Quote:
Originally posted by fatguy+Jul 8 2007, 06:51--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (fatguy @ Jul 8 2007, 06:51)</td></tr><tr><td id='QUOTE'>
Quote:
Originally posted by -anantasia@Jul 7 2007, 23:58
<!--QuoteBegin--bone-you
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Quote:
@Jul 8 2007, 03:06
Got banned for trying to protect someone else's items from being stolen yesterday. They thought I stole them and banned me.
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As I said in thread. They can checking IP, ItemIdentifyID (not item # in item type) and all.
So please beware about it. Let him got stolen and report in web to get it back ( he must buy 20 code dbs to get it )
They can trace log about item transfer, item sell and item upgrade.
Try transfer to your enemy if you want him ban, LOL.
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I thought you said the item ID changes when you + the items? (compose) [/b][/quote]
Yes, Try using nproxy to identify item ID by using command
Here is structure of packet 0x44D
XX XX - Size of packet
04 4D - Packet type 0x44d
XX XX XX XX - Item Unique ID
XX XX XX XX - Item type ID (from itemtype.dat)
XX XX - Coordination X
XX XX - Coordination Y
XX XX XX XX - action on item ( pick ,drop )
then drop item on floor you will see that every time you drop item Item identify ID will changing but real Item Identification ID is save in server side and relate with item Unique ID in database relation.
Anyway I need looking more code in server side to check that it's will recreate Item Identification ID when you composit or not.
Coz of database structure for Equipment item is something like this.
[id=XXXXXXXX, type=XXXXXXXX], dur=XXXX, max_dur=XXXX, gemhole=[XX,XX], addtion(rb item effect)=[XX], antimonster=[XX], dec_dmg(bless)=[XX], add_life(+hp)=[XX]