Overview
S Balance
S Value
$0.00More Info
Private Name Tags
ContractCreator
Loading...
Loading
Contract Source Code Verified (Exact Match)
Contract Name:
ItemNFTLibrary
Compiler Version
v0.8.28+commit.7893614a
Optimization Enabled:
Yes with 9999999 runs
Other Settings:
cancun EvmVersion
Contract Source Code (Solidity Standard Json-Input format)
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; // solhint-disable-next-line no-global-import import "./globals/players.sol"; // This file contains methods for interacting with the item NFT, used to decrease implementation deployment bytecode code. library ItemNFTLibrary { function setItem(ItemInput calldata inputItem, Item storage item) external { bool hasCombat; CombatStats calldata combatStats = inputItem.combatStats; assembly ("memory-safe") { hasCombat := not(iszero(combatStats)) } item.equipPosition = inputItem.equipPosition; item.isTransferable = inputItem.isTransferable; bytes1 packedData = bytes1(uint8(0x1)); // Exists packedData = packedData | bytes1(uint8(inputItem.isFullModeOnly ? 1 << IS_FULL_MODE_BIT : 0)); if (inputItem.isAvailable) { packedData |= bytes1(uint8(1 << IS_AVAILABLE_BIT)); } item.packedData = packedData; item.questPrerequisiteId = inputItem.questPrerequisiteId; if (hasCombat) { // Combat stats item.meleeAttack = inputItem.combatStats.meleeAttack; item.rangedAttack = inputItem.combatStats.rangedAttack; item.magicAttack = inputItem.combatStats.magicAttack; item.meleeDefence = inputItem.combatStats.meleeDefence; item.rangedDefence = inputItem.combatStats.rangedDefence; item.magicDefence = inputItem.combatStats.magicDefence; item.health = inputItem.combatStats.health; } if (inputItem.healthRestored != 0) { item.healthRestored = inputItem.healthRestored; } if (inputItem.boostType != BoostType.NONE) { item.boostType = inputItem.boostType; item.boostValue = inputItem.boostValue; item.boostDuration = inputItem.boostDuration; } item.minXP = inputItem.minXP; item.skill = inputItem.skill; } }
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; import {Skill, Attire, CombatStyle, CombatStats} from "./misc.sol"; import {GuaranteedReward, RandomReward} from "./rewards.sol"; enum ActionQueueStrategy { OVERWRITE, APPEND, KEEP_LAST_IN_PROGRESS } struct QueuedActionInput { Attire attire; uint16 actionId; uint16 regenerateId; // Food (combat), maybe something for non-combat later uint16 choiceId; // Melee/Ranged/Magic (combat), logs, ore (non-combat) uint16 rightHandEquipmentTokenId; // Axe/Sword/bow, can be empty uint16 leftHandEquipmentTokenId; // Shield, can be empty uint24 timespan; // How long to queue the action for uint8 combatStyle; // CombatStyle specific style of combat uint40 petId; // id of the pet (can be empty) } struct QueuedAction { uint16 actionId; uint16 regenerateId; // Food (combat), maybe something for non-combat later uint16 choiceId; // Melee/Ranged/Magic (combat), logs, ore (non-combat) uint16 rightHandEquipmentTokenId; // Axe/Sword/bow, can be empty uint16 leftHandEquipmentTokenId; // Shield, can be empty uint24 timespan; // How long to queue the action for uint24 prevProcessedTime; // How long the action has been processed for previously uint24 prevProcessedXPTime; // How much XP has been gained for this action so far uint64 queueId; // id of this queued action bytes1 packed; // 1st bit is isValid (not used yet), 2nd bit is for hasPet (decides if the 2nd storage slot is read) uint8 combatStyle; uint24 reserved; // Next storage slot uint40 petId; // id of the pet (can be empty) } // This is only used as an input arg (and events) struct ActionInput { uint16 actionId; ActionInfo info; GuaranteedReward[] guaranteedRewards; RandomReward[] randomRewards; CombatStats combatStats; } struct ActionInfo { uint8 skill; bool actionChoiceRequired; // If