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Action Logic Anti-Clon items system BY NARKO!

narko

vertrauenswürdig ~
Joined
Oct 19, 2008
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Actions.xml
Code:
	<action itemid="2589-2596;1987-2004;5949-5950;3939-3940;5926-5927;7342;7343;2330;2331;2365;9774;9775" event="script" value="saved.lua"/>
saved.lua
Code:
function onUse(cid)
	doPlayerSave(cid)
end

Credits 100% Narko!
 
oh yeah, when players using his depot, the doPlayerSave() function works, so player when the server is crashed,
the players are saved and can't clone items.
nice.
 
that can lagg the ot right?
if many players only!!
 
that can lagg the ot right?
if many players only!!
if server no create condition exhausted for actions script you can use in elfbot
Code:
auto 10 usegrounditem depo
and in one second server saving one player 100 times...
 
It doesn't even prevent clone, people use multi client to clone
 
If i understand well, this will save the character if you use the item, but no one have to use an item to clone this, if i have a back pack with a lot of items and pass to another character, if server crashes it will be cloned, i can't see any logic on this.
 
Duplication exploit utilizing any achievable server termination flaw:
Login->SourcePlayer;
Login->Benefactor;
SourcePlayer(TargetItems)->Benefactor;
Benefactor->Induce(PlayerSave);
SourcePlayer->Avoid(PlayerSave);
AchieveDuplication->ExecuteExploit:ServerCrash;
 
Duplication exploit utilizing any achievable server termination flaw:
Login->SourcePlayer;
Login->Benefactor;
SourcePlayer(TargetItems)->Benefactor;
Benefactor->Induce(PlayerSave);
SourcePlayer->Avoid(PlayerSave);
AchieveDuplication->ExecuteExploit:ServerCrash;
what
 
he is saying how to do if you know how to crash a server.
 
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