GM detection and banning chance reduction

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gloover
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Re: GM detection and banning chance reduction

#421 Post by gloover » Tue Jan 28, 2014 2:31 pm

BlubBlab wrote: I work on a method to make a watchdog that inform your farm character if a GM goes on.
That would be great!

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lisa
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Re: GM detection and banning chance reduction

#422 Post by lisa » Tue Jan 28, 2014 6:15 pm

artosaari wrote:The GMNearby option actually wokrs as intended but since you never see them when they are watching you, i don't think you can detect them.
Just because you can't see them doesn't mean their info isn't in memory, the memory scanning works as it should.
gloover wrote: the bot did a logout saying "GM... detected", but it was allready to late - the GM had seen my character.
To be able to check characters are online or not before they are within memory range means you have to use the in game function, this in itself isn't an issue unless you are checking for many names in which case the process takes time so putting it on a timer to monitor the names would be problematic for the bot.
Doing the check at intervals set by the user in their WP would be the "best" solution, as already stated by Blubblab.
BlubBlab wrote:I posted It earlier that you have to put searchGMList() in your waypoint file so that It will be called
You "could" make an addon for tha game to repeatedly check the names on a list to see if a GM is online and then change a value to true, the bot would check the value in a timed event, this would free the bot to just do what it does but the game itself would be doing the "player does not exist" spam on your screen constantly and may cause issues for the game itself, or it might not, hard to say without testing.

Having said that all a GM needs to do is change it's characters name or log a different character and then that "precaution" is useless.
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BlubBlab
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Re: GM detection and banning chance reduction

#423 Post by BlubBlab » Tue Jan 28, 2014 7:07 pm

lisa wrote:
artosaari wrote:The GMNearby option actually wokrs as intended but since you never see them when they are watching you, i don't think you can detect them.
Just because you can't see them doesn't mean their info isn't in memory, the memory scanning works as it should.
I'm not sure about that I have the feeling that they can ove through the game recently like in a read only mode, the got many people ins KS while they were in KS them self the GM Detect didn't triggerd.(okay partial thinks weren't up to date but I fixed that)
lisa wrote:
Having said that all a GM needs to do is change it's characters name or log a different character and then that "precaution" is useless.
I know but they haven't done such thing until now at least one the official server.

The watchdog works basically by using in a loop searchGMList() return value and whisper the farmschar(s) with a key-phrase if the bot found on GM in the list. The key-phrase will be added as gmPattern. I didn't test it may need one or two tweaks to work.(I'm really busy right now)
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L33t_Of_Lag
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Re: GM detection and banning chance reduction

#424 Post by L33t_Of_Lag » Tue Jan 28, 2014 7:32 pm

lisa wrote:sure, probably a good idea.

find

Code: Select all

				--players
					if settings.profile.options.playerDETECT == true then
						for k,v in pairs(playertable) do
							if v.Name == obj.Name then --name in table already
								playerexists = true
							end
						end
and change it to

Code: Select all

				--players
					if settings.profile.options.playerDETECT == true then
						for k,v in pairs(playertable) do
							for l,m in pairs(friends) do
								if v.Name == m then
									playerexists = true
								end
							end							
							if v.Name == obj.Name then --name in table already
								playerexists = true
							end
						end
This will go through the friends table at the top of the file and basically ignore any names in it, the names must be exact though.

Code: Select all

-- ignores whispers by characters in the friends table, the names must be exact.
local friends = {"someone","someoneelse","whoever"}
Not going to add a file as I don't know where BlubBlab is up to with his version.
This is untested but should work.
This fails. Still says the char is following you.

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lisa
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Re: GM detection and banning chance reduction

#425 Post by lisa » Tue Jan 28, 2014 9:15 pm

L33t_Of_Lag wrote:This fails. Still says the char is following you.
Hmm that would make no sence

Code: Select all

Command> local friends = {"someone","someoneelse","whoever"} for l,m in pairs(friends) do if m == "someone" then print("works with name: "..m) end end
works with name: someone
So the code itself is making that name as already existing, so it is never added to the table, so it can never be found as following you.

You need to make sure the names in the friends table are exact, capitals, any funny characters, needs to be exact.

