<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/">
	<channel>
		<title><![CDATA[VortexMarket - Coding]]></title>
		<link>https://vortexmarket.cc/</link>
		<description><![CDATA[VortexMarket - https://vortexmarket.cc]]></description>
		<pubDate>Sun, 15 Nov 2026 01:19:47 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Discord Guild TAG | Color Swapper]]></title>
			<link>https://vortexmarket.cc/thread-257.html</link>
			<pubDate>Wed, 02 Jul 2025 05:58:17 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://vortexmarket.cc/member.php?action=profile&uid=613">wya</a>]]></dc:creator>
			<guid isPermaLink="false">https://vortexmarket.cc/thread-257.html</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Heya, made this out of boredom for my own server and I know some people sell stupid shit like this, so have it for free here:</span><br />
&gt; Uses a selfbot (bots got no access on this, yet)<br />
&gt; Supports multiple colors<br />
&gt; Changes both color if the badge has them (just comment / delete the secondary color if you don't want it to change)<br />
<br />
<!-- start: lock_wrapper --><br />
<div class="hidden-content">
  <div class="hidden-content-title" style="color: red;"><strong>Hidden Content</strong></div>
  <div class="hidden-content-body">
    You must <a href="https://vortexmarket.cc/member.php?action=register">register</a> or <a href="https://vortexmarket.cc/member.php?action=login">login</a> to view this content.<br />
  </div>
</div>
<!-- end: lock_wrapper --><br />
<br />
Feel free to PM me on <span style="font-weight: bold;" class="mycode_b"><span style="color: #3498db;" class="mycode_color">Discord</span></span> or <span style="font-weight: bold;" class="mycode_b"><span style="color: #2ecc71;" class="mycode_color">On-Site</span></span> if you need help, <span style="color: #27ae60;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">+rep</span></span> if it works well :3]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Heya, made this out of boredom for my own server and I know some people sell stupid shit like this, so have it for free here:</span><br />
&gt; Uses a selfbot (bots got no access on this, yet)<br />
&gt; Supports multiple colors<br />
&gt; Changes both color if the badge has them (just comment / delete the secondary color if you don't want it to change)<br />
<br />
<!-- start: lock_wrapper --><br />
<div class="hidden-content">
  <div class="hidden-content-title" style="color: red;"><strong>Hidden Content</strong></div>
  <div class="hidden-content-body">
    You must <a href="https://vortexmarket.cc/member.php?action=register">register</a> or <a href="https://vortexmarket.cc/member.php?action=login">login</a> to view this content.<br />
  </div>
</div>
<!-- end: lock_wrapper --><br />
<br />
Feel free to PM me on <span style="font-weight: bold;" class="mycode_b"><span style="color: #3498db;" class="mycode_color">Discord</span></span> or <span style="font-weight: bold;" class="mycode_b"><span style="color: #2ecc71;" class="mycode_color">On-Site</span></span> if you need help, <span style="color: #27ae60;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">+rep</span></span> if it works well :3]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Basics of Professional Phishing]]></title>
			<link>https://vortexmarket.cc/thread-218.html</link>
			<pubDate>Thu, 07 Nov 2024 05:46:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://vortexmarket.cc/member.php?action=profile&uid=750">datademon</a>]]></dc:creator>
			<guid isPermaLink="false">https://vortexmarket.cc/thread-218.html</guid>
			<description><![CDATA[<!-- start: lock_wrapper --><br />
<div class="hidden-content">
  <div class="hidden-content-title" style="color: red;"><strong>Hidden Content</strong></div>
  <div class="hidden-content-body">
    You must <a href="https://vortexmarket.cc/member.php?action=register">register</a> or <a href="https://vortexmarket.cc/member.php?action=login">login</a> to view this content.<br />
  </div>
</div>
<!-- end: lock_wrapper -->]]></description>
			<content:encoded><![CDATA[<!-- start: lock_wrapper --><br />
<div class="hidden-content">
  <div class="hidden-content-title" style="color: red;"><strong>Hidden Content</strong></div>
  <div class="hidden-content-body">
    You must <a href="https://vortexmarket.cc/member.php?action=register">register</a> or <a href="https://vortexmarket.cc/member.php?action=login">login</a> to view this content.<br />
  </div>
</div>
<!-- end: lock_wrapper -->]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Forza Horizon 5 mid-game crash fix]]></title>
			<link>https://vortexmarket.cc/thread-136.html</link>
			<pubDate>Tue, 26 Mar 2024 18:55:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://vortexmarket.cc/member.php?action=profile&uid=368">huliguli</a>]]></dc:creator>
			<guid isPermaLink="false">https://vortexmarket.cc/thread-136.html</guid>
