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.
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:
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.
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.
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.
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
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.
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?
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).