final case class CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle, unk: Int, command_rank: Int, implant_effects: List[ImplantEffects.Value], cosmetics: Option[Set[Cosmetic]])(is_backpack: Boolean, is_seated: Boolean) extends ConstructorData with Product with Serializable

A representation of a portion of an avatar's ObjectCreateDetailedMessage packet data.

This information outlines most of the specifics required to depict some other player's character. Someone else decides how that character is behaving and the server tells each client how to depict that behavior. For that reason, the character is mostly for presentation purposes, rather than really being fleshed-out. Of the inventory for this character, only the initial five weapon slots are defined. In the "backend of the client," the character produced by this data is no different from the kind of character that could be declared a given player's avatar. In terms of equipment and complicated features common to an avatar character, however, any user would find this character ill-equipped.

health

the amount of health the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; when 0% (less than 3 of 255), the player will collapse into a death pose on the ground; while is_backpack == true, health will always report as 0; while is_seated == true, health will (try to) report as 100

armor

the amount of armor the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; while is_seated == true, armor will always report as 0

uniform_upgrade

the level of upgrade to apply to the player's base uniform

command_rank

the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically

implant_effects

the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximum number of effects is three

cosmetics

optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24; these flags do not exist if they are not applicable

is_backpack

this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped

is_seated

this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies

Source
CharacterData.scala
See also

DetailedCharacterData

Cosmetics

Linear Supertypes
Serializable, Product, Equals, ConstructorData, StreamBitSize, AnyRef, Any
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Inherited
  1. CharacterData
  2. Serializable
  3. Product
  4. Equals
  5. ConstructorData
  6. StreamBitSize
  7. AnyRef
  8. Any
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Visibility
  1. Public
  2. Protected

Instance Constructors

  1. new CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle, unk: Int, command_rank: Int, implant_effects: List[ImplantEffects.Value], cosmetics: Option[Set[Cosmetic]])(is_backpack: Boolean, is_seated: Boolean)

    health

    the amount of health the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; when 0% (less than 3 of 255), the player will collapse into a death pose on the ground; while is_backpack == true, health will always report as 0; while is_seated == true, health will (try to) report as 100

    armor

    the amount of armor the player has, as a percentage of a filled bar; the bar has 85 states, with 3 points for each state; while is_seated == true, armor will always report as 0

    uniform_upgrade

    the level of upgrade to apply to the player's base uniform

    command_rank

    the player's command rank as a number from 0 to 5; cosmetic armor associated with the command rank will be applied automatically

    implant_effects

    the effects of implants that can be seen on a player's character; the number of entries equates to the number of effects applied; the maximum number of effects is three

    cosmetics

    optional decorative features that are added to the player's head model by console/chat commands; they become available at battle rank 24; these flags do not exist if they are not applicable

    is_backpack

    this player character should be depicted as a corpse; corpses are either coffins (defunct), backpacks (normal), or a pastry (festive); the alternate model bit should be flipped

    is_seated

    this player character is seated in a vehicle or mounted to some other object; alternate format for data parsing applies

Value Members

  1. final def !=(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  2. final def ##: Int
    Definition Classes
    AnyRef → Any
  3. final def ==(arg0: Any): Boolean
    Definition Classes
    AnyRef → Any
  4. val armor: Int
  5. final def asInstanceOf[T0]: T0
    Definition Classes
    Any
  6. def bitsize: Long

    Performs a "sizeof()" analysis of the given object.

    The calculation reflects the scodec Codec definition rather than the explicit parameter fields.

    Performs a "sizeof()" analysis of the given object.

    The calculation reflects the scodec Codec definition rather than the explicit parameter fields. For example, a traditional Int is normally a 32-bit number, often rendered as a 32u number. When parsed with a uintL(7), it's length will be considered 7 bits (7u). (Note: being permanently signed, an scodec value of 32u or longer must fit into a Long type.)

    returns

    the number of bits necessary to measure an object of this class; defaults to 0L

    Definition Classes
    CharacterDataStreamBitSize
  7. def clone(): AnyRef
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.CloneNotSupportedException]) @native()
  8. val command_rank: Int
  9. val cosmetics: Option[Set[Cosmetic]]
  10. final def eq(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  11. def finalize(): Unit
    Attributes
    protected[lang]
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.Throwable])
  12. final def getClass(): Class[_ <: AnyRef]
    Definition Classes
    AnyRef → Any
    Annotations
    @native()
  13. val health: Int
  14. val implant_effects: List[ImplantEffects.Value]
  15. final def isInstanceOf[T0]: Boolean
    Definition Classes
    Any
  16. final def ne(arg0: AnyRef): Boolean
    Definition Classes
    AnyRef
  17. final def notify(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  18. final def notifyAll(): Unit
    Definition Classes
    AnyRef
    Annotations
    @native()
  19. def productElementNames: Iterator[String]
    Definition Classes
    Product
  20. final def synchronized[T0](arg0: => T0): T0
    Definition Classes
    AnyRef
  21. val uniform_upgrade: UniformStyle
  22. val unk: Int
  23. final def wait(): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  24. final def wait(arg0: Long, arg1: Int): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException])
  25. final def wait(arg0: Long): Unit
    Definition Classes
    AnyRef
    Annotations
    @throws(classOf[java.lang.InterruptedException]) @native()

Inherited from Serializable

Inherited from Product

Inherited from Equals

Inherited from ConstructorData

Inherited from StreamBitSize

Inherited from AnyRef

Inherited from Any

Ungrouped