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Copy path03x32_opcode_character_info.bt
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03x32_opcode_character_info.bt
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struct s_hair {
ushort style;
ushort color;
};
struct s_appearance {
ushort u1;
ushort u2;
s_hair hair;
ushort eye_color;
ushort skin_color;
s_hair equipped_hair;
ushort equipped_eye_color;
ushort equipped_skin_color;
};
struct s_weapon {
byte upgrade_level;
int prototype_id;
byte u1;
int u2;
};
struct s_fashion {
int u1;
int u2;
int prototype_id;
uint color;
int u3;
int u4;
int u5;
uint u6;
};
struct s_character {
uint id;
ushort name_length;
wchar_t name[name_length / 2];
ubyte hero;
ubyte advancement;
uint photo;
s_appearance appearance;
ubyte level;
byte unknown[10];
s_weapon weapon;
s_fashion fashions[14];
uint u1;
uint title_primary;
uint title_secondary;
uint guild_id;
ushort guild_name_length;
wchar_t guild_name[guild_name_length / 2];
uint u2;
uint stats_current_hp;
uint stats_max_hp;
uint stats_current_sg;
uint stats_max_sg;
uint u3;
uint u4;
uint u5;
uint stats_max_stamina;
uint u6;
uint u7;
float stats_max_move_speed;
float stats_max_attack_speed;
ushort u8_1;
ubyte u8_2;
ushort primary_energy;
ushort extra_energy;
ubyte u8_3;
byte u9;
byte u10;
uint u11;
ushort u12;
uint u13;
uint u14;
ubyte slot;
uint u15;
byte u16;
uint u17;
};
struct s_place {
ushort location;
uint64 u1;
float x;
float y;
float z;
float r;
float u2;
float u3;
};
ushort opcode;
s_character character;
s_place place;
uint64 exp;
uint64 zenny;
uint u1;
uint u2;
uint u3;
uint u4;
uint u5;
uint64 aether;
uint64 u6;
ushort u7_length;
char u7[u7_length];
uint64 u8;
uint64 u9;
uint u10;
ushort u11;
byte u12;
byte result;