Full Version : Player quest reward abuse
xmlspawner >>XMLSpawner - Discussion >>Player quest reward abuse
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Syznow- 01-28-2008
I found that some players were using the player quest books to export gold from the gauntlet.. by carrying player ques tbooks and adding as rewards the gold they found.
It might be wise in a future release to limit the setting of rewards in these books to locations in town regions or player houses to prevent such abuse. I suspect, to be effective, the actual check would need to be made when the reward targeting is processed, to prevent opening the gump in town and then moving it aside until used.
ArteGordon- 01-28-2008
I think that the idea of only allowing rewards to be set in house and town regions is a good idea.
There is already code added on targeting that should prevent that kind of abuse by checking to make sure that you are within 10 tiles of the return container.
Take a look in XmlPlayerQuestGump.cs and see if you have this around line 260

CODE
// first check to see if you are too far from the return container. This is to avoid exploits involving targeting a container // then using the return reward feature as a free transport of items back to that container if(m_QuestItem.ReturnContainer != null && !m_QuestItem.ReturnContainer.Deleted)
{
Point3D returnloc;
if(m_QuestItem.ReturnContainer.Parent == null)
{
returnloc = m_QuestItem.ReturnContainer.Location;
} else
if(m_QuestItem.ReturnContainer.RootParent != null)
{
returnloc = ((IEntity)m_QuestItem.ReturnContainer.RootParent).Location;
} else
{
from.SendMessage("Invalid container location");
return;
}
if(!Utility.InRange( returnloc, from.Location, 10))
{
// out of range
from.SendMessage("Too far away from the reward return container");
return;
}
}

I'm not sure if you have an older version that might not have that check added.
Syznow- 02-11-2008
I am sorry... the person who reported this to me did not explain it to me properly.
The situation I have is a player creating player quest books requiring the collection of gold. They then put it on the quest boards and take it off with another of their alternate characters. Then as they add the gold they collect, it is sent to their other chars bank box. So this effectively serves as a way to export gold from the gauntlet.
This is not as described in the original post, and is a harder problem to solve. Perhaps a way to block certain items form being collectible except in town or housing regions. This would allow customization to prevent any item whose collection might lead to abuse from being collectible except under more restrictive conditions. Currently some players are using it as an unlimited bag of sending for specific items.
ArteGordon- 02-11-2008
hmmm. How are they adding gold to the quest reward?
It sounds like there might be some other exploit involved here. The only thing that should return to the questmakers container is the reward that was originally added.
I just checked this out and the problem is that stackable quest rewards allow players to drag and drop additional items onto them. So the problem is not with the return, what is going on is that players can add to an existing gold reward and then return the enhanced stack instead of just the original reward.
I will fix this.
(edit)
xmlquestholder.cs has been updated with the fix here
http://xmlspawner.15.forumer.com/index.php...3&st=0#entry115
(edit)
the latest v3.24 release also has the fix.