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(Solved!) Anyway to trick the client to skip the entire character creation process?
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Rayvolution
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Aetharia

Post: #5
RE: Anyway to trick the client to skip the entire character creation process?
Actually, I already managed to completely remove the Delete and New Character buttons from the client, anyone using my custom gump files are physically incapable of hitting the buttons.

I noticed the buttons use a transparency layer, and only activate when you highlight over the non-transparent part of the button image (Like items do, in game), so, it was a simple matter of just replacing the buttons with completely transparent images. Now they are totally unclickable.

The only way someone could use them is by using the original gump files, but that shouldn't be a problem because I can deny character creation on the server side.

Now, the only problem I have is figuring out how to create and link a character in game to their account.

I know there has to be a way mechanics wise, for example, in game I can do .set account <Account name> and click on any NPC in the game, and whoever owns the account I set can actually log in as that NPC. I believe what I need to do is use the f_onaccount_login function and trigger it to make 5 characters (whatever I create as my generic "newbie" NPC def), ACT.P <starting location> and ACT.ACCOUNT <Account name> all 5 of them. Luckily, the f_onaccount_login triggers when you hit the Shard Selection screen, so in theory, all 5 characters should be created, moved, and linked before the account selects the shard and gets to the character creation screen.

Once there, they will see 5 "New Character" slots (The characters I created/linked) and can just pick one, instantly being logged in straight to the in-game character creation system. Because I removed the "New" and "Delete" buttons on the character select menu, this entire process is transparent to them and all they think they're doing is creating a new character. They don't realize they actually "own" 5 characters named "New Character".

This could even work when "deleting" characters, when they run .deletecharacter in game it could remove the character and replace it with another generic "newbie" def, link it to the account and disconnect the player.

But, now I'm at a roadblock trying to figure out how to trigger a new NPC creation on f_onaccount_login, and trigger a flag on the account to register that the first time login has happened. If I can figure that out I think I'll be set.

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(This post was last modified: 07-23-2012 09:04 AM by Rayvolution.)
07-23-2012 08:59 AM
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Messages In This Thread
RE: Anyway to trick the client to skip the entire character creation process? - Rayvolution - 07-23-2012 08:59 AM
flamethrower - darksun84 - 02-18-2013, 08:18 AM
RE: flamethrower - sagitariuz2 - 02-18-2013, 11:49 AM

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