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I love how there's six actual chats in that image and four of them are scams.
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# ¿ Oct 2, 2016 04:09 |
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# ¿ May 14, 2024 16:09 |
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Lichtenstein posted:So I take it, you can't really automate T2? You can get close, but not entirely. The two main issues are the acct_nt lock and the sn_w_glock lock. The acct_nt lock asks for the amount of either a range of transactions between two approximate timestamps or a single transaction with a very rough timestamp -- this means there will be several solutions to try before you can guarantee cracking it. Most importantly, what acct_nt asks for can change if your transaction list changes. The sn_w_glock lock requires the hacker have a specific account balance for it to take, and if they don't it won't unlock and takes a good chunk of their cash anyway. Solving the sn_w_glock and any locks behind it requires repeated transfers of its required amount of cash, which quickly flood your transaction log. Both of these are rough individually, but the ultimate "cracker's nightmare" is a sn_w_glock -> acct_nt combo. Solving the sn_w_glock to get at the acct_nt can change the acct_nt's answer -- requiring even more attempts to get through, etc. Most crackers will pass on this sort of lock as soon as they figure it out.
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# ¿ Oct 8, 2016 15:33 |
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Commands are always run from the caller's context. The only one accts.xfer_gc_to can take from is the one who ran the script.
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# ¿ Oct 8, 2016 16:10 |
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You can find shell.txt, the console output, in C:\Users\<YourName>\AppData\Roaming\hackmud. You can see your chatlog and scratchpad in there, as well as the ability to edit your macros outside of the game.
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# ¿ Oct 13, 2016 07:18 |
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To be clear dtr is only an admin of the (un)official discord, he has no control over the game itself. His opinions, good or otherwise, have to filter through the dev the same way ours do.
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# ¿ Oct 22, 2016 23:23 |
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Closest thing to a "get logs out of my script RIGHT NOW" would be #s.chats.tell({to:"your_name", msg:"debug_msg"}) but there are cleaner ways to achieve this. The method I'm experimenting with right now uses part of a game-provided library along with try/catch blocks to output a log of what my script was doing up until it crashed. Here's a basic example:code:
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# ¿ Oct 25, 2016 04:39 |
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Apparently so. Very early this morning the top three users by balance were attacked at roughly the same time, by the same group. By itself this is perfectly in line with the rules but the question arose of how the attackers found all their locs (think hidden IP address, a thing that lets you try to hack people). Locs aren't revealed unless you do something that causes them to be revealed. Hacking other users or npcs leaves a loc in their access logs, for example. Or running a malicious script can expose your loc. Its technically possible to brute-force all the possible combinations but conservative estimates put that at several months of effort for a large, organized group. The game's been released for slightly more than one month. The dev was alerted and he investigated. We don't really know what happened or what he saw but apparently the evidence was damning enough to ban the attacking group.
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# ¿ Oct 28, 2016 02:56 |
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# ¿ May 14, 2024 16:09 |
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You get the lock rotation message regularly even if not breached. It means that your installed locks (if any) have refreshed. People can only "find" you if they get your loc. Think of your loc as a secret IP address. Accessing someone else's loc leaves your loc in their access logs. Running sys.loc can show your loc, so be careful of running any scripts of LOWSEC or NULLSEC because they could contain a sys.loc execution. The danger about those dead accounts is if they have a sn_w_glock lock, which can steal all your money up to a limit. This is only a threat if you pass a glock argument to the dead account, like this: npc.loc { sn_w_glock:"anything" }. If you don't "hit" the lock it will never activate.
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# ¿ Nov 5, 2016 21:16 |