E
Evil Puncker
Guest
I hope things are going well, this is a great system
and so is creating account/characters xDMake the recovery optional.
Much easier to handle account recovers on website.
yes, but if i would ever use in-game account maker, i don't want recovery to be handled inside the game.and so is creating account/characters xD
Make the recovery optional.
Much easier to handle account recovers on website.
and so is creating account/characters xD
umm id still recover my accounts on website..Both Wrong. Oh so very wrong.
Ever download a game, then it requires you to log-in, but you don't have an account, so you click "Create Account" and it opens their website?
Then you have to create an account and everything on the website, sometimes even verify your damn e-mail then you start up the game again, and your back to the same log-in screen you were at 5 minutes ago.
Then you download a 2nd game, and you click "Create Account" and it says "Enter username, password, and e-mail" and then you hit "accept" and start playing the game.
So which is easier? I would say the answer is clear.
function Player:onMoveCreature(creature, fromPosition, toPosition)
if not handleAccountManagerMove(self, creature) then
return false
end
return true
end
function Player:onTradeRequest(target, item)
if not handleAccountManagerTradeRequest(self, target) then
return false
end
return true
end
function Player:onParsePacket(packet)
if not handleAccountManagerParsePacket(self, packet) then
return false
end
return true
end
if not handleAccountManagerLogin(player) then
return true
end
handleAccountManagerStartup()
Everything except 4 will be added those where some good ideas, 4 shouldnt be done because of security reasons and 5 would be more like a max letter length instead of a max word typeSome suggestions:
1. An option for the passsword to be generated for the player.
Now, I understand people like to pick their own passwords, but there is a problem with people using the same password for EVERY game/website they use.
This leads to many players having vulnerable accounts, and can cause a headache for the gamemaster when a player gets their account ''hacked''.
If the game itself gives the player a password, this at least gives the chance that the player might think twice of using the same password.
(On a personal note, I still used the password for my real Tibia account that was generated by CipSoft, and just have it saved in a notepad, so I know this feature actually works in practice)
2. Name generator.
Sometimes when a person goes to play a game, one of the biggest roadblocks to starting the game is thinking up a name.
This roadblock is increased exponentially when the players ''normal'' name is taken.
With a name generator, it allows the option for the player to roll names till they see something they like, or helps them think up different names by using the generated ones as inspiration.
3. A choice in the config to allow names with numbers.
Many players like to have numbers in their names on online games, and if you just made it a choice in the config to allow numbers or not in names, the script would be more versatile.
4. A choice in the config to allow names with symbols.
Same as above.
5. A choice in the config to set how many words a player can have in their name.
It's just something I have done from my own experiences, but I often make my characters silly names like Giant Radioactive Panda when Sportacus is taken, but I could see how someone wanting to host a server might want to limit the amount of words, so just adding in a choice creates flexibility in the script.
Everything except 4 will be added those where some good ideas, 4 shouldnt be done because of security reasons and 5 would be more like a max letter length instead of a max word type
( i m also doing a accmngr ) but i m trying to not touch the source, since i m very bad with compiling to linux centOs.
that results in a lot of workArround -.-
i m based it using the [Gesior2012-TFS-1.0] code but converting php code to Lua script,
also some of you code.
I havn't tried adding it at the latest master, but the code base should still be working just fine, if you encounter problems then let me know and I'll give this a full review.@Evil Hero got any update on this to TFS 1.3?
I havn't tried adding it at the latest master, but the code base should still be working just fine, if you encounter problems then let me know and I'll give this a full review.
i have some problems doing this with tfs 1.2 i already done the core changes to my source and compiled it but i have 2 problems now, first one is the account manager looks like a normal player it can move,move items, etc and my second problem is that my engine doesnt read the chat channel it just says "[Warning - Chat::load] Can not load script: accmanager.lua"I havn't tried adding it at the latest master, but the code base should still be working just fine, if you encounter problems then let me know and I'll give this a full review.
feel free to hit me up on discord if you need a guiding hand Evil Hero#8530i have some problems doing this with tfs 1.2 i already done the core changes to my source and compiled it but i have 2 problems now, first one is the account manager looks like a normal player it can move,move items, etc and my second problem is that my engine doesnt read the chat channel it just says "[Warning - Chat::load] Can not load script: accmanager.lua"
i sent you a request on discord waiting your response. "KorabikaX#9944"feel free to hit me up on discord if you need a guiding hand Evil Hero#8530