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Staredit Network -> UMS Assistance -> about that save/load character code...
Report, edit, etc...Posted by retardedwhale on 2007-02-07 at 01:41:32
that would work best for me yawn.gif BUT im still confuzzled @_@ now dcs are more confusing to me @_@

ADDITION:
@_@ this is hard to understand @_@
Report, edit, etc...Posted by Oo.l3ahamut.oO on 2007-02-07 at 06:47:31
QUOTE(retardedwhale @ Feb 7 2007, 01:41 AM)
that would work best for me yawn.gif BUT im still confuzzled @_@ now dcs are more confusing to me @_@

ADDITION:
@_@ this is hard to understand @_@
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Alright basically this is how it would work in a nutshell. If you have say 4732 minerals and you use 4 death counters

4 - 3 - 2 - 1

When you subtract 1000 from 4732 with this trigger...

mins at least 1000
mns at most 9999
---------------
subtract 1000 mins
add 1 to dc4

You will end up with 3732 with the number 1 stored in the 4th digits dc. Since your still over 1000 and using hyper triggers the trigger will fire again subtracting another 1000 and adding 1 to the 4th dc. Thus leaving you with 2732 minerals and the number 2 in the 4th digit.

Eventually you will end up with 4 in the 4th digit (same as the first number) and you must go to the 100s.

Subtracting 100 from 732 leaves you with 632 and 1 in the 3rd digit. Overall at this point you still have 4 in the 4th digit and now you are adding 1 to the 3rd digit for every 100 you can subtract.

after the original 4732 is broken into, 4 - 7 - 3 - 2, you can use a certain code to recall each of the digits. For instance If you are using the a gateway and 1 unit is worth 1 and another is 5 and another is 12 or something, 1 will always be subtracting and 5 is adding and 12 doesnt apply at the moment. But you'd buy the first unit = 5, then you would buy another unit = -1. Youd be left with 4.

However you will not want to name the units the actual numbers because then they can just set their minerals to whatever they want. You must devise some form of alteration to the numbers so they are unguessable. Perhaps use 10 Combinations, 0-9 in the 4th, 3rd, 2nd, and 1st so they would have to build 10 units per digit in the right order.

Hopefully this helped more than just the trigger work.

[Edit]
If you use the 10 unit code for each digit at say a gateway and use only 3 of the units thats 3^10 =59049, so long as you mix up the combinations so people cant guess them it will take a verrrry long time to guess with 59049 possible inputs.

Death Counters are basically a switch that can be set in positions from -2million-something to positive 2million-something. Basically a 4 million positioned switch. Basically they are like hidden custom leaderboards that the player will never see. How do you know its working? Well usually you don't unless the trigger your using has a tangible action. In any case, you use the DC to store data that can be re-used at a later point in the game. Like... keeping track of what level you are on, or what spells you have. While using DC's its possible to store a leaderboards data, then use the leaderboard of the same score type to show something else, and then re-enter the original data from the DC it was moved to. Its a verrrrry large variable instead of the limited On/Off Switch.
Report, edit, etc...Posted by retardedwhale on 2007-02-07 at 19:32:58
o.O
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-08 at 07:11:01
do you want it so that you can request a password at any point in the game, then if you restart the game, using the password given to you, you can get back to your position and obtain all the properties in the previous game? if so, then i can help you out. i can even send you a demo of how a password system works.
Report, edit, etc...Posted by retardedwhale on 2007-02-08 at 22:17:41
That exactly! I've got alot of help from this topic, but u can still send me a demo @_@
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-09 at 04:50:52
okay, i'll post a demo for you soon. i have another question. do you want basic passwords, or advanced passwords, so the user can't just guess? you see, you will need a different code for each element you want to unlock. for instance, the first code you enter, determines the location of the unit. so, lets suggest the player enters the code A, C, D. this will tell the system which checkpoint to place you on the map. however, as you can see, A, C, D is quite guessable. you can extend it the code to 7 digits, but if each element requires a 7 digit code, thats a long password! if you need to save a password that identifies 5 elements in your map, thats already a 35 digit code. however, if you are not concerned about players cheating by entering random code, then you could stick to basic figures.

if you have 4 values to select a password from, A, B, C, D, then each digit will need 4 triggers, which i will explain later once i know which direction you are taking. anyway, a 35 digit code would require 140 triggers just for 1 result. if each element has 5 different results, for example, if there are 5 different locations you can assign a password to, etc, thats 700 triggers for the 5 results of the 5 elements.

however, if you want to use basic code, which the player can guess easily, then you can reduce the triggering greatly, below 200 triggers.
Report, edit, etc...Posted by Moogle on 2007-02-09 at 11:09:55
QUOTE(retardedwhale @ Feb 9 2007, 02:17 PM)
That exactly!  I've got alot of help from this topic, but u can still send me a demo @_@
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.. I guess your name does explain alot about yaself. l3ahamut , explained it pretty much clearly and if ya didnt get it god ya must be slow at learning. I guess Target a nice person and will do the demo for you.