true, then the user must choose an action choice uint24 xpPerHour; uint32 minXP; uint24 numSpawned; // Mostly for combat, capped respawn rate for xp/drops. Per hour, base 10000 uint16 handItemTokenIdRangeMin; // Inclusive uint16 handItemTokenIdRangeMax; // Inclusive uint8 successPercent; // 0-100 uint8 worldLocation; // 0 is the main starting world bool isFullModeOnly; bool isAvailable; uint16 questPrerequisiteId; } uint16 constant ACTIONCHOICE_MELEE_BASIC_SWORD = 1500; uint16 constant ACTIONCHOICE_MAGIC_SHADOW_BLAST = 2000; uint16 constant ACTIONCHOICE_RANGED_BASIC_BOW = 3000; // Allows for 2, 4 or 8 hour respawn time uint256 constant SPAWN_MUL = 1000; uint256 constant RATE_MUL = 1000; uint256 constant GUAR_MUL = 10; // Guaranteeded reward multiplier (1 decimal, allows for 2 hour action times) uint256 constant MAX_QUEUEABLE_ACTIONS = 3; // Available slots to queue actions
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; enum BoostType { NONE, ANY_XP, COMBAT_XP, NON_COMBAT_XP, GATHERING, ABSENCE, PASSIVE_SKIP_CHANCE, // Clan wars PVP_BLOCK, PVP_REATTACK, PVP_SUPER_ATTACK, // Combat stats COMBAT_FIXED } struct Equipment { uint16 itemTokenId; uint24 amount; } enum Skill { NONE, COMBAT, // This is a helper which incorporates all combat skills, attack <-> magic, defence, health etc MELEE, RANGED, MAGIC, DEFENCE, HEALTH, RESERVED_COMBAT, MINING, WOODCUTTING, FISHING, SMITHING, THIEVING, CRAFTING, COOKING, FIREMAKING, FARMING, ALCHEMY, FLETCHING, FORGING, RESERVED2, RESERVED3, RESERVED4, RESERVED5, RESERVED6, RESERVED7, RESERVED8, RESERVED9, RESERVED10, RESERVED11, RESERVED12, RESERVED13, RESERVED14, RESERVED15, RESERVED16, RESERVED17, RESERVED18, RESERVED19, RESERVED20, TRAVELING // Helper Skill for travelling } struct Attire { uint16 head; uint16 neck; uint16 body; uint16 arms; uint16 legs; uint16 feet; uint16 ring; uint16 reserved1; } struct CombatStats { // From skill points int16 meleeAttack; int16 magicAttack; int16 rangedAttack; int16 health; // These include equipment int16 meleeDefence; int16 magicDefence; int16 rangedDefence; } enum CombatStyle { NONE, ATTACK, DEFENCE }
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; import {QueuedAction} from "./actions.sol"; import {Skill, BoostType, CombatStats, Equipment} from "./misc.sol"; import {PlayerQuest} from "./quests.sol"; // 4 bytes for each level. 0x00000000 is the first level, 0x00000054 is the second, etc. bytes constant XP_BYTES = hex"0000000000000054000000AE0000010E00000176000001E60000025E000002DE00000368000003FD0000049B00000546000005FC000006C000000792000008730000096400000A6600000B7B00000CA400000DE100000F36000010A200001229000013CB0000158B0000176B0000196E00001B9400001DE20000205A000022FF000025D5000028DD00002C1E00002F99000033540000375200003B9A000040300000451900004A5C00004FFF0000560900005C810000637000006ADD000072D100007B570000847900008E42000098BE0000A3F90000B0020000BCE70000CAB80000D9860000E9630000FA6200010C990001201D0001350600014B6F0001637300017D2E000198C10001B64E0001D5F80001F7E600021C430002433B00026CFD000299BE0002C9B30002FD180003342B00036F320003AE730003F23D00043AE3000488BE0004DC2F0005359B000595700005FC2400066A360006E02D00075E990007E6160008774C000912EB0009B9B4000A6C74000B2C06000BF956000CD561000DC134000EBDF3000FCCD40010EF2400122648001373BF0014D9230016582C0017F2B00019AAA9001B8234001D7B95001F99390021DDBC00244BE60026E6B60029B15F002CAF51002FE43A0033540D00370303003AF5A4003F30CC0043B9B0004895E3004DCB600053609100595C53005FC6030066A585006E034D0075E86C007E5E980087703B0091287D009B935300A6BD8F00B2B4EE00BF882800CD470500DC026F00EBCC8500FCB8B7010EDBD5"; uint256 constant MAX_LEVEL = 140; // Original max level uint256 constant MAX_LEVEL_1 = 160; // TODO: Update later uint256 constant MAX_LEVEL_2 = 190; // TODO: Update later enum EquipPosition { NONE, HEAD, NECK, BODY, ARMS, LEGS, FEET, RING, SPARE2, LEFT_HAND, RIGHT_HAND, BOTH_HANDS, QUIVER, MAGIC_BAG, FOOD, AUX, // wood, seeds etc.. BOOST_VIAL, EXTRA_BOOST_VIAL, GLOBAL_BOOST_VIAL, CLAN_BOOST_VIAL, PASSIVE_BOOST_VIAL, LOCKED_VAULT, TERRITORY } struct Player { uint40 currentActionStartTimestamp; // The in-progress start time of the first queued action Skill currentActionProcessedSkill1; // The skill that the queued action has already gained XP in uint24 currentActionProcessedXPGained1; // The amount of XP that the queued action has already gained Skill currentActionProcessedSkill2; uint24 currentActionProcessedXPGained2; Skill currentActionProcessedSkill3; uint24 currentActionProcessedXPGained3; uint16 currentActionProcessedFoodConsumed; uint16 currentActionProcessedBaseInputItemsConsumedNum; // e.g scrolls, crafting materials etc Skill skillBoosted1; // The first skill that is boosted Skill skillBoosted2; // The second skill that is boosted (if applicable) uint48 totalXP; uint16 totalLevel; // Doesn't not automatically add new skills to it bytes1 packedData; // Contains worldLocation in first 6 bits (0 is the main starting randomnessBeacon), and full mode unlocked in the upper most bit // TODO: Can be up to 7 QueuedAction[] actionQueue; string name; // Raw name } struct Item { EquipPosition equipPosition; bytes1 packedData; // 0x1 exists, upper most bit is full mode uint16 questPrerequisiteId; // Can it be transferred? bool isTransferable; // TODO: Move into packedData // Food uint16 healthRestored; // Boost vial BoostType boostType; uint16 boostValue; // Varies, could be the % increase uint24 boostDuration; // How long the effect of the boost last // Combat stats int16 meleeAttack; int16 magicAttack; int16 rangedAttack; int16 meleeDefence; int16 magicDefence; int16 rangedDefence; int16 health; // Minimum requirements in this skill to use this item (can be NONE) Skill skill; uint32 minXP; } // Used for events struct BoostInfo { uint40 startTime; uint24 duration; uint16 value; uint16 itemTokenId; // Get the effect of it BoostType boostType; } struct PlayerBoostInfo { uint40 startTime; uint24 duration; uint16 value; uint16 itemTokenId; // Get the effect of it BoostType boostType; // Another boost slot (for global/clan boosts this is the "last", for users it is the "extra") uint40 extraOrLastStartTime; uint24 extraOrLastDuration; uint16 extraOrLastValue; uint16 extraOrLastItemTokenId; BoostType extraOrLastBoostType; uint40 cooldown; // Just put here for packing } // This is effectively a ratio to produce 1 of outputTokenId. // Available choices that can be undertaken for an action struct ActionChoiceInput { uint8 skill; // Skill that this action choice is related to uint24 rate; // Rate of output produced per hour (base 1000) 3 decimals uint24 xpPerHour; uint16[] inputTokenIds; uint24[] inputAmounts; uint16 outputTokenId; uint8 outputAmount; uint8 successPercent; // 0-100 uint16 handItemTokenIdRangeMin; // Inclusive uint16 handItemTokenIdRangeMax; // Inclusive bool isFullModeOnly; bool isAvailable; uint16 questPrerequisiteId; uint8[] skills; // Skills required to do this action choice uint32[] skillMinXPs; // Min XP in the corresponding skills to be able to do this action choice int16[] skillDiffs; // How much the skill is increased/decreased by this action choice } struct ActionChoice { uint8 skill; // Skill that this action choice is related to uint24 rate; // Rate of output produced per hour (base 1000) 3 decimals uint24 xpPerHour; uint16 inputTokenId1; uint24 inputAmount1; uint16 inputTokenId2; uint24 inputAmount2; uint16 inputTokenId3; uint24 inputAmount3; uint16 outputTokenId; uint8 outputAmount; uint8 successPercent; // 0-100 uint8 skill1; // Skills required to do this action choice, commonly the same as skill uint32 skillMinXP1; // Min