The Dink Network

stopper

October 19th 2008, 10:05 PM
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has any one found a stopper for the ultimate cheat
October 19th 2008, 10:27 PM
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ExDeathevn
Peasant He/Him New Zealand rumble
"Skinny Legend" 
As in a way to stop people from cheating? There are.. methods.
Pilgrim's quest for example has a feature in certain towns where a taxman comes along and either steals all your gold, or your lifeblood (killing you).
Another d-mod I played, if you cheat, the next screen you enter Dink calls you a cheater and the game exits.

So, yes. There are... methods
October 20th 2008, 12:04 AM
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Someone
Peasant He/Him Australia
 
I don't know how the above mentioned DMODs do it, but the way that immediately came to mind is to make duplicates of each of the stat variables. Whenever your scripts change one, make sure they change the duplicate too. At times check whether the stat variables are the same as the duplicates. If they are not, the player is cheating. Encrypt ('compile') the scripts so people can't find the duplicate variable names.

If you are really anal about it, you could even put a loop in a script to check it every 5s or so, and attach that script to every screen. For &life, update the duplicate every loop after checking if &life is more than the duplicate. &life is an exception because it is modified internally.
October 20th 2008, 02:25 AM
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metatarasal
Bard He/Him Netherlands
I object 
That's how Pilgrim's quest does it I believe. Cast awakening had a different trick specifically aimed for ultimate cheat. I tried getting the cheater's cut scene by using a home made cheat script and I couldn't get it to work...
October 20th 2008, 06:42 PM
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i was just wondering because i thought if you monitored the variables being used and exceeded the maximum amount to close the game down