This is old but still working dupe method... anyway that method is really
8 Player Dupe:
What you will need:
1) 8 chars, call them C1-C8 for the time being. (More chars create more
2) A method for creating server-lag (this is optional, but timing is more
imperative if this is not provided)
3) A method for causing a game-server crash.
First a little background:
When a character leaves a game, the game server saves all characters present in
that game. This cannot and does not happen concurrently (all at once) ... it
Assume for the sake of argument that there are 8 players in a game, and player 3
leaves... the game will first save player 3 (the leaving player) and will then
save players 1 - 8 (1, 2, 4, 5, 6, 7, in order.
This method revolves around the idea of causing the game server to crash
part-way through this save cycle, and thusly causing some of the characters in
the game to save, and others to not save.
For best results, the method should be carried out as follows:
1) Players C1 - C7 all join a game in order, C7 should be holding the items to
dupe and C2 - C6 should all have inventory + stash + cube full of 1x1 items. (this
is to cause the processing overhead for saving each character to be maximized)
2) C8 joins a game on the same server.
3) C7 drops the items to be duped.
4) C1 picks them up.
5) The server-lag method is used to eat server-side processor cycles. Enough lag
to crash the server or desync it is NOT required at this point in time, just
enough lag to cause a near-desync and substantial action-delay.
6) C8 stands ready to perform the server crash on a pre-established automated
7) C1 leaves the game and C8 IMMEDIATELY performs the server crash (using the
MSD module. This should be done using a trigger, or even better using a
clientless bot to send the relevant packets immediately C1 sends the game-leave
Tada... if the server was lagged enough, and C2 - C6 have inventories
sufficiently full of 1x1 junk, you have now duped. C1 will save and C7 will roll
Server-side observed symptoms of the use of this dupe method and derivative
methods are a period of unusual lag, followed by a sudden server crash.
Most accidental rollback dupes happen via a process similar to this, and this
method has been used by some fairly large item suppliers for some time now. It's
pretty much unpatchable without a total reworking of several key elements of the
game architecture... which isn't going to happen.
The lag method is the msd module and the game crashing method is the trigger
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