Help with the Hara-Kiri quest
Moderator: Board moderators
Red Island.
I had to get help from Ragnor to figure it out. Find a way onto the island at the south end of red island.
That is all I may tell you. Or else Leaf might take revenge on me.
However, I sell Idaten boots, harakiri swords, and yoroi of banzais!

I had to get help from Ragnor to figure it out. Find a way onto the island at the south end of red island.
That is all I may tell you. Or else Leaf might take revenge on me.
However, I sell Idaten boots, harakiri swords, and yoroi of banzais!
lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
This is "Spoilers and help requests" so telling him exactly how to do it here should be no problem. Unless Leaf has specifically said not to give details like that. (A quick search of the forum doesn't pull up anything obvious) People that don't want spoilers should not come here.
e-mail: poof \a\t eracc \d\o\t com
Well, a quick way to figure the quest out is to read the maps. Then you perform the quest to land on the island. Follow your planned raid strategy and execute. 

lordyoukai.DA
My wraith is cooler than your dragon.
My wraith is cooler than your dragon.
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this is a good argument for a server generated 'salt'
generate a number maybe based on the unixtime and bogomips rating of the server when it is first run. On future runs check for a file called random_salt or similar.
it would then be possible to randomise some aspects of maps to stop bort cheating so much. Whilst keeping them constant within the server.
Maybe there could be a long list of passwords, that the maps would pick from, so that instead of checking chain they pick randompassword[2*salt]mod(number of passwords)? (or something similar.) At least that way the players would have to actually solve the maps, instead of grabbing passwords from the map file).
Other puzzles, such as mikee's vaults in cdc could probably do with a similar method.
I can see a topic split coming shortly.....
generate a number maybe based on the unixtime and bogomips rating of the server when it is first run. On future runs check for a file called random_salt or similar.
it would then be possible to randomise some aspects of maps to stop bort cheating so much. Whilst keeping them constant within the server.
Maybe there could be a long list of passwords, that the maps would pick from, so that instead of checking chain they pick randompassword[2*salt]mod(number of passwords)? (or something similar.) At least that way the players would have to actually solve the maps, instead of grabbing passwords from the map file).
Other puzzles, such as mikee's vaults in cdc could probably do with a similar method.
I can see a topic split coming shortly.....

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wrt to passwords, yes markers can be used, but there are a fair few quests to change, besides which, there are some parts which are not sensible to not have a password.... (like scorn gate house)
I thought it was 6 values....
mikee will be able to comment more usefully on this, either the combination is hardcoded in the map, or a python script is used to generate them, I didn't notice any python scripts the last time I looked at an mlab distribution.....
I thought it was 6 values....
mikee will be able to comment more usefully on this, either the combination is hardcoded in the map, or a python script is used to generate them, I didn't notice any python scripts the last time I looked at an mlab distribution.....
Tech is right, it is 8 possible values for each digit. The code is randomly generated on first enterance. No salt or python is needed
. Boulders, spikes, and triggers. Boulders, spikes, and triggers. Turning complete to what I've heard... atleast I've never found something I wanted to code but couldn't using the boulders system. It kicks
. (Python is fine too, diffrent strokes for diffrent folks).


cavesomething wrote:wrt to passwords, yes markers can be used, but there are a fair few quests to change, besides which, there are some parts which are not sensible to not have a password.... (like scorn gate house)
I thought it was 6 values....
mikee will be able to comment more usefully on this, either the combination is hardcoded in the map, or a python script is used to generate them, I didn't notice any python scripts the last time I looked at an mlab distribution.....