# PSF-LoginServer - master - net.psforever.packet.game.objectcreate.CharacterData
PSF - LoginServer - master - net.psforever.packet.game.objectcreate.CharacterData
Keywords: PSF LoginServer master net.psforever.packet.game.objectcreate.CharacterData

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# Packages

-  package root
  Definition Classes
    root
-  package net
  Definition Classes
    root
-  package psforever
  Definition Classes
    net
-  package packet
  Definition Classes
    psforever
-  package game
  Definition Classes
    packet
-  package objectcreate
  Definition Classes
    game
- AegisShieldGeneratorData
- AmmoBoxData
- BasicCharacterData
- CaptureFlagData
- CharacterAppearanceA
- CharacterAppearanceB
- CharacterAppearanceData
- CharacterData
- CommonFieldData
- CommonFieldDataExtra
- CommonFieldDataWithPlacement
- ConstructorData
- DCDExtra1
- DCDExtra2
- DestroyedVehicleData
- DetailedAmmoBoxData
- DetailedCharacterA
- DetailedCharacterB
- DetailedCharacterData
- DetailedCommandDetonaterData
- DetailedConstructionToolData
- DetailedLockerContainerData
- DetailedPlayerData
- DetailedREKData
- DetailedWeaponData
- DrawnSlot
- DroppedItemData
- DroppodData
- FlightPhysics
- HandheldData
- ImplantEffects
- ImplantEntry
- InternalSlot
- InventoryData
- InventoryItemData
- LargeDeployableData
- LockerContainerData
- MountItem
- ObjectClass
- ObjectCreateBase
- ObjectCreateMessageParent
- OneMannedFieldTurretData
- OrbitalShuttleData
- PlacementData
- PlayerData
- Prefab
- REKData
- RemoteProjectileData
- RemoteProjectiles
- RibbonBars
- SmallTurretData
- SpecificVehicleData
- StreamBitSize
- TRAPData
- TelepadDeployableData
- TerminalData
- UniformStyle
- UtilityVehicleData
- VariantVehicleData
- VehicleData
- VehicleFormat
- WeaponData

c

net.psforever.packet.game.objectcreate

# CharacterData 

###
Companion object CharacterData

#### final case class CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle.Value, 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 maximu 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, but here they require the third uniform upgrade (rank 25); 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

Ordering

1. Alphabetic
2. By Inheritance

Inherited

1. CharacterData
2. Serializable
3. Product
4. Equals
5. ConstructorData
6. StreamBitSize
7. AnyRef
8. Any

1. Hide All
2. Show All

Visibility

1. Public
2. Protected

### Instance Constructors

1.  new CharacterData(health: Int, armor: Int, uniform_upgrade: UniformStyle.Value, 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 maximu 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, but here they require the third uniform upgrade (rank 25); 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
     CharacterData → StreamBitSize
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.Value
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