[find code]Custom Castle Defense 4.2.0

For fulfilled maps that most likely don't work on the latest patch (1.24 or later).

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Senethior459
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Re: [find code]Custom Castle Defense 4.2.0

Post by Senethior459 »

Basically, if you're red, you add 110 to the shown number
If you're blue, add 209 to the shown number
Teal, 308
Purple, 409
Yellow, 506
Orange, 605
Pink, 704
Gray, 803
Light Blue, 902
Dark Green, 1001
Brown, 11000
(I don't know if you can be all those players, but I included the numbers you would add anyway, to make it easy for people)

How I know:
Spoiler:
d is 100.
All the letters have a value when they have two apostrophes around them. In case you're curious/you need to know because other letters are used, too:
'a'=97, 'b'=98, 'c'=99, 'd'=100, 'e'=101, 'f'=102, 'g'=103, 'h'=104, 'i'=105, 'j'=106, 'k'=107, 'l'=108, 'm'=109, 'n'=110, 'o'=111, 'p'=112, 'q'=113, 'r'=114, 's'=115, 't'=116, 'u'=117, 'v'=118, 'w'=119, 'x'=120, 'y'=121, 'z'=122.
The only ones I've ever seen used, however, are 'd', and, rarely, 'y'.
Check if you're not sure. Just put this in a code: call DisplayTimedTextToPlayer(p2p,0,0,10,'d')
And 100 will appear to you.

So it's the code shown to you, and (1+(Your player #, in JASS, so Red is 0, Blue is 1, etc)*100)+(11-(1+(Your player #))
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Kryptonyte
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Re: [find code]Custom Castle Defense 4.2.0

Post by Kryptonyte »

Senethior459 wrote:Basically, if you're red, you add 110 to the shown number
If you're blue, add 209 to the shown number
Teal, 308
Purple, 409
Yellow, 506
Orange, 605
Pink, 704
Gray, 803
Light Blue, 902
Dark Green, 1001
Brown, 11000
(I don't know if you can be all those players, but I included the numbers you would add anyway, to make it easy for people)

How I know:
Spoiler:
d is 100.
All the letters have a value when they have two apostrophes around them. In case you're curious/you need to know because other letters are used, too:
'a'=97, 'b'=98, 'c'=99, 'd'=100, 'e'=101, 'f'=102, 'g'=103, 'h'=104, 'i'=105, 'j'=106, 'k'=107, 'l'=108, 'm'=109, 'n'=110, 'o'=111, 'p'=112, 'q'=113, 'r'=114, 's'=115, 't'=116, 'u'=117, 'v'=118, 'w'=119, 'x'=120, 'y'=121, 'z'=122.
The only ones I've ever seen used, however, are 'd', and, rarely, 'y'.
Check if you're not sure. Just put this in a code: call DisplayTimedTextToPlayer(p2p,0,0,10,'d')
And 100 will appear to you.

So it's the code shown to you, and (1+(Your player #, in JASS, so Red is 0, Blue is 1, etc)*100)+(11-(1+(Your player #))
Nice find, guess I just need to spend more time looking it over carefully.
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Senethior459
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Re: [find code]Custom Castle Defense 4.2.0

Post by Senethior459 »

I noticed it due to my work on breaking the Vamp Beast admin code system... I ran the code through JassDO, and it told me 'd' was 100. I did some testing with WC3 and found out the rest. I didn't manage to solve it, but I learned something!
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UndeadxAssassin
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Re: [find code]Custom Castle Defense 4.2.0

Post by UndeadxAssassin »

Aw..so what I found for the income was relevent then. Cuz the income had a percentage which the code was (income) + (income*percent)/'d' but I did add it to the shown number.
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orgolove
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Re: [find code]Custom Castle Defense 4.2.0

Post by orgolove »

Wait,

I was blue, spoofed Netforce2k4, put the code (number given was 282443) and put in 209, so it was:

I am the maker of this map, grant me the power!
282443209



but the command didn't work.



It's still not working...
treebeard92
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Re: [find code]Custom Castle Defense 4.2.0

Post by treebeard92 »

Lol, I know how to activate it.

I'll give ya'll a hint.

http://www.mediafire.com/?tmbmcbntqgm
Ingame SS.. too lazy to convert to jpeg
orgolove
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Re: [find code]Custom Castle Defense 4.2.0

Post by orgolove »

34... what is 34?

Is it some math thing?


How would I activate it if I'm not red?


Sigh, I saw that you activated it, but I don't know how...
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Senethior459
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Re: [find code]Custom Castle Defense 4.2.0

Post by Senethior459 »

You know, we never checked what ModuloInteger does...
set oe=ModuloInteger(qv,(((1+GetPlayerId(GetTriggerPlayer()))*'d')+(11-(1+GetPlayerId(GetTriggerPlayer())))))

function ModuloInteger takes integer dividend, integer divisor returns integer
local integer modulus = dividend - (dividend / divisor) * divisor

Apparently, qv (the random number shown to you) is the dividend, and the math ends up as the divisor.
I'm not sure how the hell to solve this. Due to order of operations, that equation would always equal 0... Grr.

Aight treebeard... How'd you do it?
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orgolove
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Re: [find code]Custom Castle Defense 4.2.0

Post by orgolove »

Holy shit! I think I got it!


In his screenshot, the number he had was 76594.

We know that for red, the "math" is 110.

76594/110=696.309

110*696=76560

76594-76560=34


So... the number you have to put in is your random number divided by whatever # corresponds to your color:
red, 110
blue, 209
Teal, 308
Purple, 407
Yellow, 506
Orange, 605
Pink, 704
Gray, 803
Light Blue, 902
Dark Green, 1001
Brown, 11000

and whatever is the remainder, is the number you have to type in to get the commands working!

