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66ca9c6fa9
3 changed files with 1 additions and 191 deletions
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@ -4,11 +4,3 @@ This is a continuation and rewrite of the original Project Infinity for Wonderki
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## Important notes for developers
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## Important notes for developers
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* Avoid using statements with TcpSession, AuthSession or any type that inherits Session outside the session itself.
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* Avoid using statements with TcpSession, AuthSession or any type that inherits Session outside the session itself.
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# Scripts example usage
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**split_dat_file.ps1**
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``.\scripts\split_dat_file.ps1 .\wk-data\baseitemdata_clean.dat 932 9``
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**dexor_binary_file.ps1**
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``.\scripts\dexor_binary_file.ps1 .\wk-data\baseitemdata.dat .\wk-data\baseitemdata_clean.dat 0xc5``
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@ -1,2 +1,2 @@
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#!pwsh
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#!sh
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docker build --platform linux/arm64,linux/amd64 -f Continuity.AuthServer/Dockerfile -t continuity-auth .
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docker build --platform linux/arm64,linux/amd64 -f Continuity.AuthServer/Dockerfile -t continuity-auth .
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@ -1,182 +0,0 @@
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#pragma once
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#pragma pattern_limit 1500000
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#include <std/sys.pat>
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struct header {
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u8 unk[3];
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bool flag;
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u8 unk2;
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u32 amountOfItems;
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};
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enum ItemType :u32{
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Equipped = 0,
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CashEquiped = 1,
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Equip = 2,
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Etc = 3,
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Cash = 4,
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Warehouse = 5,
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GiftBox = 6
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};
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enum CharacterJob : u32 {
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NULL,
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Swordsman = 1, /// 01
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Mage, /// 02
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Thief, /// 03
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Scout, /// 04
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Warrior, /// 05
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Knight, /// 06
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Priest, /// 07
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Wizard, /// 08
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Rogue, /// 09
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Ninja, /// 10
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Gunner, /// 11
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Archer, /// 12
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Berserker, /// 13
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Pladin, /// 14
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Saint, /// 15
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Warlock, /// 16
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Knave, /// 17
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Assassin, /// 18
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Gunslinger, /// 19
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Ranger, /// 20
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Juggernaut, /// 21
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Temple_Knight, /// 22
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Exorcist, /// 23
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Necromancer, /// 24
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Raider, /// 25
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Nightstalker, /// 26
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Sharpshooter, /// 27
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Beast_Keeper, /// 28
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};
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enum Slot : u32{};
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enum Gender : u32{};
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struct ElementalStats{
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u32 minFire;
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u32 minWater;
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u32 minDark;
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u32 minHoly;
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u32 maxFire;
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u32 maxWater;
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u32 maxDark;
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u32 maxHoly;
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u32 fire;
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u32 water;
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u32 dark;
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u32 holy;
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u32 fireResistance;
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u32 waterResistance;
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u32 darkResistance;
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u32 holyResistance;
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};
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struct AttributeStats{
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u32 Strength;
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u32 Dexterity;
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u32 Intelligence;
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u32 Vitality;
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u32 Luck;
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u32 Wisdom;
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};
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struct CraftMaterial{
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u32 firstId;
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u32 secondId;
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u32 thirdId;
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u32 fourthId;
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u32 firstAmount;
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u32 secondAmount;
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u32 thirdAmount;
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u32 fourthAmount;
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};
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struct ItemOptions{
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u32 available;
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u32 Ids[4];
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};
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struct ContainedItems{
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u16 firstId;
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u16 secondId;
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u16 thirdId;
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u16 fourthId;
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u16 fifthId;
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float firstChacne;
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float secondChance;
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float thirdChance;
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float fourthChance;
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float fifthChance;
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};
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struct Item {
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u32 Id;
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u32 IsDisabled;
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ItemType type;
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u8 unk[8];
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CharacterJob job1;
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CharacterJob job2;
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CharacterJob job3;
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CharacterJob job4;
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Slot slot1;
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Slot slot2;
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u8 unk2[4];
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u32 isCash;
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u8 unk3[4];
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u32 Price;
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u8 unk4[4];
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u32 maxAmount;
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u8 unk5[12];
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u32 maxLevelRequired;
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Gender gender;
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u32 unkWeaponSomething;
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u8 unk6[24];
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AttributeStats stats;
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ElementalStats elementalStats;
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u8 unk7[12];
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float Speed;
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float Jump;
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u32 defenseStat;
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u32 magicId;
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u8 unk8[8];
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u32 additionalHealthRecoveryVolume;
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u8 unk9[4];
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u32 additionalManaRecoveryVolume;
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u8 unk10[12];
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u32 additionalHealthPoints;
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u32 additionalManaPoints;
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bool isArrow;
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u8 unk11[7];
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u32 additionalEvasionRate;
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u32 hitRate;
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u32 chanceToHit;
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u32 magicalDamage;
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u32 criticalHitChance;
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u8 unk12[8];
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u32 minAttackDamage;
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u32 maxAttackDamage;
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u32 physicalDamage;
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CraftMaterial craftMaterial;
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u32 craftResultAmount;
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u8 unk13[4];
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u32 craftResultItem;
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u8 unk14[16];
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u32 frontWearItemIndex;
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u32 rearWearItemIndex;
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u32 sheetX;
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u32 sheetY;
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u32 sheetWidth;
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u32 sheetHeight;
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u32 sheetId;
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char name[20];
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char description[85];
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u8 unk15[175];
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u32 isEnchantable;
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u8 unk16[104];
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u32 setItems[5];
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u32 setId;
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ItemOptions options;
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u8 unk17[23];
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u8 petId;
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u8 unk18[20];
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u8 hitBoxScaling;
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u8 unk19[13];
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ContainedItems containedItems;
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u8 minLevelRequired;
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u8 unk20[3];
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};
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std::assert(sizeof(Item) == 932, "Struct isn't the right size");
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header header @ 0x00;
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Item items[header.amountOfItems] @0x09;
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