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Fixed, please remove the old hack first and re-download

Posted (edited)
10 hours ago, Laxus said:

Fixed, please remove the old hack first and re-download

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. 
 

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!

Updated by Laxus
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