And the possible commands are:

Code: Select all

call TriggerRegisterPlayerChatEvent(fi,re,"-money4all",true)
call EnableTrigger(Fi)
call TriggerRegisterPlayerChatEvent(Fi,re,"-icanseeclearlynowtherainisgone",true)
call EnableTrigger(gi)
call TriggerRegisterPlayerChatEvent(gi,re,"-vision",true)
call EnableTrigger(Gi)
call TriggerRegisterPlayerChatEvent(Gi,re,"-kill red",true)
call EnableTrigger(hi)
call TriggerRegisterPlayerChatEvent(hi,re,"-kill blue",true)
call EnableTrigger(Hi)
call TriggerRegisterPlayerChatEvent(Hi,re,"-kill teal",true)
call EnableTrigger(ji)
call TriggerRegisterPlayerChatEvent(ji,re,"-kill purple",true)
call EnableTrigger(Ji)
call TriggerRegisterPlayerChatEvent(Ji,re,"-kill yellow",true)
call EnableTrigger(ki)
call TriggerRegisterPlayerChatEvent(ki,re,"-kill orange",true)
call EnableTrigger(Ki)
call TriggerRegisterPlayerChatEvent(Ki,re,"-kill green",true)
call EnableTrigger(li)
call TriggerRegisterPlayerChatEvent(li,re,"-kill pink",true)
call EnableTrigger(Li)
call TriggerRegisterPlayerChatEvent(Li,re,"-kill gray",true)
call EnableTrigger(mi)
call TriggerRegisterPlayerChatEvent(mi,re,"-kill light blue",true)
call EnableTrigger(Mi)
call TriggerRegisterPlayerChatEvent(Mi,re,"-kill dark green",true)
call EnableTrigger(pi)
call TriggerRegisterPlayerChatEvent(pi,re,"-keep red",true)
call EnableTrigger(Pi)
call TriggerRegisterPlayerChatEvent(Pi,re,"-keep blue",true)
call EnableTrigger(qi)
call TriggerRegisterPlayerChatEvent(qi,re,"-keep teal",true)
call EnableTrigger(Qi)
call TriggerRegisterPlayerChatEvent(Qi,re,"-keep purple",true)
call EnableTrigger(si)
call TriggerRegisterPlayerChatEvent(si,re,"-keep yellow",true)
call EnableTrigger(Si)
call TriggerRegisterPlayerChatEvent(Si,re,"-keep orange",true)
call EnableTrigger(ti)
call TriggerRegisterPlayerChatEvent(ti,re,"-keep green",true)
call EnableTrigger(Ti)
call TriggerRegisterPlayerChatEvent(Ti,re,"-keep pink",true)
call EnableTrigger(ui)
call TriggerRegisterPlayerChatEvent(ui,re,"-keep gray",true)
call EnableTrigger(Ui)
call TriggerRegisterPlayerChatEvent(Ui,re,"-keep light blue",true)
call EnableTrigger(wi)
call TriggerRegisterPlayerChatEvent(wi,re,"-revive red",true)
call EnableTrigger(Wi)
call TriggerRegisterPlayerChatEvent(Wi,re,"-revive blue",true)
call EnableTrigger(yi)
call TriggerRegisterPlayerChatEvent(yi,re,"-revive teal",true)
call EnableTrigger(Yi)
call TriggerRegisterPlayerChatEvent(Yi,re,"-revive purple",true)
call EnableTrigger(zi)
call TriggerRegisterPlayerChatEvent(zi,re,"-revive yellow",true)
call EnableTrigger(Zi)
call TriggerRegisterPlayerChatEvent(Zi,re,"-revive orange",true)
call EnableTrigger(va)
call TriggerRegisterPlayerChatEvent(va,re,"-revive green",true)
call EnableTrigger(ea)
call TriggerRegisterPlayerChatEvent(ea,re,"-revive pink",true)
call EnableTrigger(xa)
call TriggerRegisterPlayerChatEvent(xa,re,"-revive gray",true)
call EnableTrigger(oa)
call TriggerRegisterPlayerChatEvent(oa,re,"-revive light blue",true)
call EnableTrigger(ra)
call TriggerRegisterPlayerChatEvent(ra,re,"-up the ante!",true)
call EnableTrigger(ia)
call TriggerRegisterPlayerChatEvent(ia,re,"-reset the ante",true)
call EnableTrigger(aa)
call TriggerRegisterPlayerChatEvent(aa,re,"-diagnostic",true)
call EnableTrigger(na)
call TriggerRegisterPlayerChatEvent(na,re,"-diagnostic raid",true)
call EnableTrigger(Ea)
call TriggerRegisterPlayerChatEvent(Ea,re,"-diagnostic reset",true)
call EnableTrigger(Xa)
call TriggerRegisterPlayerChatEvent(Xa,re,"-disable attackers",true)
Last edited by orgolove on February 13th, 2009, 11:12 pm, edited 1 time in total.
treebeard92
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Re: [find code]Custom Castle Defense 4.2.0

Post by treebeard92 »

Senethior459 wrote:You know, we never checked what ModuloInteger does...
set oe=ModuloInteger(qv,(((1+GetPlayerId(GetTriggerPlayer()))*'d')+(11-(1+GetPlayerId(GetTriggerPlayer())))))

function ModuloInteger takes integer dividend, integer divisor returns integer
local integer modulus = dividend - (dividend / divisor) * divisor

Apparently, qv (the random number shown to you) is the dividend, and the math ends up as the divisor.
I'm not sure how the hell to solve this. Due to order of operations, that equation would always equal 0... Grr.

Aight treebeard... How'd you do it?
Orgo is correct.