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Posted
1 hour ago, Socius said:

Hey @Laxus would you be able to fix the hack like Danyal did last time? Right now the damage/defense sliders only work on the health bars and not protection bars. Danyal gave me a version to test with proper damage increase and reduction to protection as well as health, so i know it’s possible. I’m not sure how hard it might be to do though. Thanks. 
 

 

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just so I’m clear on what I’m saying, this is how the game engine works right now:

Attack = original attack damage

Prot = Protection

HP = Health

normally the engine does this when you attack:


If Attack < Prot then Prot = Prot - Attack

ElseIf Attack > Prot then Prot = Prot - Prot and HP = HP - (Attack - Prot)

The problem is right now, the hack isn’t increasing Attack. it’s modifying the HP = HP - (Attack - Prot) section, by multiplying the (Attack - Prot) part.  So the hack rewrites it as HP = HP - ((Attack - Prot) * x) where x is the slider multiplier (1-20)  

So this is why it’s a problem. let’s try an example where Attack = 25000, Prot = 50000, HP = 30000, and the damage slider is on 20x  

If Attack (25000) < Prot (50000) then Prot = 50000 - 25000  

Nothing happens and nothing changes. Because the hack isn’t increasing damage dealt  it’s increasing damage taken by HP. But if the attack damage variable isn’t being increased, there is no damage being done to the health bar at all.

The end result of that is the character is left with 25000 prot and 30000 HP. Let’s do another example.   Danyal’s fix applied the 1-20x damage slider to the protection bar as well.  So his hack works like this: 

If Attack < Prot then Prot = Prot - (Attack * x)

ElseIf Attack > Prot then Prot = Prot - Prot and HP = HP - ((Attack - Prot) * x)

so this has one benefit. using the example from before, where Attack = 25000, Prot = 50000, HP = 30000, and the damage slider is on 20x, this is what happens:

If Attack (25000) < Prot (50000) then Prot = 50000 - (25000  * 20)

the character ends up with 0 protection here because there was 500,000 damage done. But the damage was only done to the protection bar.  Because the hack only increases damage taken by protection and health.  Not damage dealt by an attack.

If we do the same example as above, but have an attack that does 51,000 damage instead, this is what happens:

IfElse Attack (51000) > Prot (50000) then Prot = Prot - (Prot * x) and HP = HP - ((Attack{51000} - Prot{50000}) * x(20)

this means with a character that had 50k Prot and 30k health, and an attack that does 51k damage, and with 20x damage slider enabled, the character loses all their Prot, but since Prot - Attack is only 1000 damage, only 1000 damage is multiplied by 20. Meaning the character takes 20k damage to health. So a 51,000 damage attack, on a character with 50k protection and 30k health, does a total of 70k damage   With 20x damage multiplier. And if the attack was 49,999 instead of 51,000, then the total damage it would do with 20x damage multiplier would only be 49,999. Because the hack currently just increases the damage the protection and health bars take, and not how much damage the original attack does. And before that damage is dealt, the game engine itself decides what portion of the normal damage hits protection, and if any damage at all hits the health bar. 

I tried to explain this as well as I could. Let me know if you understand my point. Thank you!

 

If I understand correctly it need to reduce the shield value aswell right? New deb should be what you need if so :wonder: 

Posted
5 hours ago, Laxus said:

If I understand correctly it need to reduce the shield value aswell right? New deb should be what you need if so :wonder: 

Hey @Laxus yes it does need to affect protection damage as well. The example I gave affects both defense (damage you take) and offense (damage you give). So with 20x defense slider, an attack against you that should do 20,000 damage still does 20,000 damage to your protection bar. But only 1,000 to your health bar.  Because currently it’s only working on reducing or increasing damage to health bars.  Thanks!
 

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Posted
5 hours ago, Socius said:

Hey @Laxus yes it does need to affect protection damage as well. The example I gave affects both defense (damage you take) and offense (damage you give). So with 20x defense slider, an attack against you that should do 20,000 damage still does 20,000 damage to your protection bar. But only 1,000 to your health bar.  Because currently it’s only working on reducing or increasing damage to health bars.  Thanks!
 

