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.
> 
> 
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> 

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