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The Hive Workshop Spells:
Kode
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Click, copy and send to people.
| Uploaded: | 00:46, 25th Apr 2007 |
| Last Updated: | 01:40, 23rd Mar 2008 |
| Keywords: | None |
| Type: | No Target, System |
| Category: | None |
General features expected of any good code system:
- Leakless, so your map won't slow down over time.
- You can have a code use any amount of characters you want - from just numbers to numbers, case-sensitive letters and punctuation.
- Code generation is fast and efficient - the map won't lag whenever someone generates a code.
- Option to make a code work only for a single player, so someone else can't steal your code.
- Code length can be fixed or expand automatically.
And what makes Kode stand out from the crowd:
- By storing data in the most efficient maner and by actually compresses some data, Kode produces extremely short codes - the smallest of any code system.
- Complete freedom of what you put into your code - from kills to heros to rank to whatever.
- Huge amounts of documentation with three fully operational examples, including a Hero saver.
- You can use Kode without any knowledge of JASS - simply download the GUI Friendly version.
- Much more - read the documentation for a overview of the power of Kode.
------------------------------------NOTE------------------------------------
This is the GUI version. If you are comfertable using JASS, you probably arn't going to use the GUI-Friendly interface included in this map. Instead, download the JASS version at:
http://www.thehelper.net/forums/showthread.php?t=56308
Also, after demoing Kode, if you are going to use it in your map, read up on the documentation that you will find at that link.
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Rating by users: 0.00 (0 votes)
Rate this spell:
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This spell is approved and works properly.
Click here to download Kode GUI-Friendly 0.2.1b.w3x (42.76 KB, 2093 Downloads)
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05-11-2007, 10:40 PM
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#2 (permalink)
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I am ghost
Join Date: Jul 2005
Posts: 942
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Perhaps, it would be the time that a save-code specialist should moderate this..
I have never worked with codes before.
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05-26-2007, 03:20 AM
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#3 (permalink)
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Spell and Map Moderator
The Helpful Personage
Join Date: Jan 2005
Posts: 4,416
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[APPROVED]
Everything works and efficently, although a better read me should be included since it is very complex.
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06-19-2007, 09:58 PM
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#4 (permalink)
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User
Join Date: Aug 2005
Posts: 43
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I just updated this to the newest version now, it was a very old version before.
Also, all the docs are located at the official page (http://www.thehelper.net/forums/showthread.php?t=56308), not here.
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06-19-2007, 11:01 PM
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#5 (permalink)
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User
Join Date: Apr 2006
Posts: 199
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By far one of the best save-load systems ever, except for the fact that it doesn't save items when you save your hero, can you make it save items please XD?
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06-19-2007, 11:29 PM
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#6 (permalink)
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User
Join Date: Aug 2005
Posts: 43
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The hero demo does save items, it's just I'm to lazy to make the creeps drop items to test.
The default demo saves all the items you can buy at the human shop; go ahead and place one to test that functionality.
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06-20-2007, 01:48 AM
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#7 (permalink)
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User
Join Date: Apr 2006
Posts: 199
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Ya I figured that out soon after but forgot to respond XD, as well, my RPG has "pets" which are also classified as heroes, how does your trigger find out which hero to produce the load code for?
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06-20-2007, 03:22 AM
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#8 (permalink)
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User
Join Date: Aug 2005
Posts: 43
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The hero saving demo is only a demo. It's main purpose is to show people how to use Kode. If you know JASS, you can use it as a template, but I haven't made a version of that demo in the GUI version of Kode. You will have to (assuming you know GUI only) make your own trigger to save your hero. View the documentation on the URL in the description for more info on how to use Kode.
EDIT: To answer your question, the hero demo uses the currently selected unit. Obviously this isn't the most optimal way to do things in a normal RPG – again, it's only a demo.
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06-30-2007, 08:25 PM
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#9 (permalink)
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creative consultant
Join Date: Apr 2005
Posts: 41
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Does it recognize players names? example: If my name on b-net is 'Joe' can someone named 'Bob' steal my code?
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07-04-2007, 07:46 PM
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#10 (permalink)
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User
Join Date: Aug 2005
Posts: 43
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Yes, Kode has the ability to make a code work for only a single player, as hinted by "high security" :p
There is more information on security in the documentation, if you're interested.
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07-26-2007, 04:43 AM
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#11 (permalink)
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Era of Gods
Join Date: Nov 2006
Posts: 322
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How do i make it show the code when i type -savehero? It doesn't show a code. I only copied and pasted the hero save/load stuff, the init kode, and the gui variables, and the jass in the map. It doesn't show the codes.
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07-26-2007, 09:31 PM
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#12 (permalink)
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Starcraft2 Fan
Join Date: Aug 2006
Posts: 997
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This is very very cool. I appreciate the amount of work this must have taken you, but I see a major flaw. Because it is so easy to move from map to map, there is no map-integration feature. I could quite simply take one protected map, extract all the 'options' of KODE from it. Then put KODE into the new map with those options. Poof i can generate my own codes! That makes even the most powerful security void. I understand map integration would be very complex for a common user to implement. I would suggest a simple program in C++ or VB to add all your code + options + map integration.
However, this program is great for the common user.
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07-28-2007, 01:45 AM
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#13 (permalink)
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User
Join Date: Aug 2005
Posts: 43
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@Kidd|WhiteHeaven|
This is not a hero saver. It is a code system that can save anything you want. You will have to make your own trigger to save your hero, because all heros aren't alike. Just add each attribute to the code, for example, hero type, then level, etc.
@wd40bomber7
It doesn't really matter, I don't think. If anyone has the skill to open a protected map and extract the JASS to view the options of Kode, they could just as easily just insert a bit of code to create a perfect hero when the map that they then save into a code for use on B.Net. Or at least that's what I would do.
For example, I took ZTD Survivor and got my code from it not by extracting the code generation bit or by looking at how it worked, but by simply copping the code that fires when you win to map init. There's always going to be a magic function somewhere in the map that you can just call with some inserted code to get your perfect load code.
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07-29-2007, 06:35 AM
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#14 (permalink)
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Starcraft2 Fan
Join Date: Aug 2006
Posts: 997
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I see your point, however code integration would be an interesting addition, if not a difficult one. However, I see that your are correct for I have done something very similar with Master Crafters, I simply hijacked the functions that determined item drop/conditions that determined how many players were playing, and poof I got a perfect char.
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08-01-2007, 02:32 PM
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#15 (permalink)
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Idiot King
Join Date: May 2005
Posts: 19
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Korolen i have a question about your system i sent it to you via privte msgs.
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