Have you tried the new deb?

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Posted
1 hour ago, Laxus said:

Have you tried the new deb?

Hey. Thanks! I didn’t realize you meant for me to try downloading the new deb file. I thought you meant I’m going to need to wait for a new deb file with the fixes. Haha. I just tried it and it’s working beautifully! Thank you!

Posted
On 8/14/2020 at 7:09 PM, Laxus said:

Have you tried the new deb?

Hey @Laxus

I noticed a feature of the mod that can give away the fact that a hack was used. A while ago, SWGoH started recording battle duration, characters used, as well as their health and protection percentages at the end of battle. This is recorded for galactic championship fights and is viewable by all. It was specifically designed to help catch hackers.  And I just noticed that when using the One Hit Kill feature, it does a lot of damage to health and kills the enemy. BUT...it doesn’t do damage to protection. So the characters will die, but it will be recorded that they died with 0 health and full protection. Is there a way to make One Hit Kill also damage the protection bar?  It’s also possible that SWGoH records this data for all other battles to investigate hacking reports. So it would be greatly appreciated. Thank you. 

Posted (edited)
5 minutes ago, Socius said:

Hey @Laxus

I noticed a feature of the mod that can give away the fact that a hack was used. A while ago, SWGoH started recording battle duration, characters used, as well as their health and protection percentages at the end of battle. This is recorded for galactic championship fights and is viewable by all. It was specifically designed to help catch hackers.  And I just noticed that when using the One Hit Kill feature, it does a lot of damage to health and kills the enemy. BUT...it doesn’t do damage to protection. So the characters will die, but it will be recorded that they died with 0 health and full protection. Is there a way to make One Hit Kill also damage the protection bar?  It’s also possible that SWGoH records this data for all other battles to investigate hacking reports. So it would be greatly appreciated. Thank you. 

Isn’t the new deb I already added damage to the shield? Perhap you want to seperate it to another switch (option). For example x Damage to shield switch and x damage to Heath switch?

Current version it’s all in one switch :wonder:

Updated by Laxus
Posted
9 hours ago, Laxus said:

Isn’t the new deb I already added damage to the shield? Perhap you want to seperate it to another switch (option). For example x Damage to shield switch and x damage to Heath switch?

Current version it’s all in one switch :wonder:

Your damage sliders are working perfectly!  I’m taking about the One Hit Kill toggle. Right now it kills the enemy when they’re hit by doing like 999,999,999 damage to their health bar to instant kill them. Normally we wouldn’t notice anything because it’s properly killing the enemy in 1 hit. But the problem I noticed is with the cheat detection system they created, it now records how much health and protection someone has at the end of a galactic championship battle.  So for example, you use one hit kill on someone with 20k protection and 40k health. That person died as they should. But with the new SWGoH system, it’ll record that they died, but that they died with 0 health, but still 100% protection! Because one hit kill just kills them by killing their health bar. Does that explain it a bit better?  Obviously I’m not using One hit kill atm, but I would hate for someone to get banned for a simple thing like this. 

Posted (edited)
26 minutes ago, Socius said:

Your damage sliders are working perfectly!  I’m taking about the One Hit Kill toggle. Right now it kills the enemy when they’re hit by doing like 999,999,999 damage to their health bar to instant kill them. Normally we wouldn’t notice anything because it’s properly killing the enemy in 1 hit. But the problem I noticed is with the cheat detection system they created, it now records how much health and protection someone has at the end of a galactic championship battle.  So for example, you use one hit kill on someone with 20k protection and 40k health. That person died as they should. But with the new SWGoH system, it’ll record that they died, but that they died with 0 health, but still 100% protection! Because one hit kill just kills them by killing their health bar. Does that explain it a bit better?  Obviously I’m not using One hit kill atm, but I would hate for someone to get banned for a simple thing like this. 

Probably you used the ohk feature, it not made by me. Try using the multiply damage and defense only if you want safe

EDIT: I misread, seem like you not using the ohk feature. IF you not using then there is no way the damage that high

Updated by Laxus
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