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Skill.wz & Damage Hacker

Newbie Spellweaver
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What is the best way to handle a .wz issue? Especially skill.wz, I know we can create a launcher and everything, but, is it possible to check this in source, in older sources mainly? I came looking at various sources, and I realized that few people care.
 
Junior Spellweaver
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This is largely dependent on what they're changing in skill.wz. In regards to skill.wz edits alone, you can do a lot of server sided checks parsing the values in your clean wz files and checking for inconsistencies. However, modifying wz files are not the only way to damage hack, so you'll require more than just skill checks.
 
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Newbie Spellweaver
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This is largely dependent on what they're changing in skill.wz. In regards to skill.wz edits alone, you can do a lot of server sided checks parsing the values in your clean wz files and checking for inconsistencies. However, modifying wz files are not the only way to damage hack, so you'll require more than just skill checks.

They change skill damage as their skill level, thus giving a more powerful attack. Can you tell me if the server manages to know what level of skill the player is sending me?
 
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Junior Spellweaver
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Typically, the skill level is sent in a packet and handled, stored in an AttackInfo object via the parseDamage method in your source. You may perform checks here as to what the damage multiplier should be and whether or not they are sending their legitimate skill level here.
 
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Newbie Spellweaver
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Typically, the skill level is sent in a packet and handled, stored in an AttackInfo object via the parseDamage method in your source. You may perform checks here as to what the damage multiplier should be and whether or not they are sending their legitimate skill level here.

All right, study more on the part of my source, thank you!
 
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Mythic Archon
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Typically, the skill level is sent in a packet and handled, stored in an AttackInfo object via the parseDamage method in your source. You may perform checks here as to what the damage multiplier should be and whether or not they are sending their legitimate skill level here.

If theyre damage hacking or line hacking, you can run a calculation to check a range for their potential damage based on their range. If it goes higher than the calculated value (i recommend raising it a little), then ban them. This can be done through having the server check the wz file in your source(which should have the true value of the dmg that should be dealt.)
 
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Junior Spellweaver
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If theyre damage hacking or line hacking, you can run a calculation to check a range for their potential damage based on their range. If it goes higher than the calculated value (i recommend raising it a little), then ban them. This can be done through having the server check the wz file in your source(which should have the true value of the dmg that should be dealt.)

There is no need to raise it if your damage calculation is accurate. If players do 1 above the seeded damage they're hacking. (But it's probably best to raise if you aren't confident)
 
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Mythic Archon
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There is no need to raise it if your damage calculation is accurate. If players do 1 above the seeded damage they're hacking. (But it's probably best to raise if you aren't confident)

There are a lot of factors outside of buffs and party buffs that could effect your damage. Thats the reason behind it.
 
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Initiate Mage
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Junior Spellweaver
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I suggest you to do Zydee's option, if you have a problem with any formula let me know and tell me which version are you using :):
 
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