.::The Exploit::.
So it came to my attention that in many PI sources, players can have a client send a false Low/High Alche packet to the server, and still receive the coins without actually having the item.
And in another case, players can right click the item they wish to wear, use the clients quick keys to switch to the magic tab(while the item menu is still up), wear the item and quickly alche it at the same time. This would then let the person wear AND alche the item .
Both the wearItem and Magic on Item methods don't check to see if you actually have the item.
.::The Fix::.
In your ItemAssistant.java
Search for:
Code:
public boolean wearItem(int wearID, int slot) {
add this right under it:
Code:
if (!c.getItems().playerHasItem(wearID, 1, slot)) {
//add a method here for logging cheaters(If you want)
return false;
}
in your PlayerAssistant.java search for:
Code:
public void magicOnItems(int slot, int itemId, int spellId) {
and under that add:
Code:
if (!c.getItems().playerHasItem(itemId, 1, slot)) {
//add a method here for logging cheaters(If you want)
return;
}
It's simple, but here to help.
Credit to [Only registered and activated users can see links. ] for telling me that the exploit existed.
It's not really an exploit, it just doesn't check if the player has the item. You could apply this to all item packets which will stop all dupes/backdoors.
[Only registered and activated users can see links. ]
Originally Posted by UberNation
Did you update the quantum network sockets to match the polarity of the wilderness counter levels in the Boolean that divides the wilderness level by zero?
Remove this topic it was already posted [Only registered and activated users can see links. ]
Funny, in that topic, nowhere is it telling you how to stop the Magic-On-Items dupe.
Mine does. This has to do with fixing the Item wearing and alching glitch.
AND mine was posted before his. So it can stay/