Well since everybody understood how my ideia should work I'll be more detailed on what Im wondering about coz I know it can be done.
First of all we're not "creating items" we're assigning them to the mobs that we're killing, just like this:
The game engine works almost like on this way:
Im excluding the sold and mined items coz they are assigned on a different way,
But from mobs it should work almost on this kinda way:
Items creation,
Monsters creation
Assigning items to monsters
Spawning monster on map(or screen as u desire)
And well even using a unique ID or random generation for all the routines above, it can?t just throw it to anywhere, coz if it do that it will crash the game, coz if u pay attention u never get a rare item killing on sequence it always come from time to time, or on changing monster type, and here is where we can use the exploit coz even with that unique ID the monster should have it hex normal code on it otherwise the server can?t recognize it as a monster, or the item as an item, and all that we?re doing is just a ?changing? at the item, just say at this way, the monster that has the item is a Robin, and u?re killing a elfape, u dont know where the item is, so better than hunting is bringing the item to u, when u?re sendind the packet with the combination the server should recognize as u?re hitting a monster with a rare item and drop it then a new item is generated and assigned.
I know this can be done, although it must be real hard since the game can use a lot of variations to assign the items to the mobs, but believe it really works this way, otherwise the game shouldnt work properly, i was used to be a game developer and almost all kinda games that ?gives? items to the players works on this way, to give u the item it assign to somwhere first, it can?t make and thow it to anywhere otherwise it would have a malfunction on the entire game engine coz all u should need to do is lag the server and a lot of items would be generated simultaneously colapsing the entire game engine. ;-)