See could post something like this that another possible system i saw else where.

QUOTE
Experience byte 1
Experience byte 2
Experience byte 3
Experience byte 4
Experience byte 5
Experience byte 6 (Could go up to 16 777 215 but the max with Death counters is 9 800 000, also the experience required for lvl 255)
Max HP byte 1
Max HP byte 2
Max HP byte 3
Max HP byte 4 (up to 65535)
Max MP byte 1
Max MP byte 2
Max MP byte 3
Max MP byte 4 (up to 65535)
Weapon byte (I only have 8 weapon/armors per char but I can't think of something to put them in the same byte)
Armor byte
Accessory byte (Sadly, you will only be able to keep your currently equipped Acessory, ssory tongue.gif)
Last save point
Strength byte 1 (0-15)
Strength byte 2 (16-255)
Vitality byte 1
Vitality byte 2
Dexterity byte 1
Dexterity byte 2
Magic byte 1
Magic byte 2
Spirit byte 1
Spirit byte 2
Available Weapon byte 1 (Each char has up to 8 weapons, so 4 per byte, equip "weaker" crap for training or special effects )
Available Weapon byte 2
Available Armor byte 1 (read "Available Armor byte")
Available Armor byte 2
Skill type 1 Experience 1 (Like for Fire Magic, every fire magic will boost this experience and increase in power from it)
Skill type 1 Experience 2 (Up to 255 exp)
Skill type 2 Experience 1
Skill type 2 Experience 2
Skill type 3 Experience 1
Skill type 3 Experience 2
Skill type 4 Experience 1
Skill type 4 Experience 2
Skill type 5 Experience 1
Skill type 5 Experience 2
Character byte
Job Byte
Protection byte 1 (this simply checks the value of 4 bytes [Is it 0-7 or 8-15?] to see if they were modified, Although it isn't perfect, it's better than nothing)
Protection byte 2
Protection byte 3
Protection byte 4
Protection byte 5
Protection byte 6
Protection byte 7
Protection byte 8
Protection byte 9
Protection byte A
Protection byte B
Encryption value (Gives a random amount by me [So in theory it's a fixed number] to the protection bytes [Like if the Encryption value is 13, it could give +A/+3/+4/+2/+6/+8/+9/+B/+1/+2/+4 to each protection byte; it's just an example tongue.gif)
Oh and after setting the encryption value, it will make sure the values are between 0 and 15 inclusively.

To prevent duplication/cheating, Money and Items are not saved as you can transfer them.
Imagine duping 16 Strength elixir, save then load again your other character. tongue.gif
Oh, and for further protection, while saving bytes are converted.
Example:
0 E
1 7
2 C
3 9
4 3
5 A
6 1
7 B
8 4
9 8
A 2
B F
C 5
D 0
E D
F 6

That makes a total of 56 bytes...
Report, edit, etc...Posted by spinesheath on 2007-02-09 at 15:27:21
56 bytes... That's 448 bits, correct?

Assume your password would consist of 32 possible different characters, 0-9 and 22 letters of the alphabet or whatever you want. Then it's 5 bits per character.
448/5 = 89.5, so the password would have to be 90 characters long.

If this were to be used in a map, it is really needed: Once you inserted you password, you can only play some minutes and need to save again because typing the passwords takes forever...

EDIT:
And since when is the max. DC 9,800,000? It's from -2147483648 to 2147483647...
OMG this list uses 1 byte = 4 bits OMGOMGOMG...

Ok, "only" 45 characters, then pinch.gif
Report, edit, etc...Posted by T-a-r-g-e-t on 2007-02-09 at 18:34:13
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this demo will show you a password system that requires you to enter the correct 8 values. there are a total of 4 values, which gives you a potential 512 passwords. almost impossible to guess. check it out, i think you will like it.
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