Yeah I kind of like the idea about putting in the timer to tell if a command was triggered or not, because then you could even have it break the call to interpret so their trigger wouldn't even do anything in essence... The only problem I could see with this would be if they happened to say, remove an item at the same instant they got a message saying they were thirsty... All the code would know is that they entered a command at the same instant, and would then break the interpret call... A major problem with trying to fix something like this with a timer is figuring out what to set the timer in relation to... If you set it in void act, which is what the majority of messages use to output to the character, you miss any messages that are output via send_to_char, and if you set it in send_to_char, you run into the same problem w/ act statements... If you try to head em both off in write_to_buffer, then anything that's output to the character would reset that timer (such as their prompt) and nearly every single command would be within .3 seconds of an output... Here's a last minute idea I just had while typing this... Suppose you implemented some sort of challenge handshake type system for players to respond in a certain manner to ensure they're actually at the keyboard, and set a timer for that... Here's an example: create a "respond" command or whatever, and then say, every half an hour or so, spit out a message to them like this:
Are you actually here? 'Respond' with the following word, minus the symbols: y_e_-s'[EMAIL PROTECTED]&_m Then if they failed to 'respond' with yesiam within say, 2 minutes or something, boot them... This way you could make a whole table of challenges and responses so it would randomize them to the character, or you could have it randomly generate a string of characters and then dynamically insert non-alpha characters into the string, remember the original string, and output the funky one to the user... It'd be hard to script around something like this, and if you wanted to, and had color installed, it would make it even harder to script around color strings if you made them respond w/ color sequences... Like if you had a red yes, green I, and blue am strewn throughout that garbled message, all the client would see is the characters themselves most likely, so even if they could script the non-alpha characters out of that string and respond correctly, it would still be colorless and incorrect... Just an idea... Richard Lindsey Network Administrator INTERA, Inc. 9111A Research Blvd. Austin, TX 78758 (512) 425-2006 [EMAIL PROTECTED] -----Original Message----- From: Jason Gauthier [mailto:[EMAIL PROTECTED] Sent: Tuesday, March 30, 2004 7:52 AM To: Michael Barton; ROM Subject: RE: client scripts On my mud we have age bonuses. So, the older you are the more advantage you might have in some areas. So players will log on, and sit in a safe room. Periodically make some kind of movement, and then trigger upon hunger and thirst. The only true way to stop it would be to make an infinite number of text messages all relaying the same information back to the player. Or, perhaps some kind of timer. If a player responds to text on his screen faster than .3 seconds, then it was triggered. Neither of these are elegant solutions. Jason > > -----Original Message----- > From: Michael Barton [mailto:[EMAIL PROTECTED] > Sent: Tuesday, March 30, 2004 12:30 AM > To: ROM > > Does anyone else have a problem with players who over > automate everything with scripts? > Like, say, scripts that collect gold or items for them > overnight while they sleep? > > I'm wondering if anyone has figured out a way to break them. > > --Palrich. > > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom > -- ROM mailing list [email protected] http://www.rom.org/cgi-bin/mailman/listinfo/rom