Maybe just add in a print to see why the name got added to the table?

Code: Select all

						if playerexists ~= true then
							table.insert(playertable,{Name = pawn.Name, ptime = os.time(), alarmsounded = 0})
						else
to

Code: Select all

						if playerexists ~= true then
							print(pawn.Name.." added to the following table")
							table.insert(playertable,{Name = pawn.Name, ptime = os.time(), alarmsounded = 0})
						else
Remember no matter you do in life to always have a little fun while you are at it ;)

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rock5
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Re: GM detection and banning chance reduction

#426 Post by rock5 » Wed Jan 29, 2014 12:52 am

BlubBlab wrote:
Lisa wrote:Just because you can't see them doesn't mean their info isn't in memory, the memory scanning works as it should.

I'm not sure about that I have the feeling that they can ove through the game recently like in a read only mode
I agree with you. I can't see any reason why the GMs couldn't have an option to have the server not transmit their info to clients thereby making them invisible to the clients. Then they could move around and watch people without being detectable. Of course such a feature might not exist.
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Montoro
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Re: GM detection and banning chance reduction

#427 Post by Montoro » Tue Feb 04, 2014 7:03 pm

rock5 wrote:
BlubBlab wrote:
Lisa wrote:Just because you can't see them doesn't mean their info isn't in memory, the memory scanning works as it should.

I'm not sure about that I have the feeling that they can ove through the game recently like in a read only mode
I agree with you. I can't see any reason why the GMs couldn't have an option to have the server not transmit their info to clients thereby making them invisible to the clients. Then they could move around and watch people without being detectable. Of course such a feature might not exist.
I can asure you, GM is just not visible. it has occurred to me today. a GM that was not visible for me, was just asking me to answer a few questions, related to were i where, name of NPC near me, name of even a player that was next to me. GM is just invisible.

GM's can now enter any instances in an invisible way, god mode ON and directly bann players using any type of non permitted actions, such us world boss pets, Romeo, model, and things like that.

And another thing. logging out while a GM is asking you a question, can lead to banning also. In Sciath server, they are banning for almost everything. Even for staying beside an PET NPC seller.

cheers.

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BlubBlab
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Re: GM detection and banning chance reduction

#428 Post by BlubBlab » Tue Feb 04, 2014 9:30 pm

Okay I give you guy this.
I think I don't find the time testing it, maybe you guys find it.

This is my watchdog script. It basically scans repeatedly the server.
At the moment rom make no fun for me. I could say a lot about what's going on on the official server but I thinks most people know it.
Attachments
watcher.xml
(678 Bytes) Downloaded 230 times
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lisa
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Re: GM detection and banning chance reduction

#429 Post by lisa » Wed Feb 05, 2014 12:35 am

If they are being ruthless they have probably already decided to bann you even before they whisper you or go and check out what you are doing. So in those situations there is probably nothing at all you can do.

As for the "visible" I assume you are talking about visually see them on your screen, what I am saying is they can be invisible but the information is still in memory, there are some mobs that are invisible and you can't see or attack them until they make themselves visible by them attacking something.

A couple of people have sugguested they have made themselves so they aren't even being loaded into your memory, this is very different to just being invisible.
Remember no matter you do in life to always have a little fun while you are at it ;)

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franek
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Re: GM detection and banning chance reduction

#430 Post by franek » Sat Feb 22, 2014 8:25 am

Is there any way to add some players to "ignore list"? Cause some hlvl players are marked as GM (for example: rogue on invi).

BTW Hiho to all! Long time no sea, I came back to RoM ;)

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lisa
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Re: GM detection and banning chance reduction

#431 Post by lisa » Sat Feb 22, 2014 8:53 am

An invis rogue shouldn't come up as being flagged as a GM, are you talking about the being followed part of the userfunction??
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franek
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Re: GM detection and banning chance reduction

#432 Post by franek » Sat Feb 22, 2014 9:07 am

It is not following, I think.. The rogue is staying in one place and "my bot" is only passing by him and then logout - reason: GM Detect.

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lisa
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Re: GM detection and banning chance reduction

#433 Post by lisa » Sat Feb 22, 2014 9:16 am

The print should have their name and both their classes.

