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att-string-transcoder

Trancode integer strings for A Township Tale.

  • 2.3.1
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  • npm
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ATT String Transcoder

ATT String Transcoder

Allows you to decode A Township Tale's save strings for analysing, and encode JS objects into ATT save strings for spawning.

⚠️ Use this library primarily when creating bots for ATT, or when building your own ATT save string project. If you just want to make string weapons, check out my ATT String Workshop project.

Installation

Add this library to your project's dependencies:

npm install --save att-string-transcoder

Decoding a string

import { decodeString } from 'att-string-transcoder';

/**
 * You obtain an encoded save string by sending the `select tostring` console command.
 * See: https://docs.google.com/document/d/150PALdbZalylhkI4_iCL7Bl0X_rgvq80gJCUHik3z4I/edit?usp=sharing
 */
const encodedString = '23644,174,23644,{...very long...},2,';
const decodedString = decodeString(encodedString);
decodedString will contain:
const decodedString = {
  hash: 23644,
  size: 1392,
  prefab: {
    prefabObject: {
      hash: 23644,
      position: {
        x: -699.1250610351562,
        y: 128.15176391601562,
        z: 98.96036529541016
      },
      rotation: {
        x: -0.00007028286927379668,
        y: -0.06372569501399994,
        z: -0.0011925859143957496,
        w: 0.9979667663574219
      },
      scale: 1.0000009536743164
    },
    components: {
      Unknown: [],
      NetworkRigidbody: {
        position: {
          x: -699.1250610351562,
          y: 128.15176391601562,
          z: 98.96036529541016
        },
        rotation: {
          x: -0.00007028286927379668,
          y: -0.06372569501399994,
          z: -0.0011925859143957496,
          w: 0.9979667663574219
        },
        isKinematic: false,
        isServerSleeping: true,
        velocity: {
          x: 0,
          y: 0,
          z: 0
        },
        angularVelocity: {
          x: 0,
          y: 0,
          z: 0
        }
      },
      Pickup: {
        lastInteractorPlayerId: 1965324787
      },
      LiquidContainer: {
        canAddTo: false,
        canRemoveFrom: true,
        contentLevel: 0,
        hasContent: false,
        isCustom: false,
        presetHash: 0,
        customData: null
      },
      BasicDecay: {
        isDisabled: false,
        timelineEntry: 37654637031400
      }
    },
    embeddedEntities: {
      Unknown: [
        {
          hash: 21290,
          isAlive: true,
          components: {
            Unknown: [],
            Pickup: {
              lastInteractorPlayerId: 1965324787
            }
          }
        }
      ]
    },
    childPrefabs: []
  }
};

Encoding a string

First, create a blade prefab object:
import { Prefab, PrefabData, PhysicalMaterialPartHash } from 'att-string-transcoder';

const blade: PrefabData = {
  prefabObject: {
    hash: Prefab.Large_Longsword_Blade.hash
  },
  components: {
    PhysicalMaterialPart: {
      materialHash: PhysicalMaterialPartHash.EvinonSteelAlloy
    },
    DurabilityModule: {
      integrity: 0.01
    }
  }
};
Then, create a guard prefab object:
import { Prefab, PrefabData, PhysicalMaterialPartHash } from 'att-string-transcoder';

export const guard: PrefabData = {
  prefabObject: {
    hash: Prefab.Large_Guard_Rectangle.hash
  },
  components: {
    PhysicalMaterialPart: {
      materialHash: PhysicalMaterialPartHash.Copper
    },
    DurabilityModule: {
      integrity: 0.01
    }
  },
  childPrefabs: [
    {
      parentHash: Prefab.Large_Guard_Rectangle.slots.Slot_Large_SwordType,
      prefab: blade
    }
  ]
};
Finally, create a handle prefab object:
import { Prefab, PrefabData } from 'att-string-transcoder';

const position = {
  x: -701,
  y: 128.2,
  z: 100
};

export const handle: PrefabData = {
  prefabObject: {
    hash: Prefab.Handle_Short.hash,
    position
  },
  components: {
    NetworkRigidbody: {
      position
    }
  },
  childPrefabs: [
    {
      parentHash: Prefab.Handle_Short.slots.Slot_Large_SwordType_Craft_1,
      prefab: guard
    }
  ]
};

Encode the hierarchical prefab object to obtain a string for spawning:

import { createString } from 'att-string-transcoder';

/* ... defined prefab objects ... */

/**
 * You spawn an encoded save string by sending the `spawn string-raw` console command.
 * See: https://docs.google.com/document/d/150PALdbZalylhkI4_iCL7Bl0X_rgvq80gJCUHik3z4I/edit?usp=sharing
 */
const encodedSword = createString(handle);
encodedSword will contain:
42230,252,42230,3291430912,1124086579,1120403456,0,0,0,1065353216,1065353216,2290978823,418,3291430912,1124086579,1120403456,0,0,0,1065353216,0,0,0,0,0,0,0,0,536871679,1163,0,0,0,0,0,0,133169152,133169152,34023564,2684354564,2523,1307670851,3758096388,126122721,1073741824,0,268438699,2147487155,3221225472,0,0,0,0,0,66584576,66584576,17011782,1342177282,1968,3875060897,4026531842,63061360,2684354560,0,0,|3,2290978823,1,272188517,1,1871432223,1,

Encoding a string (alternative method)

You can also use the createPrefab helper function of this library. See the ATT String Workshop project for documentation about this.

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Package last updated on 17 Feb 2022

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