What would you like to see in a Save/Load Code Tutorial?

Lord_Kakashi

The Wabbits are attacking
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Effane said:
An ecryption set is basically a scrambler.

Now why you need more than one is easy. So people will have more trouble decoding the load code and creating thier own hero with stuff.

More of them helps out alot for protecting that code.

Which is harder to modify and read readibly?

1-0110-0102-0304-0506-0799-02AB-O

Or something like this? Especially when you have to think in two layers.

1-IOOI-IOIH-ITIR-IEIS-I9PP-IHC5-L


Let me see if i understood this correctly..

the save text.. actual database of items ect Gets encrpyted into encryption nr 1.
then nr 1 gets encrypted into nr 2 and so forth?
 

Effane

Save/Load Code Tutorial
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51
You have 5 stats you can change with a simple click (The SaveLoadSlotsHero/HeroLevel/Item/Gold/Lumber). When you change those values it will scale automatically to fit that amoutn of information. The whole thing is built that way.
Same with the Number system, encryption system, even the pretty little dashes it makes are all integers that control the layout and modify itself to whatever you assign to them. Look in the Initialization trigger, it has all the parts in there.

By default I have it set for this slot count and number system count.

36 AlphaNumbers
5 Encryption Sets
2 Hero Type Slots
2 Hero Level Slots
2X6 Item Slots
4 Gold Slots
4 Lumber Slots

Basically gives you with default settings 1296 Heros, 1296 Levels, 1296 items for each of 6 slots, 1.6 mill gold and lumber. With a simple change of gold and lumber slots to 5 you can set that thing up to handle 60mill gold. You could also change the Alphanumbers to more characters, 50 would give you about 35% more space, 100 would be 3 times as much.

The only two things it doesnt do which makes me sad, it doesnt save player names and item charges. But with some work it could handle that pretty easy enough (Not a full player name save, but a compressed version that involves the checksum I had planned but didnt put in for other reasons).



*edit* Yes, thats correct about the encryption. It will create the first string unencrypted. Then it grabs the encryption string and uses that to encrypt it. After that it just attaches the encryption index and packages it up nice and pretty for the player. The average player would be unable to decipher that, and the advanced player wouldnt bother to. They would just crack the map open instead and access the info directly.
 

martix

There is no spoon
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This thing could also be randomized to infinity, so nobody would be able to make his own hero and stuff :)
VERY nice work!
 

Effane

Save/Load Code Tutorial
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51
Well it would actually stop at 35 ways of encryption. You could expand the encryption out to 1295 sets though. But with that many you need a loop to seed them all with the possible combinations. Gets stupid silly after 35 combos.

You would be better off tightening up the checksum system to stop code breakers. There are lots of ways to make that better and tougher. A Two Slot Checksum would be nearly impossible to break by brute force quickly, and you could have something check for those kinds of attacks, such as a counter than only allows the player to activate the load trigger X number of times, then it gives them the Leather Footgear Salute, 10 would be reasonable. It means they would average on a 1295 system, over 60 games to crack it for one character load and up to 120 times if they are unlucky. And they would still need to crack the encryption layer first. In the end they would be better off just cracking the map protection, it would be faster.

I am going to remove the map from here though, and post a link to the tutorial now. Its up and completed so I need to get back some of my file space, so tiny...

Link to the Save/Load Tutorial.
http://www.thehelper.net/forums/showthread.php?t=37153
 
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