			<description><![CDATA[just a .bat that gives you 70sec until it stops explorer.exe (which however causes fh5 to crash after a bit)<br />
 <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TIMEOUT /T 70 /NOBREAK<br />
taskkill /f /im explorer.exe</code></div></div><br />
to restart the explorer: open taskmanager <span style="font-weight: bold;" class="mycode_b">-&gt; </span>in the upper left press "file" <span style="font-weight: bold;" class="mycode_b">-&gt; </span>new task and just write "explorer.exe"]]></description>
			<content:encoded><![CDATA[just a .bat that gives you 70sec until it stops explorer.exe (which however causes fh5 to crash after a bit)<br />
 <br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>TIMEOUT /T 70 /NOBREAK<br />
taskkill /f /im explorer.exe</code></div></div><br />
to restart the explorer: open taskmanager <span style="font-weight: bold;" class="mycode_b">-&gt; </span>in the upper left press "file" <span style="font-weight: bold;" class="mycode_b">-&gt; </span>new task and just write "explorer.exe"]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[exploit for fear and hunger termina:100% crit rate and 9999 damage upon hitting npc]]></title>
			<link>https://vortexmarket.cc/thread-81.html</link>
			<pubDate>Sat, 23 Dec 2023 06:17:56 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://vortexmarket.cc/member.php?action=profile&uid=115">NutHam</a>]]></dc:creator>
			<guid isPermaLink="false">https://vortexmarket.cc/thread-81.html</guid>
			<description><![CDATA[paste this to line 1646 of "game_objects.js" from the js folder then copy paste this until line 1748 (this doesnt effect doors since you can't crit doors)<br />
<br />
<br />
Game_Action.prototype.apply = function(target) {<br />
    var result = target.result();<br />
    this.subject().clearResult();<br />
    result.clear();<br />
    result.used = this.testApply(target);<br />
    result.missed = (result.used &amp;&amp; Math.random() &gt;= this.itemHit(target));<br />
    result.evaded = (!result.missed &amp;&amp; Math.random() &lt; this.itemEva(target));<br />
    result.physical = this.isPhysical();<br />
    result.drain = this.isDrain();<br />
    if (result.isHit()) {<br />
        if (this.item().damage.type &gt; 0) {<br />
            result.critical = 0 &lt; this.itemCri(target);<br />
            var value = this.makeDamageValue(target, result.critical);<br />
            this.executeDamage(target, value);<br />
        }<br />
        this.item().effects.forEach(function(effect) {<br />
            this.applyItemEffect(target, effect);<br />
        }, this);<br />
        this.applyItemUserEffect(target);<br />
    }<br />
};<br />
Game_Action.prototype.makeDamageValue = function(target, critical) {<br />
    var item = this.item();<br />
    var baseValue = this.evalDamageFormula(target);<br />
    var value = baseValue * this.calcElementRate(target);<br />
    if (this.isPhysical()) {<br />
        value *= target.pdr;<br />
    }<br />
    if (this.isMagical()) {<br />
        value *= target.mdr;<br />
    }<br />
    if (baseValue &lt; 0) {<br />
        value *= target.rec;<br />
    }<br />
    if (critical) {<br />
        value = this.applyCritical(value);<br />
    }<br />
    value = this.applyVariance(value, item.damage.variance);<br />
    value = this.applyGuard(value, target);<br />
    value = Math.round(value);<br />
    return value;<br />
};<br />
Game_Action.prototype.evalDamageFormula = function(target) {<br />
    try {<br />
        var item = this.item();<br />
        var a = this.subject();<br />
        var b = target;<br />
        var v = &#36;gameVariables._data;<br />
        var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);<br />
        var value = Math.max(eval(item.damage.formula), 0) * sign;<br />
        if (isNaN(value)) value = 0;<br />
        return value;<br />
    } catch (e) {<br />
        return 0;<br />
    }<br />
};<br />
Game_Action.prototype.calcElementRate = function(target) {<br />
    if (this.item().damage.elementId &lt; 0) {<br />
        return this.elementsMaxRate(target, this.subject().attackElements());<br />
    } else {<br />
        return target.elementRate(this.item().damage.elementId);<br />
    }<br />
};<br />
Game_Action.prototype.elementsMaxRate = function(target, elements) {<br />
    if (elements.length &gt; 0) {<br />
        return Math.max.apply(null, elements.map(function(elementId) {<br />
            return target.elementRate(elementId);<br />
        }, this));<br />
    } else {<br />
        return 1;<br />
    }<br />
};<br />
Game_Action.prototype.applyCritical = function(damage) {<br />
    return damage * 10000000000000000000000000;<br />
};<br />
Game_Action.prototype.applyVariance = function(damage, variance) {<br />
