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Post by roadwyrm on Jan 13, 2008 5:05:08 GMT
Im a bit concearned about haveing ELC off. How do you prevent hakkers from getting in? Im a DM at another server that uses the LL and we have a script that tries to enforce legal characters but every now and then some character gets in with all of its stats at 255 or/and has feats they shouldnt be able to get at their level.
I dont have access to the script thats used and I wanted to find out if there was any support or scripts that would help prevent this issue for a modul that Im working on.
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Post by FunkySwerve on Jan 13, 2008 6:27:14 GMT
You'll need scripted ELC, which is more effective in many cases anyway. You can find systems for this on the vault. Here's one I posted that uses the hgll includes to verify all the feats individually: weathersong.infopop.cc/eve/forums/a/tpc/f/9616039431/m/3641017973Best save that somewhere if you plan to use it, the leto forums are closing this month. Funky
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Post by roadwyrm on Jan 13, 2008 8:46:29 GMT
Cool, thank you.....why are the leto forums closing?
//EDIT Never mind, I read the last line, was there a reason you didnt add this to the Legendary System?
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Post by Trazik on Jan 13, 2008 8:51:44 GMT
I saw scripted ELC checks on another server where I was a part-time dev ...
Basically, you try to figure out what the maximum possible (legal) stat could be, and on login you check all chars for stats higher than this maximum legal value. Obviously, you flag and boot anyone violating this rule.
One possible example: - half-orc, maximum 20 strength at level 1 - add 10 Strength for level-ups 1 -> 40 (30) - add Great Strength 10 (40) - Add RDD (uncustomized, standard NWN version) (48) - add 12 for gear (60) - add 10 if you use the standard LL system (70) - add any subrace modifiers
So basically you are going to be looking for some number in the 70-80 range, depending upon how customized your subrace and/or prestige class systems are.
Hope that helps.
Trazik
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Post by FunkySwerve on Jan 13, 2008 9:10:50 GMT
Cool, thank you.....why are the leto forums closing? //EDIT Never mind, I read the last line, was there a reason you didnt add this to the Legendary System? Yes, it's highly individualized to each server, depending on what custom content, subraces, and so on, they are using. It also requires a peculiar area setup, which I didn't want to burden the LL system with. Funky
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Post by roadwyrm on Jan 13, 2008 17:38:43 GMT
So this just checks at level one for new characters? I was to understand that there was a way to actually alter afterwards even though I find that hard to believe since they are saved on the server vault. //EDIT I see you already had that question asked Im haveing a hard time figureing out where one node starts and the other ends (Im figureing that anything that starts with a "#include" is a good sign of a node starting). These are to be made into seperate scripts to go in the "activate" part of the conversation? Im really new to conversations so this is throwing me off a bit
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Post by FunkySwerve on Jan 13, 2008 18:08:23 GMT
Yes. Place the scripts in the nodes specified. The instructions cover it all. Many of the nodes share the same script.
Funky
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Post by roadwyrm on Jan 13, 2008 22:18:15 GMT
Is each node seperated by a space? I'm not actually sure what a "node" is but Im assumming that its bits of script for each conversation.... I only read like 8 areas with spaces between where it says "nodes 2 through 12" and then it says "node 13". I understand the fisrt and last scripts but the conversation ones are throwing me for a loop. Would it be possible for you to send me a conversation file with this or maybe Im just misunderstanding excatly what a node is or how they work into the conversation.
Does this alsso mean that every new character must go through a conversation befor they start and what happens if they end the conversation?
Usually Im pretty good at this stuff so Im feeling really stupid right now. Ill be gone for 3 days so dont be surprised if I dont respond soon.
Again, thank you for all your help with all three of these issues Iv recently brought up, your perhapes the most helpful scriptor iv ever delt with.
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Post by FunkySwerve on Jan 14, 2008 3:21:40 GMT
There is one script for nodes 2 through 12, it's everything between were it says that and 'node 13'. You do know that each script needs a void main to do anything, right?
A node is a conversation node. Some are spoken by the NPC, others by the PC.
Funky
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Post by roadwyrm on Jan 16, 2008 20:01:45 GMT
Yeah, i think thats where I get confused (actually include scripts dont their own void main). I understand scripts pretty well, Iv written many for the module from scratch, its conversations Im a little new at. Theres one script for 12 conversations? So does that maen I use the same script for each of the next 12 nodes?
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Post by FunkySwerve on Jan 16, 2008 20:46:24 GMT
No, all this is in one conversation. And no, there's one script for nodes 2-12, the same script going in each of those nodes (that's eleven nodes, not twelve). Funky
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Post by roadwyrm on Jan 16, 2008 21:57:52 GMT
sorry, didnt mean 12 conversations..lol, that would be insane...I ment the 11 nodes. I gathered as much but thought it was odd that 11 nodes all have the same script, so I guess it is commented well enough. Just one final question...why do 11 follow up nodes have the same script, isnt one good enough? (Maybe if I actually read the script it would become obvious, on my list of scripts Im working on its one more script that I havent had time to really go over).
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Post by FunkySwerve on Jan 16, 2008 23:37:06 GMT
It's to verify that the feats they have are legit, without hitting a TMI. And yes, that'd be pretty obvious had you bothered to read the post I linked to:
Funky
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Post by roadwyrm on Jan 17, 2008 1:21:06 GMT
yeah, Im still getting used to conversations and having 1 script in multiple nodes really threw me off. Thanks for the help, Ill be sure to vote at the vault.
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Post by roadwyrm on Jan 23, 2008 20:02:52 GMT
Is this safe to test characters over level 1 or should i only use this conversation for new characters?
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