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Password system using account name?

09-26-2004, 05:59 PM#1
Atlair
Is there a way I can make a password system that gives you a unique password that works only with your account name?

For example, I want to make it so when you beat my map you get a password so that the next time you play you can choose from different heroes, but I don't want everyone to just tell eachother the password.

Thanks for any help.
09-26-2004, 06:03 PM#2
Dead-Inside
Just take their name, rework all letters to numbers or other letters, present it as a code... Voala. If it isn't the right name when the player loads, it just doesn't load.
09-26-2004, 06:08 PM#3
Atlair
Quote:
Originally Posted by Dead-Inside
Just take their name, rework all letters to numbers or other letters, present it as a code... Voala. If it isn't the right name when the player loads, it just doesn't load.

Cool! You make it sound easy, which boosts my confidence that I could make it, but how can I pick out every letter of a name and turn it into a 2 digit number. For example, If your name is John, then your code will be

34F295U3

34=J
F2=O
95=H
U3=N

Would you know how to do that?
09-26-2004, 06:27 PM#4
Dead-Inside
Didn't you just do it? lol

I could probably make it, but
1, It'd take me *time*...
2, I don't work with JASS, which is a major drawback when you want algorythms to encode/decode something.

Edit: Also what you need to do to make it unbreakable by the naked eye is flip the letters around first, then you can have several codex's, one where the letter F might become X6, one where it's 8Y and one where it's 55. Now somewhere in the code, on a preplaced place, there's a number or several telling which codex to use. :) (Decided by random when you create the code)

Regards
Dead-Inside
09-26-2004, 09:48 PM#5
Gandalf2349
Yea, you have to pick places to throw in random characters where you will expect them to throw off the user. Another thing I like to do, is when you give them the code, give them dashes inside the code like you are seperateing the code, but put them in random places. It will make them think that you're makeing it seperate, but really, you're just throwing them in. You can always parse them out later.
09-30-2004, 04:29 PM#6
karukef
I once implemented a very sophisticated account-bound password system for a map. First I added the data I wanted to save (such as hero level, items etc) then I added a sum that represented the letters in the players name and finally I added a checksum that I also used to garble the entire password, making it damn impossible for normal people (or just about anyone) to reverse engineer it.

I would explain it in more detail exactly how I did it, but I would rather not try to decipher the 12 long triggers that make up the password system. (Most of it is string manipulation which is somewhat unreadable in GUI)

Ah wait, now I remember the basic method! First you make an unscrambled password for the values you wish to save. Then you calculate a checksum using the players name. Then you use this checksum to scramble the password and when the player enters his password later you just calculate the player-name checksum again and use that to unscramble. Brilliant isn't it?
09-30-2004, 05:16 PM#7
Dead-Inside
Only one thing wrong; No variation. You can eventually crack this code.
09-30-2004, 10:22 PM#8
Gandalf2349
Not if you're using the player name as a checksum. It will be totally wacked.

So thats how he did it. here come the hacked codes. ^_^