[GUIDE] Deprotecting / Inserting a CP / Enabling SP

Cheatpacks and learning how to use them, as well as other guides for manipulating maps.

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skd
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by skd »

Hello, I tried to insert cheatpack to master crafters ORPG 2.7 following the instructions on the first post. When I try to create a game with this map it crashes wc3 now (on bnet and LAN game) and gives me this error: http://imgur.com/LmeJg.jpg . What can I do to fix this? thx for your help.

edit: nvm i just found this post: http://forum.wc3edit.net/deprotection-c ... 13048.html
I will try that and see what happens.

edit: doesnt work i get 2 lines with wrong syntax ( http://imgur.com/yWHJ7.jpg )

Do I need a new version of JassCraft or something ?

final edit: I followed instructions here http://forum.wc3edit.net/deprotection-c ... 13219.html
and it made syntax check work. sry for troubles
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Death.Essence
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by Death.Essence »

Excuse my noobishness, but in (the updated) JJCP, there are THREE text files, just like the old one, and where do I put the last file?
Spoiler:
local integer zzz=0
loop
exitwhen zzz>11
call TriggerRegisterPlayerChatEvent(ICHEAT,Player(zzz),"-",false)
set zzz=zzz+1
endloop
call TriggerAddAction(ICHEAT,function CheatUse)
call TriggerAddCondition(CHEATS,Condition(function Cheatz0r))
call TriggerAddAction(CHEATS,function DirectCheat)
call InitS2RAW()
call UnitId2Stringz()
Where does that go? At the end of the 'function main takes nothing returns nothing' ?

Thanks in advance,
-D.E.
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Syre
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by Syre »

JJ2197 wrote:Make sure to put the last part under the locals in function main.
If there are no locals, just put it right under function main takes nothing returns nothing.

Example:

Function main takes nothing returns nothing
local weathereffect we
local player p
local unit u
local integer i=0
<insert last part here>
http://forum.wc3edit.net/map-deprotecti ... t2913.html
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justaboy
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by justaboy »

hi im having some trouble when im deprotecting this map
http://www.mapgnome.org/map-info/367368
and if anyone can deprotect it or helping me just to update it for version 1.24
thanks
Darkness568
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by Darkness568 »

I am currently trying to make Defiance ORPG .17B single player i have followed the instructions, but when i need to search for singleplayer its not there.
I tried with a space and there are lots of NO_SINGLE_PLAYER i cannot figure out which one or what to put in it. Also if at all possible if you look at it could u make patrol work again.

Here is the map from epicwar http://www.epicwar.com/maps/94034/, but now that i look at the .j i found what seems to be cheatpack like functions unless its the things disabling it.

Code: Select all

call DisplayTimedTextToPlayer(p2p,0,0,10,"-gold # - Adds # to your current gold")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-lumber # - Adds # to your current lumber")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-int # - Adds # intelligence to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-agi # - Adds # agility to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-str # - Adds # strength to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-lvl # - Sets # level to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-xp # - Sets # experience to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-hp # - Sets # health points to selected hero")
elseif SubString(s2s,0,6)=="-list2"then
call DisplayTimedTextToPlayer(p2p,0,0,10,"-mp # - Sets # mana points to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-ms # - Sets # move speed to selected hero")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-additem # - Spawns # random items")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-invul - Makes selected units invulnerable")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-vul - Makes selected units vulnerable")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-kill - Kills selected units")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-vis - Makes selected units visible")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-invis - Makes selected units invisible")
call DisplayTimedTextToPlayer(p2p,0,0,10,"-colors - Displays player color number ids")
but if you could see how to do singleplayer that would be great and maybe even show how you did it please i would do it myself if i knew more of what i was doing.
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UndeadxAssassin
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by UndeadxAssassin »

have you already tried to play the map on single player?
If there's a cheatpack in there, most commonly, single player would have already been enabled, which is why you can't find it again.
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Darkness568
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by Darkness568 »

Yes i have tried before and all it does is defeat me in the beginning of the game when i try singleplayer.
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UndeadxAssassin
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by UndeadxAssassin »

What does it say when it defeats you?

All you have to do, then, is search for CustomDefeatBJ and keep finding until you see the line that says the defeat message.

For example, if it says "No single player, noob!"
Keep searching until you find CustomDefeatBJ(somethingsomething)"No single player, noob!"

Delete that line and you should be fine.

If you want to enable saving in an RPG, find the trigger that disables the save.
(20:53:52) Bartimaeus: Thank you, Jen.
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(23:44:12) Bartimaeus: I was in pubic school until middle school...
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Darkness568
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by Darkness568 »

CustomDefeatBJ is only used for if a player has been banned or kicked from the game. And when the defeat occurs it says No Single Player which if typed in like No_Single_Player it is shown up multiple times.

