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September. 19, 2019

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.fl character files
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There's some mystery lines in character files that I can see after decryption and I kinda want to know what they do and/or how to convert them from the format they're in now to something readable.

Quote:
description = 00310032002f00310033002f00310030002000310036003a00310032003a00350036
tstamp = 30120672, 2595427088
name = 00680069

(I guess it would help to note that the name of this character is 'hi' - how do you work that out from the name line though?)

How are these supposed to be decoded into something readable?

What about the 'name' file that comes up in account directories - do we know much about that?

Thanks in advance.

Posted on: 2010/12/24 17:09
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Re: .fl character files
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Description = unicode
Tstamp = LONG,LONG timestamp (64 bit number)
Name = unicode (here it is the word 'hi'

Conversion table

Posted on: 2010/12/24 20:12
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Re: .fl character files
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Great, thanks! Any idea what is in the name file?

Posted on: 2010/12/24 21:57
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Re: .fl character files
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It's an encrypted version of the player's account id (the string that is hashed to generate the directory name). XOR each word (Unicode character) with 0x2E6E to decrypt it.

Posted on: 2010/12/27 6:51
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Re: .fl character files
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Code:
<?php
$input = file_get_contents("path/to/name");
$buffer = "";
foreach(str_split($input) as $char){
$buffer .= $char ^ 0x2E6E;
}
echo $buffer;
?>


Would that do it?

Posted on: 2010/12/27 15:57
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Re: .fl character files
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Not quite. The name file uses Unicode characters, whereas PHP uses bytes (PHP 6 might be different). Since the original string is straight ASCII, anyway, the second byte can just be ignored (it's always zero).

Code:
<?php
$input = file_get_contents($argv[1]);
$buffer = "";
foreach(str_split($input,2) as $char){
$buffer .= chr(ord($char) ^ 0x6E);
}
echo "$buffer\n";
?>

Posted on: 2010/12/28 6:18
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Re: .fl character files
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Hi!

Sorry for the necro, but I'm modifying some Dot files in FLShell (restart templates) and I'm wondering if I even need to have these lines in the file:

Code:
description = 00310030002f00320032002f00310031002000320032003a00310031003a00300038

tstamp = 30183687,2150259648
name = 0045006400690073006f006e005f005400720065006e0074
rank = 36


Does the server override these with the character's own .fl info or is this something I actually need to be concerned about? I never worried about it before because I didn't actually know what it all meant - I just wanted to make different faction profiles.

Posted on: 2011/10/23 6:20
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Re: .fl character files
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I don't know about FLShell, but FLAC also makes use of restart templates.

How FLAC does it is to take an existing developed character file pre-set up by an admin and set aside for that purpose and rename it using the existing players file.

So in essence here's what happens:

Player is using a character name Freelancer

Player Freelancer types /startas rogues
FLAC recognizes the command and goes to the templates folder and grabs the character file associated with that instruction. It then moves that file into the players account and uses the /rename instruction to rename it to Freelancer. During the rename process the Freelancer file is deleted and the template file copied into their account gets renamed to Freelancer. Voila, you're done.

Now here's the rub...
The player loses EVERYTHING on that character including money, equipment, rep, navmaps, etc. All of these items are replaced by whatever the template was set up as...

(You have no idea how often I have to restore a player's file because they thought the only thing that was going to happen is a rep change appropriate to rogues RP).

So, let's say you've been running an Eagle for two years, you have a billion creds, full navmap, your rep is just the way you like it and you decide to RP as a rogue. Using that command will delete your existing character file and replace it with a Bloodhound with rogue appropriate weapons and equipment as well as a rogue appropriate reputation. Your navmap is as if you had just started up a new starflea with the exception of the base you're now docked on (Buffalo for example).

So, you can see that there's a downside to the way FLAC does it. On the plus side FLAC allows for charging for a /startas feature.

typing /startas will show a list of available templates along with their purchase price. The savvy player will create a new character, put that amount of credits on it and then use the startas command to create their new character. The less than astute player will see that there's a neutral template they can take advantage of for X amount of credits, use it and end up with a new starflea with a neutral reputation losing everything in the process.

So, that's a long answer to your question. For FLAC the lines are needed as the process is basically a rename of an existing character file.

Posted on: 2011/10/23 22:44
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Re: .fl character files
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FLShell does the same thing, it only keeps your player name, everything else is replaced.

Posted on: 2011/10/24 8:55
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Re: .fl character files
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K, thanks I'll just leave in the lines that set faction reps then.

Posted on: 2011/10/24 9:33
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Re: .fl character files
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Hya guys

After reading that, I know now how to decode the Name of the character, but has anyone hints on how to decode the crypted version of the .fl savegame file? to make it readable?

for info I work with Delphy 5 which works with Turbo Pascal language,n but even any C, C++ base will get me closer to my goal

Posted on: 2012/4/9 21:54
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Re: .fl character files
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Goultek, take a look at this.

Posted on: 2012/4/9 22:02
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Re: .fl character files
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Tyvm mate, I could solve my problem thanx to the source code, now going on to next step of my program

Posted on: 2012/4/10 19:35
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