Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: RPG Code Loading System
RPG Code Loading System
May 8 2008, 10:29 pm
By: bearcat_fan  

May 8 2008, 10:29 pm bearcat_fan Post #1



Have there been any RPG or similar maps with successful password/code load systems? I have thought of a way to do one, but I wanted to see if there were any out there. I remember a map called Xuru RPG, but the code took 10 minutes to figure out through trigger viewer.

My idea is basically a barrack and the code is generated from building the 4 units in a sequence of about 25 units. It would require the player to select all of the units and stats they had prior to the code and then it would check for the match. This would make it much harder to crack. It won't be easy to pull off and I don't know if I am up to the challenge, but the gears are turning in my head and I wanted to pose the question.

Thanks,
bearcat

Post has been edited 1 time(s), last time on May 8 2008, 10:51 pm by bearcat_fan.



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May 8 2008, 11:10 pm Vrael Post #2



Yea Xuru had a load/save thing. Your method works in theory, but I think any system is crackable once you view the triggers.
You could use a number of things, beacons, your 25 unit method, hell, I don't know, putting the right units in the right dropships, anything with a large number of combinations.



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May 8 2008, 11:20 pm Falkoner Post #3



Rush has a loading system, it also has cheats using the same method too. Most B.Netters won't bother to try and crack a code-system, and even if they do, it's their problem if they ruin the map, but that's just my opinion.



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May 8 2008, 11:30 pm bearcat_fan Post #4



Yeah, I was trying to think of something that would be a pain in the tail to crack, but still easy enough that people would use it. Obviously, with the editor's limited math ability it makes things tougher. I am really hoping Star2 has some type of way to do this easier and has more math capabilities.



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May 8 2008, 11:35 pm Falkoner Post #5



Lol, it definitely will. It's weird triggering in SC after working with a programming language, since it is so annoying to do things in SC that are normally done in one line using a program, but they most certainly will add math functions to SC2



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May 21 2008, 8:52 pm Pi1fer Post #6



um... can someone give me a link on how to do this or any other save/load code triggers?



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May 24 2008, 3:51 am pneumatic Post #7



Check out my post about this. There are some other good ideas in that thread, too, but I think using "layers" is crucial for making the password both unguessable and relatively short (at least so that a player won't die trying to copy it down).



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May 24 2008, 2:46 pm midget_man_66 Post #8



I made a save load system using siege tanks, unsieged=1 sieged-0. and the codes would look like binary. five tanks, if u got 1-0-0-1-0 then youd siege 2 of them. then you would enter the code with a civ. the rpg itself sucked XD but people liked my load/save system



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May 24 2008, 3:01 pm Falkoner Post #9



That's a good idea, you might be able to do it with just 1 tank and just siege or unsiege it and then move on.



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May 24 2008, 3:42 pm Demented Shaman Post #10



Use EUD's and you'd only have to click :O



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May 24 2008, 10:28 pm Clokr_ Post #11



When I read the title of the topic I got this idea:
If you have 4 numbers (a, b, c and d) you could encode them this way:
Code
x1 = a+b
x2 = b+c
x3 = c+d
x4 = d+a


Then I realized that enconding them that way you cannot get a, b, c and d back from x1, x2, x3 and x4. But if you use this slighty different enconding it works:
Code
x1 = a+b
x2 = b+c
x3 = c+d
x4 = d


This way all you have to do to recover the initial numbers is:
Code
d = x4
c = x3 - d
b = x2 - c
a = x1 - b


Since addition and subtraction are cheap operations using death counter (you can perform them on low numbers by adding/subtracting 1 and preserve trigger, or even faster if you use powers of 2) it's a quite good method to encode a pw so it cannot be easily cracked.

Another method could be:
Code
x1 = d
x2 = c+d
x3 = b+c+d
x4 = a+b+c+d

Then to decode the data:
Code
d = x1
c = x2 - x1
b = x3 - x2
a = x4 - x3


Or even more complex combinations might work, including some random numbers or verification sequences to make sure the pw is valid.

The users could insert the numbers by steping on some beacons that increase/decrease their mineral count, then steping on another beacon to select that number. That way they would insert the pw number by number.



?????

May 25 2008, 2:33 am midget_man_66 Post #12



Quote from Falkoner
That's a good idea, you might be able to do it with just 1 tank and just siege or unsiege it and then move on.

ahh! even better! i might make an update :D



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May 25 2008, 3:03 am Vi3t-X Post #13



Quote from name:devilesk
Use EUD's and you'd only have to click :O
But then you'd have to patch it every time the game patched!
But then again, clicking on random eggs does seem cool :P



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