Possible tiles exploit


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Temple Termagant

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Joined: Wednesday, 9th March 2011, 13:11

Post Sunday, 22nd May 2011, 00:20

Possible tiles exploit

My first ticket had ended up already being fixed in trunk, so I thought I'd check here before reporting another bug through mantis:

While holding "z" or "a" in 0.8.0 tiles and navigating with the mouse, it's possible to spend only a single turn to make multiple melee attacks and movements. Combat text displays but the turn does not end until the key is unpressed (or a level up, it seems).

Easily reproducible (on characters with or without spells. Having an ability assigned to "a" seems to prevent this. Spell on "z" might also stop it, but I have not tested this.) by holding either key and repeatedly clicking on an enemy to kill it or clicking adjacent tiles to move multiple squares in a single turn.
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Dungeon Master

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Location: France

Post Sunday, 22nd May 2011, 01:37

Re: Possible tiles exploit

Not sure what's causing this, but 0.9 on my computer doesn't have this behaviour.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Temple Termagant

Posts: 9

Joined: Wednesday, 9th March 2011, 13:11

Post Sunday, 22nd May 2011, 04:02

Re: Possible tiles exploit

One of my two available friends who play was able to reproduce it (and is cackling while using it for evil :x ), while the other was not. Do you want me to look into anything between our computers that might help, or any other instructions to follow?

I was able to reproduce in trunk tile version 0.9-a1-183-gb5fb55f as well. Friend notes that food clock keeps going while doing it: "Went in hungry, came out near starving"

Dungeon Master

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Joined: Wednesday, 22nd December 2010, 10:12

Post Sunday, 22nd May 2011, 05:40

Re: Possible tiles exploit

I was able to reproduce this with 0.8 tiles as well. This seems pretty serious... you can use it to kill anything in the game with no risk.
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Tartarus Sorceror

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Joined: Monday, 20th December 2010, 04:22

Location: Surabaya, Indonesia

Post Sunday, 22nd May 2011, 06:22

Re: Possible tiles exploit

I can't reproduce it. Nope.
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Dungeon Master

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Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Sunday, 22nd May 2011, 11:27

Re: Possible tiles exploit

NeckToChicken wrote:While holding "z" or "a" in 0.8.0 tiles and navigating with the mouse, it's possible to spend only a single turn to make multiple melee attacks and movements. Combat text displays but the turn does not end until the key is unpressed (or a level up, it seems).

Could you describe more precisely what's happening? When I hold a, the message area is spammed with "Use which ability? (? or * to list)" and "You can't do that". same with spells. Also, could you post the options you are using?

evilmike wrote:This seems pretty serious...

Not really. Exploits are bad when you can use the online. Offline games aren't secure anyway. I'm not saying that we shouldn't fix it, just that's it's not a big deal.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Temple Termagant

Posts: 9

Joined: Wednesday, 9th March 2011, 13:11

Post Sunday, 22nd May 2011, 18:45

Re: Possible tiles exploit

galehar wrote:Could you describe more precisely what's happening?


Holding "a" with no monsters around: "No special ability" text repeats until key is released or adjacent tile is clicked. Clicking an adjacent tile moves you to that tile, with no turn change. You can click additional adjacent tiles from there to keep moving. When key is released one turn passes. Clicking a movable tile that is not adjacent and releasing the key causes you to move there normally (turns pass).

Holding "a" with monster nearby: "No special ability" text repeats until key is released or any tile you can move to is clicked. Clicking an adjacent tile moves you to that tile, no turn change. Clicking a movable tile that is not adjacent moves you towards that tile, or hits an enemy if it was between your character and the tile you were moving to. Clicking an adjacent enemy does a turn of attacks to it, each click will do one turn of attacks with no turn passing. One turn passes once key is released OR you level up.

"z" is the same except with the "You have no spells" text.

galehar wrote:Also, could you post the options you are using?


I picked out the uncommented bits in the init file; No tiles_options items were uncommented.

  Code:
lua_file = lua/stash.lua
lua_file = lua/wield.lua
lua_file = lua/runrest.lua
lua_file = lua/gearset.lua
lua_file = lua/trapwalk.lua
lua_file = lua/pickup.lua
lua_file = lua/autofight.lua
autopickup = $?!+"/%
include = autopickup_exceptions.txt
drop_filter = useless_item
auto_exclude = oklob plant,statue,curse skull,roxanne, hyperactive
runrest_ignore_poison  = 2:30
runrest_ignore_monster = butterfly:1
include = runrest_messages.txt
trapwalk_safe_hp = dart:20,needle:15,arrow:35,bolt:45,spear:40,axe:45,blade:95
sort_menus = inv: true : equipped, freshness, charged
include = standard_colours.txt
include = food_colouring.txt
include = menu_colours.txt
menu_colour = pickup:green:god gift
menu_colour = inventory:white:\w \+\s
menu_colour = inventory:white:\w \#\s
include = messages.txt
menu_colour = notes:white:Reached XP level
force_more_message = You have reached level
force_more_message = Your scales start
force_more_message = You fall through a shaft
force_more_message = Careful!
force_more_message = interdimensional caravan
force_more_message = distant snort
include = tiles_options.txt
ood_interesting = 8
note_hp_percent = 5
note_skill_levels = 1,5,10,15,27
#note_all_skill_levels = true
#note_skill_max  = false
#note_all_spells = false
#note_xom_effects = false
note_items    = rod of, acquirement, preservation, running, of Zot
note_messages = You pass through the gate
note_messages = cast .* Abyss
note_messages = Your scales start
note_messages = protects you from harm
note_messages = You fall through a shaft
note_monsters = orb of fire, ancient lich, Sigmund
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Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Sunday, 22nd May 2011, 19:35

Re: Possible tiles exploit

OK, thanks for the details. What OS are you running?
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...

Temple Termagant

Posts: 9

Joined: Wednesday, 9th March 2011, 13:11

Post Sunday, 22nd May 2011, 22:04

Re: Possible tiles exploit

64bit vista

Temple Termagant

Posts: 9

Joined: Friday, 22nd April 2011, 13:29

Post Monday, 23rd May 2011, 16:52

Re: Possible tiles exploit

Also confirmed. 64 bit Win7.

Note: it doesn't work when you use the keyboard to move while holding a or z, only the mouse.

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