ClientCreateCharacter

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Client Packet - ClientCreateCharacter (B97F3074)

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Struct


SHORT Op Count
INT Opcode
C_STRING CharCustomization
U_STRING CharName
A_STRING Player_Race_IFF
A_STRING StartLocation
A_STRING HairObject
C_STRING HairCustomization
A_STRING StartProfession
BYTE ??
FLOAT Height
U_STRING Biography
BYTE Tutorial_Flag

Variable Descriptions


Op Count = 0C

Opcode = B97F3074



  • CharCustomization:

A customization string used to store a characters physical customizations. Stored as binary data.

  • CharName:

A unicode string composed of the first name and surname seperated by a space.

  • Player_Race_IFF:

The path and filename of the object file templete for the specified race. Must be of type creature/player.

"object/creature/player/[race_gender].iff"

  • StartLocation:

The string specifying the start location of players. The server will override this feature, unless it is figured out how to load the UI for changing it.

TODO: Find how to change StartLocation.

  • Char_HairObject:

The path and filename of the object file templete for the hair type selected. Must be an appropriate templete.

"object/tangible/hair/[race]/hair_[race_gender]_s[ID].iff"

  • HairCustomization:

A customization string used to store the hair customization. Will be stored in the server as binary data.

  • StartProfession:

A string of the root starting profession of the character. See skill tree for more information.

  • UnknownByte:

Unknown Purpose, never seen 01.

TODO: Figure out the purpose of this byte.

  • Height:

A floating point value of the characters height or scale.

  • Biography:

A unicode string that stores a players biography written at char creation.

  • Tutorial_Flag:

This flag is 01 when the tutorial option is checked, 0 otherwise. If 01, start the player with the tutorial system.


Tags


C→S This packet originates on the client.

75% This packet has been partially reversed.

Sample Packet

 
0C 00 
74 30 7F B9 
72 00 02 23 17 C3 
BF 01 18 C3 A4 1C C3 BF 01 1B 62 05 43 1A C2 BF        ..........b.C...
19 C3 BF 01 0D C3 BF 01 09 2D 12 C2 AD 13 C3 BF        .........-......
01 20 C3 BF 01 10 C3 BF 01 21 C2 8A 0F 73 14 2A        .........!...s.*
11 C3 BF 01 0E C3 96 03 C3 BF 01 0B 5E 0C C3 BF        ............^...
01 06 C3 BF 01 08 C2 82 15 C3 BF 01 16 28 04 C3        .............(..
9F 07 51 0A C3 BF 01 23 0A 25 02 24 C3 BF 01 01        ..Q....#.%.$....
17 1D C3 BF 01 1F 0B 1E C3 BF 01 C3 BF 03 05 00        ................
00 00 6D 00 69 00 6E 00 6B 00 6F 00 25 00 6F 62        ..m.i.n.k.o.%.ob
6A 65 63 74 2F 63 72 65 61 74 75 72 65 2F 70 6C        ject/creature/pl
61 79 65 72 2F 68 75 6D 61 6E 5F 6D 61 6C 65 2E        ayer/human_male.
69 66 66 07 00 62 65 73 74 69 6E 65 32 00 6F 62        iff..bestine2.ob
6A 65 63 74 2F 74 61 6E 67 69 62 6C 65 2F 68 61        ject/tangible/ha
69 72 2F 68 75 6D 61 6E 2F 68 61 69 72 5F 68 75        ir/human/hair_hu
6D 61 6E 5F 6D 61 6C 65 5F 73 30 37 2E 69 66 66        man_male_s07.iff
07 00 02 01 02 0D C3 BF 03 0F 00 63 6F 6D 62 61        ...........comba
74 5F 6D 61 72 6B 73 6D 61 6E 00 08 52 84 3F 00        t_marksman..R.?.
00 00 00 00 01 FB 29                                   ......)