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Saving & Restoring a Hero On Battle.net

03-05-2003, 10:04 PM#16
FyreDaug
This is what sorta insipired me for encryption on my code, good job by the way.
03-05-2003, 10:10 PM#17
Guest
If we could play a MMORPG on battle.net, that will rock like hell, and with that "Hero Restore" it can be done!
03-06-2003, 01:25 AM#18
Zeppelin_Child
i might sound stupid but b4 wc came out i had an idea like this, simpler, but instead of coding and all a cobe would b generated by a combo of units it would tell u when u ask (show u rly), and u could enter it at the beginging of a game if u wanted....

i made most of the map but when i thought about how much work the svaing thing would tak, i took it out...im just layz that way....

ya......

urs sounds awsom though!
03-06-2003, 01:50 AM#19
FyreDaug
Raz, Dakan's MMORPG is almost done, it has his password thing for online play.

Mine won't be out for a while, but it is a complete mod of warcraft 3. Referring to the FM team about their 8 skills per hero, I had the same idea and I'm using it. Also there are 100 levels and over 40 heroes to choose from.
03-06-2003, 02:18 AM#20
DaKaN
actualy the alpha is allready working for testing, but im not going to release anything until the xpac is out, due to new spells, hero models and the new editable MiscMetaData.slk *drools* no more custom exp system for me, whoo =)
03-12-2003, 02:20 AM#21
FyreDaug
Heh Dakan, as you know for my MOD I will still end up needing a custom hero exp system, since my 7 stats wont work ://// , but the miscmetadata is so..... *drools aswell* That will work for lots of things!
03-12-2003, 05:07 AM#22
DaKaN
why dont the 7 stats work? using upgrades on heroes i gotten 6 stats to work fine, no useing the "item bug" for anything, its alot better than i though it would be when the idea first came up
03-13-2003, 09:06 PM#23
Zeppelin_Child
this will b awsom when ur completly done, as long as the map is good....
03-13-2003, 09:53 PM#24
DaKaN
actualy im gonna hold off on the actual MMORPG and wait for the beta to come out with the new editable metadata.slk, hero models, and skills and abilities, along with new tilesets and doodads to play with =D

In the meantime im quickly redoing heroquest Part1 to work with the password system and use a custom stat system inspired by Fyredawg

i got everything working except the new unit respawn system for monsters to fight to get exp, soon as thats done ill be posting a beta for people to test out and give feedback
04-04-2003, 08:25 PM#25
skeletor
I cant download it, it says that the compressed file is invalid or corrupt.
04-04-2003, 08:31 PM#26
Venim_Iceblade
ohh shit can we use this for the WOWMOD i'm their unit saver dude thing and i couldn't get data saved on bnet we need this!
04-04-2003, 09:49 PM#27
DaKaN
the link in the 2nd post does work, try downloading it again.

make sure you use UMSE or GoldenUrg's Trigger Patch with WE when you try to open the file, to try and make it more editable, i used the GUI triggers of the SetHeroStat instead of using custom text
06-09-2003, 11:03 AM#28
MaD[Lion]
I was looking in ur trigger, i dont understand everything, but i figured out what all those numbers are for.
The code is divided into part, and each part is the variable for each ability(items,trenght,agility,experience...). So the map use the code to generate a hero.
So by this way, i can enter a code that generate a lvl 10 hero with that is overpowered.
So it wont work this way.
I had an idea of making a mmorpg map too. But figured out that it will be hard. maybe you should make a trigger based on storing hero(like in campaigns). Every time you enter a new mission , you get the stored hero in the mission before.
You can make a map called save data(this is uded to store hero), and the real map will get the info from there.
06-09-2003, 04:17 PM#29
DaKaN
yes the password is just a set of strings with the heros strn agil intel, items n stuff, and there really is no encryption on the released version i posted. I do however have a working version that uses 0-9 a-z A-Z, all 32 symbols like !@#$%^&*() and unfortunly i needed to use 5 alt + number combos to make it a even 100 chars.

With this, 1 char space can represent 2 spaces, (cutting the code size in 1/2) Also makes it alot harder to crack. And i also mixed up the order so it was Level / Exp / Strn / Agil / Intel / so on... Not to mention a check digit that is calculated on the entire from the entire code so you cant just change 1 digit and create a new hero (i might even attach part of the persons account name to it, to prevent people from duping thier chars)

But because i plan on using this code, i will not release the source for it.

The main reason i posted this peice here is just to show it can be done, and with a little work, you can add protection and encryption to make it hard to hack.
06-10-2003, 08:36 AM#30
MaD[Lion]
if u can do that, thats gonna be damn hard to crack.
but no one is gonna play the map. because everytime you save a hero, tou have to write down bunch of code, and the code change everytime.

I'm going to make another system that will work easier, but never perfect.

I will make it like this:
-the hero will be save when you leave the game
and you will get a pm for the restoring code
-you can also manually save the hero in the map
-but the prop is that maybe ur hero wont be save if the host leave before you or u get disconnected
-and i will make a code system with 9 character ( Aa-Zz ).

Another system is to store the hero into another map.