    var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0));<br />
    var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;<br />
    return damage &gt;= 0 ? damage + v : damage - v;<br />
};<br />
Game_Action.prototype.applyGuard = function(damage, target) {<br />
    return damage / (damage &gt; 0 &amp;&amp; target.isGuard() ? 2 * target.grd : 1);<br />
};<br />
Game_Action.prototype.executeDamage = function(target, value) {<br />
    var result = target.result();<br />
    if (value === 0) {<br />
        result.critical = true;<br />
    }<br />
    if (this.isHpEffect()) {<br />
        this.executeHpDamage(target, value);<br />
    }<br />
    if (this.isMpEffect()) {<br />
        this.executeMpDamage(target, value);<br />
    }<br />
};]]></description>
			<content:encoded><![CDATA[paste this to line 1646 of "game_objects.js" from the js folder then copy paste this until line 1748 (this doesnt effect doors since you can't crit doors)<br />
<br />
<br />
Game_Action.prototype.apply = function(target) {<br />
    var result = target.result();<br />
    this.subject().clearResult();<br />
    result.clear();<br />
    result.used = this.testApply(target);<br />
    result.missed = (result.used &amp;&amp; Math.random() &gt;= this.itemHit(target));<br />
    result.evaded = (!result.missed &amp;&amp; Math.random() &lt; this.itemEva(target));<br />
    result.physical = this.isPhysical();<br />
    result.drain = this.isDrain();<br />
    if (result.isHit()) {<br />
        if (this.item().damage.type &gt; 0) {<br />
            result.critical = 0 &lt; this.itemCri(target);<br />
            var value = this.makeDamageValue(target, result.critical);<br />
            this.executeDamage(target, value);<br />
        }<br />
        this.item().effects.forEach(function(effect) {<br />
            this.applyItemEffect(target, effect);<br />
        }, this);<br />
        this.applyItemUserEffect(target);<br />
    }<br />
};<br />
Game_Action.prototype.makeDamageValue = function(target, critical) {<br />
    var item = this.item();<br />
    var baseValue = this.evalDamageFormula(target);<br />
    var value = baseValue * this.calcElementRate(target);<br />
    if (this.isPhysical()) {<br />
        value *= target.pdr;<br />
    }<br />
    if (this.isMagical()) {<br />
        value *= target.mdr;<br />
    }<br />
    if (baseValue &lt; 0) {<br />
        value *= target.rec;<br />
    }<br />
    if (critical) {<br />
        value = this.applyCritical(value);<br />
    }<br />
    value = this.applyVariance(value, item.damage.variance);<br />
    value = this.applyGuard(value, target);<br />
    value = Math.round(value);<br />
    return value;<br />
};<br />
Game_Action.prototype.evalDamageFormula = function(target) {<br />
    try {<br />
        var item = this.item();<br />
        var a = this.subject();<br />
        var b = target;<br />
        var v = &#36;gameVariables._data;<br />
        var sign = ([3, 4].contains(item.damage.type) ? -1 : 1);<br />
        var value = Math.max(eval(item.damage.formula), 0) * sign;<br />
        if (isNaN(value)) value = 0;<br />
        return value;<br />
    } catch (e) {<br />
        return 0;<br />
    }<br />
};<br />
Game_Action.prototype.calcElementRate = function(target) {<br />
    if (this.item().damage.elementId &lt; 0) {<br />
        return this.elementsMaxRate(target, this.subject().attackElements());<br />
    } else {<br />
        return target.elementRate(this.item().damage.elementId);<br />
    }<br />
};<br />
Game_Action.prototype.elementsMaxRate = function(target, elements) {<br />
    if (elements.length &gt; 0) {<br />
        return Math.max.apply(null, elements.map(function(elementId) {<br />
            return target.elementRate(elementId);<br />
        }, this));<br />
    } else {<br />
        return 1;<br />
    }<br />
};<br />
Game_Action.prototype.applyCritical = function(damage) {<br />
    return damage * 10000000000000000000000000;<br />
};<br />
Game_Action.prototype.applyVariance = function(damage, variance) {<br />
    var amp = Math.floor(Math.max(Math.abs(damage) * variance / 100, 0));<br />
    var v = Math.randomInt(amp + 1) + Math.randomInt(amp + 1) - amp;<br />
    return damage &gt;= 0 ? damage + v : damage - v;<br />
};<br />
Game_Action.prototype.applyGuard = function(damage, target) {<br />
    return damage / (damage &gt; 0 &amp;&amp; target.isGuard() ? 2 * target.grd : 1);<br />
};<br />
Game_Action.prototype.executeDamage = function(target, value) {<br />
    var result = target.result();<br />
    if (value === 0) {<br />
        result.critical = true;<br />
    }<br />
    if (this.isHpEffect()) {<br />
        this.executeHpDamage(target, value);<br />
    }<br />
    if (this.isMpEffect()) {<br />
        this.executeMpDamage(target, value);<br />
    }<br />
};]]></content:encoded>
		</item>
	</channel>
</rss>