Here is what i think r the main functions that i believe cause the defeat or just checks to see if its there. Somewhere i came across something where it shows this and then like +1 to make sure that there is at least 2 players.
Spoiler:

Code: Select all

function Trig_NO_SINGLE_PLAYER_Func021C takes nothing returns boolean
return(GetPlayerController(Player(0))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(1))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(2))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(3))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(4))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(5))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(6))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(7))==MAP_CONTROL_COMPUTER)or(GetPlayerController(Player(8))==MAP_CONTROL_COMPUTER)
endfunction
function Trig_NO_SINGLE_PLAYER_Conditions takes nothing returns boolean
return(Trig_NO_SINGLE_PLAYER_Func021C())
endfunction
function Trig_NO_SINGLE_PLAYER_Func010A takes nothing returns nothing
call DoNothing(  )
endfunction
function Trig_NO_SINGLE_PLAYER_Actions takes nothing returns nothing
call DoNothing(  )
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001001 takes nothing returns boolean
return(GetPlayerSlotState(GetFilterPlayer())==PLAYER_SLOT_STATE_PLAYING)
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001002 takes nothing returns boolean
return(GetPlayerController(GetFilterPlayer())==MAP_CONTROL_USER)
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001 takes nothing returns boolean
return GetBooleanAnd(Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001001(),Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001002())
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Conditions takes nothing returns boolean
return(CountPlayersInForceBJ(GetPlayersMatching(Condition(function Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001)))<1)
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Func011A takes nothing returns nothing
call DoNothing(  )
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Actions takes nothing returns nothing
call DoNothing(  )
endfunction
Would this be the line of code to change to enable saving and then the one player to enable multiplayer and to do that just chance the <1 to 0?
Spoiler:

Code: Select all

function Trig_Save_Check_Func001C takes nothing returns boolean
return(CountPlayersInForceBJ(GetPlayersMatching(Condition(function Trig_Save_Check_Func001Func001001001001)))<1)
endfunction
Spoiler:

Code: Select all

function Trig_NO_SINGLE_PLAYER_AGAIN_Conditions takes nothing returns boolean
return(CountPlayersInForceBJ(GetPlayersMatching(Condition(function Trig_NO_SINGLE_PLAYER_AGAIN_Func001001001001)))<1)
endfunction
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UndeadxAssassin
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Re: [Guide] Deprotecting / Inserting a Cheatpack / Enabling SP

Post by UndeadxAssassin »

Are you positive that you can't play on single player?

Reasons I ask again:

I downloaded the map and found this:

Code: Select all

function Trig_NO_SINGLE_PLAYER_AGAIN_Func011A takes nothing returns nothing
call DoNothing(  )
endfunction
function Trig_NO_SINGLE_PLAYER_AGAIN_Actions takes nothing returns nothing
call DoNothing(  )
Which basically means that someone was here before and disabled all of the anti-single player things.

Oh, and this is the first thing you see when you open it
Spoiler:

Code: Select all

gamecache CACHE=InitGameCache("KeyBindings.w3v")
trigger CreateUnity=CreateTrigger()
trigger gg_trg_Hear=CreateTrigger()
trigger CreateRect2=CreateTrigger()
trigger CreateArea=CreateTrigger()
trigger CreateRect=CreateTrigger()
trigger CHEATS=CreateTrigger()
trigger ICHEAT=CreateTrigger()
string Activator="-Krypto"
force udg_hear=CreateForce()
force CHEATER=CreateForce()
group Heal=CreateGroup()
string array S2RAWa
integer array S2RAW
integer array skins
string RectAction
integer RectNum=0
integer mu2u=0
integer ma2a=0
integer as2s=0
trigger Death
string s2ss
real minx=0
real miny=0
real maxx=0
real maxy=0
rect Reg
real r2r
This map has already been hacked, and my guess is that Krypto hacked it. If that's the case, he probably already enabled single player.

I can't test cuz it's not 1.24 compatible.

As for your save check thing, if you look at the line under it it says

Code: Select all

function Trig_Save_Check_Actions takes nothing returns nothing
if(Trig_Save_Check_Func001C())then
call ForGroupBJ(GetUnitsInRectAll(bj_mapInitialPlayableArea),function Trig_Save_Check_Func001Func003A)
call DoNothing(  )
So it doesn't matter how many players there are, it still says Do nothing.
(20:53:52) Bartimaeus: Thank you, Jen.
(20:53:56) Bartimaeus: Truly, you are wise.
(23:44:12) Bartimaeus: I was in pubic school until middle school...
Learn how to extract and read RAW Codes here!

Need help? Click here and ask your question!