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-   -   NPC passwords (https://forums.graalonline.com/forums/showthread.php?t=40234)

Gangster88 11-12-2002 06:56 AM

NPC passwords
 
i was thinking maybe stefan could add a password system to opening NPCs.
liek you could assign a password so you can peacefully send your files without the threat of stealing, also if a password is enabled it will effect the debug window too

Zigidias 11-12-2002 07:05 AM

I like that in some ways, but hate it in most.

What if you jsut got done making a great scipt and forgot the password?

so, yeah...

Gangster88 11-12-2002 07:23 AM

to bad for you, should just use one universal password such as

"mynpchaha"

on all your scripts

Zigidias 11-12-2002 07:34 AM

I still dont like the idea

//My opinion

Gangster88 11-12-2002 08:03 AM

im not trying to sound persistant, but i said it was optional

you could click a button to enable a password, if not you dont need to put on on

CheeToS2 11-12-2002 08:18 AM

I was thinking of something similar, but instead, make it so you could make an NPC only editable (it can be read by others) by the account who created it.. but people who have the edit rights right can edit/delete/do whatever to it (if they have nc too of course :P)

Zigidias 11-12-2002 08:18 AM

oh, if it i optional than i have no problem with it what so ever

user13-xo 11-12-2002 11:52 AM

um what about a head admin can override the setting or something?

CheeToS2 11-12-2002 06:27 PM

Quote:

Originally posted by user13-xo
um what about a head admin can override the setting or something?
Quote:

Originally posted by CheeToS2
.. but people who have the edit rights right can edit/delete/do whatever to it (if they have nc too of course :P)


hmm *another idea*
instead of it being only that account being able to access it, make a box in the script editing window that says "Accounts:" where you can list who can access it (blank for none, and the above quote would still be in effect :x)

Com013 11-12-2002 08:53 PM

Quote:

Originally posted by CheeToS2
if they have nc too of course :P
Quote:

Originally posted by Gangster88
it will effect the debug window too
So I think we are talking about offline mode here.

But you could always open the level in a hex-editor or you could use the MS-DOS Editor in binary mode ("edit /70 level.graal").

In the graal and nw files the scripts are always readable by humans. However, you could translate the scripts in an internal format and make a new file type (it could still use the extension .graal). In this filetype you couldn't edit the level (the level editor would just display it). The debugger would have to be disabled in this level, too.

To create such a level we'd need the button "export level" in the editor.

Tyhm 11-12-2002 09:12 PM

Compiled GScript.

Com013 11-12-2002 09:32 PM

Quote:

Originally posted by Tyhm
Compiled GScript.
Yes. That is the (very) short version of my post.
You just have to make sure you can't open the debugger in this levels.

Jeff 11-12-2002 10:22 PM

A compiled form of graalscript would be superior to encryption.

All the preprocessing done, everything's in a much lower-level format. Saves server sterss, probably, on large scripts.

osrs 11-13-2002 02:28 AM

Re: NPC passwords
 
Quote:

Originally posted by Gangster88
i was thinking maybe stefan could add a password system to opening NPCs.
liek you could assign a password so you can peacefully send your files without the threat of stealing, also if a password is enabled it will effect the debug window too


If you dont want your script stoled..just dont post on forum.

Torankusu 11-13-2002 06:13 AM

Re: Re: NPC passwords
 
Quote:

Originally posted by osrs



If you dont want your script stoled..just dont post on forum.

uh, there are actually some people who don't want other people touching their scripts that they are working on.

CheeToS2 11-13-2002 09:27 AM

Quote:

Originally posted by Jeff
A compiled form of graalscript would be superior to encryption.

All the preprocessing done, everything's in a much lower-level format. Saves server sterss, probably, on large scripts.

maybe so, but it would take forever to perfect a script if you have to compile it everytime

Delteria_Free18 11-13-2002 01:49 PM

depends on how long it takes to compile :)

CheeToS2 11-13-2002 06:24 PM

Quote:

Originally posted by Delteria_Free18
depends on how long it takes to compile :)
it will be time consuming either way :P

Loriel 11-13-2002 06:53 PM

Quote:

Originally posted by CheeToS2
It will be time consuming either way :P
Just wait until you have finished it before you compile?

Falcor 11-13-2002 09:37 PM

Gscripts are RARELY large enough to make it take a lot of time to compile.. Unless ofcourse you are doing something intense that requires 50 npcs w/ 500 lines each or something.

Com013 11-13-2002 11:01 PM

Quote:

Originally posted by Delteria_Free18
depends on how long it takes to compile :)
It should take the time it takes to load a level.

adam 11-14-2002 01:00 AM

Compiled NPC's... hmm...

That would be cool.

They would almost certainly run faster in a compiled form...

CheeToS2 11-14-2002 02:41 AM

I don't mean the actual compiling would be time consuming, I mean doing extra work :P

if there was like.. a "compile & send" somwhere, that would probably be cool :x

Com013 11-14-2002 08:06 PM

Quote:

Originally posted by adam
They would almost certainly run faster in a compiled form...
I think we are talking about something different. I didn't really mean compiled NPCs (in the meaning of translating it to the machine code like a .exe). Of course that would be lots faster, but also lots of work.
I meant that the NPC would be saved in the way it is used internally.

adam 11-15-2002 04:36 AM

Quote:

Originally posted by Com013

I think we are talking about something different. I didn't really mean compiled NPCs (in the meaning of translating it to the machine code like a .exe). Of course that would be lots faster, but also lots of work.
I meant that the NPC would be saved in the way it is used internally.

Yeah I believe I know what you mean.


Basically make .code files playable. ;)

Com013 11-15-2002 06:57 PM

Quote:

Originally posted by adam
Basically make .code files playable. ;)
I think .code files are just containing the tiles and not the scripts.

adam 11-15-2002 09:36 PM

Quote:

Originally posted by Com013

I think .code files are just containing the tiles and not the scripts.


.code files.... only tiles? Nonesense.

That is complete nonesense.

The "only" thing .code files protect is the scripts.

You can just go on a level and it alt+?5 not sure which number but you can copy all the tiles.


I don't think you knew this but it used to be when you played on a server every level you played in was saved to the weblevels folder. Now they are saved as .code files...

Loriel 11-15-2002 10:31 PM

Quote:

Originally posted by adam
Stupid stuff
Whatever, whatever. But .code files do only contain tiles.

Com013 11-16-2002 02:26 AM

Quote:

Originally posted by adam
.code files.... only tiles? Nonesense.

Before you treat me like someone stupid check that what you write is true. And I'm sure that what you wrote there is NOT true. In the newfeatures128.txt I read that .code files are only caching the tiles.
Next time only post things you know or don't call something that other persons are writing based on facts "nonsense". Else you might apear both stupid and annoying to them.


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