SolvedCheat Engine Item ID Exploit

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Cheat Engine Item ID Exploit
Is there any way to fix that you can't use Cheat Engine to change the Item ID's and use any Weapon you want?
Quote Originally Posted by CoCoxx View Post
Is there any way to fix that you can't use Cheat Engine to change the Item ID's and use any Weapon you want?
what is the current source your using?
Seraphs Dominion.
Quote Originally Posted by CoCoxx View Post
Seraphs Dominion.
Doesn't this already fix it? (InvSwapPacketHandler.cs)

Code:
private bool IsValid(Item item1, Item item2, IContainer con1, IContainer con2, InvSwapPacket packet,
            Client client)
        {
            if (con2 is Container)
                return true;

            bool ret = false;

            if (con1 is Container)
            {
                ret = con2.AuditItem(item1, packet.Obj2.SlotId);

                if (!ret)
                {
                    Console.WriteLine("Cheat engine detected for player {0},\nInvalid InvSwap. {1} instead of {2}",
                        client.Player.Name, client.Manager.GameData.Items[(ushort)packet.Obj1.ObjectType].ObjectId,
                        item1.ObjectId);
                    foreach (Player player in client.Player.Owner.Players.Values)
                        if (player.Client.Account.Rank >= 2)
                            player.SendInfo(
                                String.Format(
                                    "Cheat engine detected for player {0},\nInvalid InvSwap. {1} instead of {2}",
                                    client.Player.Name,
                                    client.Manager.GameData.Items[(ushort)packet.Obj1.ObjectType].ObjectId,
                                    item1.ObjectId));
                }
            }
            if (con1 is Player && con2 is Player)
            {
                ret = con1.AuditItem(item1, packet.Obj2.SlotId) && con2.AuditItem(item2, packet.Obj1.SlotId);

                if (!ret)
                {
                    Console.WriteLine("Cheat engine detected for player {0},\nInvalid InvSwap. {1} instead of {2}",
                        client.Player.Name, item1.ObjectId,
                        client.Manager.GameData.Items[(ushort)packet.Obj2.ObjectType].ObjectId);
                    foreach (Player player in client.Player.Owner.Players.Values)
                        if (player.Client.Account.Rank >= 2)
                            player.SendInfo(
                                String.Format(
                                    "Cheat engine detected for player {0},\nInvalid InvSwap. {1} instead of {2}",
                                    client.Player.Name, item1.ObjectId,
                                    client.Manager.GameData.Items[(ushort)packet.Obj2.ObjectType].ObjectId));
                }
            }

            return ret;
        }
Quote Originally Posted by cxydsaewq View Post

It happened because of your Tutorial.
"Fix the "Soulbound in public bag" [SD]"

I dont know why, but after you implement that you are vulnerable to Cheat Engine again.


//edit
nvm. Players are still using this Glitch.
Quote Originally Posted by CoCoxx View Post
It happened because of your Tutorial.
"Fix the "Soulbound in public bag" [SD]"

I dont know why, but after you implement that you are vulnerable to Cheat Engine again.


//edit
nvm. Players are still using this Glitch.
That's really odd, because for me it didn't change it at all

I think I know how to fix it tho

In InvSwapPacketHandler.cs you have to add an check for itemdata too, not only items
Quote Originally Posted by CoCoxx View Post
Seraphs Dominion.
there is ways, but instead of adding new codes just change the item codes for important items such as dbow dblade etc... i don't think it matters about t0-t11 items really does it?

- - - Updated - - -

ex.
Code:
   <Object type="0x2367" id="Pixie-Enchanted Sword" setType="0x0003" setName="Swoll Paladin Set">
      <Class>Equipment</Class>
      <Item/>
      <Texture>
         <File>lofiObj3</File>
         <Index>0x519</Index>
      </Texture>
      <SlotType>1</SlotType>
      <Description>{equip.Pixies_are_often_a_more_aggressive_fae._It_makes_great_sens}</Description>
      <RateOfFire>1</RateOfFire>
      <Sound>weapon/mithril_sword</Sound>
      <Projectile>
         <ObjectId>Fairy Bullet</ObjectId>
         <Speed>140</Speed>
         <MinDamage>75</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>325</LifetimeMS>
         <Size>80</Size>
      </Projectile>
      <NumProjectiles>4</NumProjectiles>
      <ArcGap>10</ArcGap>
      <ActivateOnEquip stat="20" amount="1">IncrementStat</ActivateOnEquip>
      <BagType>4</BagType>
      <FameBonus>4</FameBonus>
      <OldSound>bladeSwing</OldSound>
      <feedPower>500</feedPower>
      <DisplayId>{equip.Pixie-Enchanted_Sword}</DisplayId>
   </Object>

Change 0x2367 to another number that is not in db
Quote Originally Posted by THC_RotMG View Post
there is ways, but instead of adding new codes just change the item codes for important items such as dbow dblade etc... i don't think it matters about t0-t11 items really does it?

- - - Updated - - -

ex.
Code:
   <Object type="0x2367" id="Pixie-Enchanted Sword" setType="0x0003" setName="Swoll Paladin Set">
      <Class>Equipment</Class>
      <Item/>
      <Texture>
         <File>lofiObj3</File>
         <Index>0x519</Index>
      </Texture>
      <SlotType>1</SlotType>
      <Description>{equip.Pixies_are_often_a_more_aggressive_fae._It_makes_great_sens}</Description>
      <RateOfFire>1</RateOfFire>
      <Sound>weapon/mithril_sword</Sound>
      <Projectile>
         <ObjectId>Fairy Bullet</ObjectId>
         <Speed>140</Speed>
         <MinDamage>75</MinDamage>
         <MaxDamage>90</MaxDamage>
         <LifetimeMS>325</LifetimeMS>
         <Size>80</Size>
      </Projectile>
      <NumProjectiles>4</NumProjectiles>
      <ArcGap>10</ArcGap>
      <ActivateOnEquip stat="20" amount="1">IncrementStat</ActivateOnEquip>
      <BagType>4</BagType>
      <FameBonus>4</FameBonus>
      <OldSound>bladeSwing</OldSound>
      <feedPower>500</feedPower>
      <DisplayId>{equip.Pixie-Enchanted_Sword}</DisplayId>
   </Object>

Change 0x2367 to another number that is not in db
This is only a temporary fix tbh. I'll look into fixing this for good :?
^ would be nice to get some more help on this problem. What Im thinking is that the Player Stats are not always syncing with the Database..
Quote Originally Posted by CoCoxx View Post
^ would be nice to get some more help on this problem. What Im thinking is that the Player Stats are not always syncing with the Database..
My guess would be if you was to do this, it would use up a LOT of resources

(Can you tell me how to replicate this bug?)
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