XP in the skill to be able to do this action choice int16 skillDiff1; // How much the skill is increased/decreased by this action choice uint8 skill2; uint32 skillMinXP2; int16 skillDiff2; uint8 skill3; uint32 skillMinXP3; int16 skillDiff3; uint16 handItemTokenIdRangeMin; // Inclusive uint16 handItemTokenIdRangeMax; // Inclusive uint16 questPrerequisiteId; // FullMode is last bit, first 6 bits is worldLocation, // 2nd last bit is if there are other skills in next storage slot to check, // 3rd last bit if the input amounts should be used bytes1 packedData; } // Must be in the same order as Skill enum struct PackedXP { uint40 melee; uint40 ranged; uint40 magic; uint40 defence; uint40 health; uint40 reservedCombat; bytes2 packedDataIsMaxed; // 2 bits per skill to indicate whether the maxed skill is reached. I think this was added in case we added a new max level which a user had already passed so old & new levels are the same and it would not trigger a level up event. // Next slot uint40 mining; uint40 woodcutting; uint40 fishing; uint40 smithing; uint40 thieving; uint40 crafting; bytes2 packedDataIsMaxed1; // 2 bits per skill to indicate whether the maxed skill is reached // Next slot uint40 cooking; uint40 firemaking; uint40 farming; uint40 alchemy; uint40 fletching; uint40 forging; bytes2 packedDataIsMaxed2; // 2 bits per skill to indicate whether the maxed skill is reached } struct AvatarInfo { string name; string description; string imageURI; Skill[2] startSkills; // Can be NONE } struct PastRandomRewardInfo { uint16 itemTokenId; uint24 amount; uint64 queueId; } struct PendingQueuedActionEquipmentState { uint256[] consumedItemTokenIds; uint256[] consumedAmounts; uint256[] producedItemTokenIds; uint256[] producedAmounts; } struct PendingQueuedActionMetadata { uint32 xpGained; // total xp gained uint32 rolls; bool died; uint16 actionId; uint64 queueId; uint24 elapsedTime; uint24 xpElapsedTime; uint8 checkpoint; } struct PendingQueuedActionData { // The amount of XP that the queued action has already gained Skill skill1; uint24 xpGained1; Skill skill2; // Most likely health uint24 xpGained2; Skill skill3; // Could come uint24 xpGained3; // How much food is consumed in the current action so far uint16 foodConsumed; // How many base consumables are consumed in the current action so far uint16 baseInputItemsConsumedNum; } struct PendingQueuedActionProcessed { // XP gained during this session Skill[] skills; uint32[] xpGainedSkills; // Data for the current action which has been previously processed, this is used to store on the Player PendingQueuedActionData currentAction; } struct QuestState { uint256[] consumedItemTokenIds; uint256[] consumedAmounts; uint256[] rewardItemTokenIds; uint256[] rewardAmounts; PlayerQuest[] activeQuestInfo; uint256[] questsCompleted; Skill[] skills; // Skills gained XP in uint32[] xpGainedSkills; // XP gained in these skills } struct LotteryWinnerInfo { uint16 lotteryId; uint24 raffleId; uint16 itemTokenId; uint16 amount; bool instantConsume; uint64 playerId; } struct PendingQueuedActionState { // These 2 are in sync. Separated to reduce gas/deployment costs as these are passed down many layers. PendingQueuedActionEquipmentState[] equipmentStates; PendingQueuedActionMetadata[] actionMetadatas; QueuedAction[] remainingQueuedActions; PastRandomRewardInfo[] producedPastRandomRewards; uint256[] xpRewardItemTokenIds; uint256[] xpRewardAmounts; uint256[] dailyRewardItemTokenIds; uint256[] dailyRewardAmounts; PendingQueuedActionProcessed processedData; bytes32 dailyRewardMask; QuestState quests; uint256 numPastRandomRewardInstancesToRemove; uint8 worldLocation; LotteryWinnerInfo lotteryWinner; } struct FullAttireBonusInput { Skill skill; uint8 bonusXPPercent; uint8 bonusRewardsPercent; // 3 = 