First of all, this piece of code is terrible. You are processing 6 strcmp for every valid target. At least replace them with monsterID checks, jesus.
And you have a mistake here
Code:
attacked = _obj as Player;
if (attacked.MapObjType == MapObjectType.Monster)
if (attacked.Name == "TeratoDragon")//SnowBanshee
continue;
if (attacked.Name == "SnowBanshee")//SnowBanshee
continue;
if (attacked.Name == "ThrillingSpook")//SnowBanshee
continue;
if (attacked.Name == "SwordMaster")//SnowBanshee
continue;
if (attacked.Name == "LavaBeast")//SnowBanshee
continue;
if (attacked.Name == "Guard1")//SnowBanshee
continue;
I think you are checking if "attacked" is a monster to check for names but since you are not using curly brackets, it only check for if monster for TeratoDragon and checks for other's no matter what. So technically, I could create a character named "SwordMaster" and I'd be immune to "ToxicFog"
To be honest, everything about this piece of code is wrong. But the reason why ToxicFog deals initial damage but doesn't deal more damage is because you are just putting this target flag for "Poisoned" but you are most probably missing logic to process that flag.
The code was already in the source. Same as pirate skills that weren't working but I managed to get them working. Thank you for replying
I'm assuming this is the logic
Code:
#region ToxicFog
if (client.Player.ToxicFogLeft > 0)
{
if (Now >= client.Player.ToxicFogStamp.AddSeconds(2))
{
float Percent = client.Player.ToxicFogPercent;
Percent = Percent / 100 * (client.Player.Detoxication / 100F);
//Remove this line if you want it normal
Percent = Math.Min(0.1F, client.Player.ToxicFogPercent);
client.Player.ToxicFogLeft--;
if (client.Player.ToxicFogLeft == 0)
{
client.Player.RemoveFlag((ulong)MsgUpdate.Flags.Poisoned);
return;
}
client.Player.ToxicFogStamp = Now;
if (client.Player.Hitpoints > 1)
{
uint damage = Game.Attacking.Calculate.Percent(client.Player, Percent);
client.Player.Hitpoints -= damage;
Network.GamePackets.MsgMagicEffect suse = new Network.GamePackets.MsgMagicEffect(true);
suse.Attacker = client.Player.UID;
suse.SpellID = 10010;
suse.AddTarget(client.Player.UID, damage, null);
client.SendScreen(suse, true);
if (client != null)
client.UpdateQualifier(damage, true);
}
}
}
else
{
if (client.Player.ContainsFlag((ulong)MsgUpdate.Flags.Poisoned))
client.Player.RemoveFlag((ulong)MsgUpdate.Flags.Poisoned);
}
#endregion
If that source is filled with that kind of code, I think you better drop it before you put much work in it. If I could find such an exploit in less than 100 LoC, I don't even want to imagine rest of the source.
Doh if only I had tested it pvp instead of just pvm fml, it works I guess I have overworked my brain over the past few days, therefore my question should have been why isn't it attacking monsters
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Maybe if you wanna start a hack from Elitepvpers you will get this Error:
or a similar message
This dll files are for programs written in C/C++ with Visual Studio
To fix this problem you need to download the Microsoft Visual C++ 2010 Redistributable Package (x86) from here: Download Microsoft Visual C++ 2010 Redistributable Package (x86) from Official Microsoft Download Center
If you have a 64-Bit System you also need the Microsoft Visual C++ 2010 Redistributable Package...
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