Code:
<CHARACTER>
Flatform = A
Head = B
Headop = C
Headop = D
Face = E
Faceop1 = F
Faceop2 = G
Upper = H
Upperop1 = I
Upperop2 = J
Upperop3 = K
Upperop3 = L
Lower = M
Lowerop1 = N
Lowerop2 = O
Lowerop3 = P
Lowerop3 = Q
Vest = R
Vestop1 = S
Vestop2 = T
Vestop3 = U
Hand = V
Hand = W
Shoes = X
Shoesop = Y
Package = Z
</CHARACTER>
As you can see, you have an overall of 26 slots (^ is placeholder; equals nothing in a slot).
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10/13/2013, 16:11
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#8
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Quote:
Originally Posted by .BlackHat
Check items.bin:
Code:
<CHARACTER>
Flatform = A
Head = B
Headop = C
Headop = D
Face = E
Faceop1 = F
Faceop2 = G
Upper = H
Upperop1 = I
Upperop2 = J
Upperop3 = K
Upperop3 = L
Lower = M
Lowerop1 = N
Lowerop2 = O
Lowerop3 = P
Lowerop3 = Q
Vest = R
Vestop1 = S
Vestop2 = T
Vestop3 = U
Hand = V
Hand = W
Shoes = X
Shoesop = Y
Package = Z
</CHARACTER>
As you can see, you have an overall of 26 slots (^ is placeholder; equals nothing in a slot).
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Yes you're right bro, but client self send the position i do this way:
int WhereToPlace = int.Parse(getBlock(5));
string[] Placment = Costume.Split(new char[] { ',' });
Placment[WhereToPlace] = Code;
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10/13/2013, 16:19
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#9
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Quote:
Originally Posted by ~iToXiiC
Yes you're right bro, but client self send the position i do this way:
int WhereToPlace = int.Parse(getBlock(5));
string[] Placment = Costume.Split(new char[] { ',' });
Placment[WhereToPlace] = Code;
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We shouldn't assume the client is playing by the rules
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10/13/2013, 16:25
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#10
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Quote:
Originally Posted by Basser
We shouldn't assume the client is playing by the rules
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Client reads out from items.bin ;P
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10/13/2013, 16:28
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#11
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Quote:
Originally Posted by ~iToXiiC
Client reads out from items.bin ;P
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The problem is that the player can cheat; edit item.bin or use a hacked/custom client.
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10/13/2013, 17:25
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#12
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Quote:
Originally Posted by Basser
The problem is that the player can cheat; edit item.bin or use a hacked/custom client.
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True. I created an ItemInformation Class, splitting ItemCode into Enums.
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10/13/2013, 18:02
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#13
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Quote:
Originally Posted by Basser
The problem is that the player can cheat; edit item.bin or use a hacked/custom client.
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Quote:
Originally Posted by .BlackHat
True. I created an ItemInformation Class, splitting ItemCode into Enums.
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There exists 'CRC' check (MD5 + WIN32) at startup & login server
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10/13/2013, 18:31
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#14
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Quote:
Originally Posted by ~iToXiiC
There exists 'CRC' check (MD5 + WIN32) at startup & login server
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And those values are just as easily "faked"
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