![]() You probably will find the right one on your own. If there was a huge game update and that address changed, look what accesses the Cursor Position. If you want to change the Cursor Position for yourself, but encounter, that the Cursor gets setback. But I mean, if it works, it works, right? <- Don't do this at home. I had to built-in a forced Sleep between every tile hop because the game doesn't update the Cursor Flag Value that fast. This Idea had one single disadvantage, it's slow. I do it this way, because I couldn't find the World Data and Entity List by myself. The Version you can find on GitHub, already contains my stupid idea (but nice workaround) of looping through the whole map with the cursor and reading out the Cursor Flag of it. This is a small write-up on what I had to solve during the development of the (now) private project. I wanted to make a Bot now that earns me some Gold without me doing anything. I had no Gold and couldn't afford amping my Equipment to 10, that's why shortly after the source release, there were made a couple of Adjustments you could say. ![]() Also I don't see many stories about how people reversed/build their logic for their programs. I thought some might learn out of it, to not give up if you can't use the direct path to the solution. Here's the Story though of what I have done without anyone knowing, till now. Looks cool how the console boxes change it's color based on the byte that stands in it. A simple for-in-for loop, but quite satisfying to watch. I didn't clean the Code, because it already contains Gems like printing the World to Console. \BaseNamedObjects\E49C5EC071B44f14B2 of the Warspear Process. What you probably would want to know is that in order to start another Game Instance, you have to close the Mutex/Mutant Handle. I don't play the Support Role for every basic Question though. If you got more advanced Questions you can reach up to me. Last Version of this Project I was willing to share to everyone for free. For you, that means, you get some new, better, easier to read code. There will be made a few changes to this project in the near future. I commented everything out with timestamps. The Description of this Video might help you out too. ![]() Or rather me recording on what I did to update the Pointers. Not my favorite suggestion, since 2 stacks would make the damage too high.Updated Pointers for 9.4.0: "Tutorial" on how to update the Pointers in case they get outdated again. Suggestion 3: Bleeding would be applied even without the demon form.ĭuring the effects of Demonic Appearance, applies 2 stacks of Bleeding. Suggestion 2: Stacks 1 Hate for each enemy hit with this skill, up to X. Damage, shield, defense reduction, anything. Suggestion 1: Just add a new effect to this skill. ![]() It's just AoE Slow.Īlso, the description of the Bleeding effect says you can apply "several effects to one opponent" but its duration and the skill cooldown won't let you apply more than 1. This skill without the effects of Demonic Appearance is useless. The opponent receives periodic physical damage in the amount of 20\25\30\35\40% from physical power of character every 2 seconds, and you can apply several effects to one opponent. In demonic form, the skill also applies the "Bleeding" debuff to the affected targets for 8 sec. The effect slows the targets down by 8\14\20\26\35%. Moves the character to the specified area and applies the "Fetters of the Dead" debuff to opponents for 4\4\5\5\6 sec. ![]()
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