Well... simple question, complex answers!
Does someone even though about making an algorythm with triggers to make a generating password system for a kind-of saving thing...
Like when your unit is at level 2 (Set gaz at 2), as a Ranger (Set ore at 3) and at the Quest #4 (Set rhynadon death at 4), it gives you a password?
Do you get it?
It could be a good way to do this type of things!
If I try to explain something complex, you will most likely lose interest less than half-way through. So, if you just want something as simple as possible just use the save/load on this
save/load rpgIf you were planning on having something more intricate, and would actually plan on following through on it, I can send you an unprotected version of something more complicated that I have worked on.
I would appreciate...
Thanks.
ps just in case you forgot, remember to include an encryption algorithm, otherwise it'd be too easy to go '999999999' and max yourself out
Here are the two maps with save/load systems. The first one is simpler, but forgive me for the lack of comments, as it was unprotected through a program which deleted the comments.
The second is more elaborate but would most likely take a while to understand, I can always help explain some things, but I have little time to spare right now. I am pretty sure that the triggers for the system can be found in Force 1. Have fun.
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If you want it for your D2 project, and you want to copy D2 exactly, then let me calculate some stuff for your pw:
Max Char Level: 98 (0-based)
60 skills, 20 skill levels each
4 different statuses you can put up to like 500 status points on.
So your password would need to be able to save a value of:
98 * 20^60 * 500^4.
You need to seriously chop this down if you don't want a 1000-character password.
Btw, I didn't include encryption and equpiment...
Password systems can be compressed much more than that spines...
It all depends on if he wants an equipment system.
QUOTE(Zeratul_101 @ Jan 23 2007, 11:36 PM)
ps just in case you forgot, remember to include an encryption algorithm, otherwise it'd be too easy to go '999999999' and max yourself out
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Or just make the last part of the password a hash to check if the whole password was forged or real.
QUOTE(WoodenFire @ Jan 24 2007, 05:24 PM)
Password systems can be compressed much more than that spines...
It all depends on if he wants an equipment system.
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He can only compress it more than that if he either reduces the amount of information or uses a compression algorithm, which ma or may not reduce the size significantly.
Say you got 10 (independant) quests, and he wants to save which quests have been completed yet. He needs 10 bits for that and no less. It works similar for multi-state switches aka counters.
If you can tell me how to decrease that space, please tell me, I would appreciate it very much. But since I am working on a map with a powerful password system myself, I have made some research myself already. I come to the conclusion that you can't store information in a password than there is unless you got an interpreter (uncompressor, for instance). Compressing passwords may or may not be effective, and due to the nature of passwords, it'll be rather ineffective.
well, i'm not much for something like this, but in Tuxedo Templars Rush, he used a very handy password system, worked very well too. So you can download his unprotected version at his site, other than that theres not much i can say
Well... his system is EASY and uncomplex...
There is a preset mineral and upgrades for each level... this mean no more than 7 passwords (+ others = 17 in total)!
Yeah, Tux used fixed passwords, we are talking of runtime-generated passwords here.
Consider D2 again, you can imagine that there are millions of possible different (just a tiny bit) characters. If you want to perfectly restore that character via password, you will need 1 password per character. Hardcoding them is ridiculous, but even with runtime-processed passwording you can't get more differnt characters than there are possible different passwords.
You could do like a checksum thing that finds the inverse of the sum of all values in it. If you did that, incorrectly altering the password or randomly putting one in would (most likely) make it invalid.
I don't know how close to that exact idea you could get, but you could add them all up and find something that way.
I don't get what you mean!
QUOTE
Max Char Level: 98 (0-based)
60 skills, 20 skill levels each
4 different statuses you can put up to like 500 status points on.
So your password would need to be able to save a value of:
98 * 20^60 * 500^4.
You need to seriously chop this down if you don't want a 1000-character password.
The number of possible combinations of passwords is not equal to the length of a password.
you'd need:
2 + 60*2 + 4 * 3 digits
for a total of 134 digits...ouch?
QUOTE(payne @ Jan 25 2007, 05:21 PM)
I don't get what you mean!
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Picture a checksum like this.
Start with 2 possible values, 0 or 1. If the whole password is odd, the checksum gets assigned 0. If the whole pwd is even, the checksum is assigned 1. This means someone has to try a max of 2 and an average of 1 checksums before guessing the right one for a fabricated password.
But then we increase the possible values of checksums. Say, the single digit sum of the whole length of the password. E.g. 789 = 7 + 8 + 9 = 26. 2 + 6 = 8. The final check will be 8. Now a cheater will have to guess a max of 10 and average of 5 checksums before guessing the right one for a fabricated password.
Idealistically we will use a bit more -- say, 100 possible checksums -- to check a password. Therefore, it's best if we the triggerers can get ASAP a list of each death count/unit used to store the game data and the max range of that respective variable, so we can create a password/checksum system now.
QUOTE(Zeratul_101 @ Jan 25 2007, 08:18 PM)
you'd need:
2 + 60*2 + 4 * 3 digits
for a total of 134 digits...ouch?
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Something in that range, yes...
With more than 10 different chracters used in you password, you can lower the number, though.
Wow... it's starting to seems to be possible!
Of course it is possbile, but to save a chracter as complex as a D2 char, you would need way too long passwords. You can guess that people won't like inserting 50-character-passwords.
If it wasn't possible, though, I wouldn't be working on my current project
Rofl! It won't be a freacking long password with 50 character... no...
ONLY 103 characters!!!
*PROMOTION!*And for a limited time!lmao!
Instead of saving every single detail, maybe it would be possible to have some preset characters that resemble the character from the last map. There could be about 50-100 preset characters, which would mean you would need nothing more than 5 or six digits.
Huh... I did told that somewhere nah?
Well... if not, that was what I meaned!
Or simplify the variables saved. For example, instead of saving 100 levels, just save every 10 or so. Then the password doesn't need to hold as much information. It can be done with one character or unit.