3% uint16[5] itemTokenIds; // 0 = head, 1 = body, 2 arms, 3 body, 4 = feet } // Contains everything you need to create an item struct ItemInput { CombatStats combatStats; uint16 tokenId; EquipPosition equipPosition; bool isTransferable; bool isFullModeOnly; bool isAvailable; uint16 questPrerequisiteId; // Minimum requirements in this skill Skill skill; uint32 minXP; // Food uint16 healthRestored; // Boost BoostType boostType; uint16 boostValue; // Varies, could be the % increase uint24 boostDuration; // How long the effect of the boost vial last // uri string metadataURI; string name; } /* Order head, neck, body, arms, legs, feet, ring, reserved1, leftHandEquipment, rightHandEquipment, Not used yet: input1, input2,input3, regenerate, reserved2, reserved3 */ struct CheckpointEquipments { uint16[16] itemTokenIds; uint16[16] balances; } struct ActivePlayerInfo { uint64 playerId; uint40 checkpoint; uint24 timespan; uint24 timespan1; uint24 timespan2; } uint8 constant START_LEVEL = 17; // Needs updating when there is a new skill. Only useful for new heroes. uint256 constant MAX_UNIQUE_TICKETS = 64; // Used in a bunch of places uint256 constant IS_FULL_MODE_BIT = 7; // Passive/Instant/InstantVRF/Actions/ActionChoices/Item action uint256 constant IS_AVAILABLE_BIT = 6; // Passive actions uint256 constant HAS_RANDOM_REWARDS_BIT = 5; // The rest use world location for first 4 bits // Queued action uint256 constant HAS_PET_BIT = 2; uint256 constant IS_VALID_BIT = 1;
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; import {Skill} from "./misc.sol"; struct QuestInput { uint16 dependentQuestId; // The quest that must be completed before this one can be started uint16 actionId1; // action to do uint16 actionNum1; // how many (up to 65535) uint16 actionId2; // another action to do uint16 actionNum2; // how many (up to 65535) uint16 actionChoiceId; // actionChoice to perform uint16 actionChoiceNum; // how many to do (base number), (up to 65535) Skill skillReward; // The skill to reward XP to uint24 skillXPGained; // The amount of XP to give (up to 65535) uint16 rewardItemTokenId1; // Reward an item uint16 rewardAmount1; // amount of the reward (up to 65535) uint16 rewardItemTokenId2; // Reward another item uint16 rewardAmount2; // amount of the reward (up to 65535) uint16 burnItemTokenId; // Burn an item uint16 burnAmount; // amount of the burn (up to 65535) uint16 questId; // Unique id for this quest bool isFullModeOnly; // If true this quest requires the user be evolved uint8 worldLocation; // 0 is the main starting world } struct Quest { uint16 dependentQuestId; // The quest that must be completed before this one can be started uint16 actionId1; // action to do uint16 actionNum1; // how many (up to 65535) uint16 actionId2; // another action to do uint16 actionNum2; // how many (up to 65535) uint16 actionChoiceId; // actionChoice to perform uint16 actionChoiceNum; // how many to do (base number), (up to 65535) Skill skillReward; // The skill to reward XP to uint24 skillXPGained; // The amount of XP to give (up to 65535) uint16 rewardItemTokenId1; // Reward an item uint16 rewardAmount1; // amount of the reward (up to 65535) uint16 rewardItemTokenId2; // Reward another item uint16 rewardAmount2; // amount of the reward (up to 65535) uint16 burnItemTokenId; // Burn an item uint16 burnAmount; // amount of the burn (up to 65535) uint16 reserved; // Reserved for future use (previously was questId and cleared) bytes1 packedData; // FullMode is last bit, first 6 bits is worldLocation } struct PlayerQuest { uint32 questId; uint16 actionCompletedNum1; uint16 actionCompletedNum2; uint16 actionChoiceCompletedNum; uint16 burnCompletedAmount; } uint256 constant QUEST_PURSE_STRINGS = 5; // MAKE SURE THIS MATCHES definitions
