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New Bugs with COEP.


sandeagle

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1,about auto soulshot,i dont know wether it's problem,coz maybe its my server lag,but its rly a big problom,if your attack speed it too fasty,like 1500+ with bow or other weapons.you will found you cant use soulshot,i means your accusations was not use soushot,its just a general attack and dont use soulshot...

2,if your attack speed is too fasty or just acctack a NPC/Moster 30sec,you will be find its will cause the client no responding.then client will be disconnect...

 

hope some could give some hints o solutions...

 

rly thx..

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@:Sighed

today,i found that Item dupes had been fixed.

if ( bResult )
{
	/* Checking the use of Herbs */
	CHerbSystem::OnUseItem(pCreature, pItem);

	// Prevent exploiting trade bug. Whenever an item is used
	// (e.g. soulshot consumed by hitting an NPC), cancel trade.
	if (pCreature->IsUser() && pCreature->CastUser()->IsNowTrade())
		pCreature->CastUser()->TradeCancel();
}

 

@Blackhive:

yeah,COEP used Amped.dll...thx for your hints.ill check it if its not so complex.

 

 

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So you don't have to worry i think the easiest method for dupe fix is cancelling any trade if other action is performed.

 

Or learning why it happens, and then fixing it proper.

 

 

Trade dupes occurs because of the temp itemlists that are created during trade.

 

ANYTHING that modifies a TRADEABLE and STACKABLE item during a trade (Where trade copies a temporary inventory item list over) = dupe.

 

Such as.. moving item to pet inventory, watching olympiad matches when it cost money (modifying adena), Using a soulshot(soulshot consumes X of itself), using any Item that consumes itself etc etc etc.

 

Even a Skill that consumes a specific item as requirement can be used to dupe, as long as that item is stackable.

 

That's how it works.

Now go think of new creative ways to do this.

 

 

PS:

 

Eagleboy - Your problem is hardware lag, and or coep being written badly.

Most likely a combination.

COEP is like L2J, openly contributed.

While some work is done by people with heavy knowledge, some parts arent.

Those parts can in the worst case scenario cause massive bottlenecks when code is executed many times.

 

Also, i seem to faintly recall some sort of ASPD limit in C4 - also some problems with the algorhythm not programmed to consider such high values.

Maybe i'm wrong, and someone else can clarify.

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