What version of the userfunction are you using?
Latest version has lvl 100, so unless the rogue is level 100+ I would say you just have an old version of the userfunction.

Latest I have posted is V 7.5
Remember no matter you do in life to always have a little fun while you are at it ;)

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franek
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Re: GM detection and banning chance reduction

#434 Post by franek » Sat Feb 22, 2014 9:17 am

Yeah, I forgot to add that I am using ver 7.8c
It has 85 lvl. I am playing on official of course, so it would not affect that I set it to 100lvl?

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lisa
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Re: GM detection and banning chance reduction

#435 Post by lisa » Sat Feb 22, 2014 9:19 am

Ahh yeah blubblab has a 7.8C posted, yeah just change it to 100.
Remember no matter you do in life to always have a little fun while you are at it ;)

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franek
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Re: GM detection and banning chance reduction

#436 Post by franek » Sat Feb 22, 2014 9:47 am

Thanks a lot!

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BlubBlab
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Re: GM detection and banning chance reduction

#437 Post by BlubBlab » Sat Feb 22, 2014 5:26 pm

Small changes based on a report I got.
What I changed was :
-kill client when logout
Attachments
userfunction_gmmonitor.lua
v7.8d
(19.74 KiB) Downloaded 263 times
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Ego95
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Re: GM detection and banning chance reduction

#438 Post by Ego95 » Sun Apr 27, 2014 2:35 pm

I just want to inform you that BlubBlabs function searchGMList() is not safe to use anymore. AskPlayerInfo("name") does not work for gm's anymore and if you put gm's onto your fl, you won't see if they are online. I am also sure gmdetect does not detect gm's anymore because I got whispered a few weeks ago while a gm stood next to me. Thankfully I was able to answer manually.

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BlubBlab
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Re: GM detection and banning chance reduction

#439 Post by BlubBlab » Sun Apr 27, 2014 3:16 pm

That you won't see them when you put them on fl was already so back last year.
But I feared back than when I did talk to Dirt Devil that they will do eventual something about this function because its also a good way to stalk people.

I don't know you could ad a chatbot or always be on keyboard while botting but I have doubt that all the efforts will pay off something not them, not us.(because the game is in a really messed up state)
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Kansaki
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Re: GM detection and banning chance reduction

#440 Post by Kansaki » Mon Apr 28, 2014 2:20 am

Hi Everyone,

Doing some research I found out that what Ego95 says is correct. But there is a walkaround. When a GM is online they dont display any message, but when they are offline they show the normal offline or not exist message. So, I made some modification to the code and it work fine.

I leave you part of the code that manage to get this done.

Code: Select all

local gmNameList = {
		["Berenrom"] = false,
		["Drakulmentor"] = false,
		["Moonlight"] = false,
		["Moonmod"] = false,		
		["Saitomentor"] = false,
		["Zodiacmentor"] = false,
		["Cmsis"] = false,
		["Majîk"] = false,		
		["Kaligm"] = false,
		["Aqualink"] = false,
		["Salvajementor"] = false,		
		};

local Message_SPA = "La búsqueda ha fallado. El objetivo no existe o está desconectado."
local Message_ENG = "Search failed, target does not exist or is offline."

function searchGMList()
	EventMonitorStart( "detectGMast", "CHAT_MSG_SYSTEM" )
	for GMName, GMStatus in pairs( gmNameList ) do
   	sendMacro( "AskPlayerInfo(\'"..GMName.."\');" )
 	yrest(500)
		repeat
			local time, moreToCome, msg = EventMonitorCheck( "detectGMast", "1" )
			if msg == nil then
  			        GMFound( GMName )
			else
				if ( msg == Message_ENG ) or 
				   ( msg == Message_SPA ) then
					GMNotFound( GMName )				   
				end
			end			
		until moreToCome ~= true
		yrest(600)				
	end
	EventMonitorStop("detectGMast")
	rest(5000) -- 60000 => check every 60 sec => recursion 60 deep after 1 hour
	searchGMList()
end
I really hope that this code works for everybody and lets hope that they dont change that either.
Thanks in advance.

Regards,
Kan.
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