// SPDX-License-Identifier: MIT pragma solidity ^0.8.28; import {BoostType, Equipment} from "./misc.sol"; struct GuaranteedReward { uint16 itemTokenId; uint16 rate; // num per hour (base 10, 1 decimal) for actions and num per duration for passive actions } struct RandomReward { uint16 itemTokenId; uint16 chance; // out of 65535 uint8 amount; // out of 255 } struct PendingRandomReward { uint16 actionId; uint40 startTime; uint24 xpElapsedTime; uint16 boostItemTokenId; uint24 elapsedTime; uint40 boostStartTime; // When the boost was started uint24 sentinelElapsedTime; // Full equipment at the time this was generated uint8 fullAttireBonusRewardsPercent; uint64 queueId; // TODO: Could reduce this if more stuff is needed } struct ActionRewards { uint16 guaranteedRewardTokenId1; uint16 guaranteedRewardRate1; // Num per hour base 10 (1 decimal) for actions (Max 6553.5 per hour), num per duration for passive actions uint16 guaranteedRewardTokenId2; uint16 guaranteedRewardRate2; uint16 guaranteedRewardTokenId3; uint16 guaranteedRewardRate3; // Random chance rewards uint16 randomRewardTokenId1; uint16 randomRewardChance1; // out of 65535 uint8 randomRewardAmount1; // out of 255 uint16 randomRewardTokenId2; uint16 randomRewardChance2; uint8 randomRewardAmount2; uint16 randomRewardTokenId3; uint16 randomRewardChance3; uint8 randomRewardAmount3; uint16 randomRewardTokenId4; uint16 randomRewardChance4; uint8 randomRewardAmount4; // No more room in this storage slot! } struct XPThresholdReward { uint32 xpThreshold; Equipment[] rewards; } enum InstantVRFActionType { NONE, GENERIC, FORGING, EGG } struct InstantVRFActionInput { uint16 actionId; uint16[] inputTokenIds; uint24[] inputAmounts; bytes data; InstantVRFActionType actionType; bool isFullModeOnly; bool isAvailable; uint16 questPrerequisiteId; } struct InstantVRFRandomReward { uint16 itemTokenId; uint16 chance; // out of 65535 uint16 amount; // out of 65535 } uint256 constant MAX_GUARANTEED_REWARDS_PER_ACTION = 3; uint256 constant MAX_RANDOM_REWARDS_PER_ACTION = 4; uint256 constant MAX_REWARDS_PER_ACTION = MAX_GUARANTEED_REWARDS_PER_ACTION + MAX_RANDOM_REWARDS_PER_ACTION; uint256 constant MAX_CONSUMED_PER_ACTION = 3; uint256 constant MAX_QUEST_REWARDS = 2; uint256 constant TIER_1_DAILY_REWARD_START_XP = 0; uint256 constant TIER_2_DAILY_REWARD_START_XP = 7_650; uint256 constant TIER_3_DAILY_REWARD_START_XP = 33_913; uint256 constant TIER_4_DAILY_REWARD_START_XP = 195_864; uint256 constant TIER_5_DAILY_REWARD_START_XP = 784_726; uint256 constant TIER_6_DAILY_REWARD_START_XP = 2_219_451; // 4 bytes for each threshold, starts at 500 xp in decimal bytes constant XP_THRESHOLD_REWARDS = hex"00000000000001F4000003E8000009C40000138800002710000075300000C350000186A00001D4C0000493E0000557300007A120000927C0000B71B0000DBBA0000F424000124F800016E360001B7740001E8480002625A0002932E0002DC6C0003567E0003D0900004C4B40005B8D80006ACFC0007A1200008954400098968000A7D8C000B71B0000C65D4000D59F8000E4E1C0";
{ "evmVersion": "cancun", "optimizer": { "enabled": true, "runs": 9999999, "details": { "yul": true } }, "viaIR": true, "outputSelection": { "*": { "*": [ "evm.bytecode", "evm.deployedBytecode", "devdoc", "userdoc", "metadata", "abi" ] } }, "metadata": { "useLiteralContent": true }, "libraries": {} }
Contract Security Audit
- No Contract Security Audit Submitted- Submit Audit Here
Contract Creation Code
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
Deployed Bytecode
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
Loading...
Loading
Loading...
Loading
Multichain Portfolio | 35 Chains
Chain | Token | Portfolio % | Price | Amount | Value |
---|
A contract address hosts a smart contract, which is a set of code stored on the blockchain that runs when predetermined conditions are met. Learn more about addresses in our Knowledge Base.