Its not that hard to crack the code really... From my understanding you can even open a locked map and pull the encryption key outta the scripting text.
Simple answer.... dont use star code.... Just save to bank with out encryption..... Nobody is really gonna take the time to hack thier banks for an rpg .... and if they do let them... at least thier playing and like your map enough to mess with it right?
Quick question. Whats the possibilites of me dynamically generating the Encryption Seed Based off The Players name. Lets say I convert the players name to hex value and use that as the key?
Im basically looking to make it unique to the player and encoded as to discourage people trying to modify anything saved from my game.
On detecting a bad save. As in the decryption fails to pass I would not do anything but reset the data to be level 1 settings. such as score, kills, basic information I intend to save from game to game for players.
I wouldnt bother trying to "punish" people.
The reason would be IMO that the name difference would be unique enough to discourage most. Secondly it creates a kinda of barrier from people sharing the key.
350 lines of code doesnt sound bad at all and I like the check sum modification check.
I think Ill make use of this just need some time to figure it out I guess. Thanks for the answers.
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@xorpwnz: Go
That sounds really helpfull for modifiying banks for maps that use starcode....
@Mille25: Go
Well its not working for you as it is now is it?
Its not that hard to crack the code really... From my understanding you can even open a locked map and pull the encryption key outta the scripting text.
@Mille25: Go
Simple answer.... dont use star code.... Just save to bank with out encryption..... Nobody is really gonna take the time to hack thier banks for an rpg .... and if they do let them... at least thier playing and like your map enough to mess with it right?
@s3rius: Go
Is it not possible to look at a text value char by char using scripting?
If theres any use for the scripting language I would think this would be it.
@Twinmold20: Go I coulda sworn Ive saved the players name to a string before.
What do you mean the player name is write only? I just want to convert the name to a numeric value.
Which I can do with string functions.
I would then use this numeric value as the seed for the encryption. So it should always be the same for that specific player.
You can "read" the players name in game easily.
Quick question. Whats the possibilites of me dynamically generating the Encryption Seed Based off The Players name. Lets say I convert the players name to hex value and use that as the key?
Im basically looking to make it unique to the player and encoded as to discourage people trying to modify anything saved from my game.
On detecting a bad save. As in the decryption fails to pass I would not do anything but reset the data to be level 1 settings. such as score, kills, basic information I intend to save from game to game for players.
I wouldnt bother trying to "punish" people.
The reason would be IMO that the name difference would be unique enough to discourage most. Secondly it creates a kinda of barrier from people sharing the key.
@s3rius: Go
350 lines of code doesnt sound bad at all and I like the check sum modification check. I think Ill make use of this just need some time to figure it out I guess. Thanks for the answers.
@s3rius: Go
Im interested in adding a save and continue feature to my map. Im thinking that star code might be usefull, but.