Author Topic: RuneScape Bug Abuse Guide.  (Read 1674 times)

DonTradeMeh

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Re: RuneScape Bug Abuse Guide.
« on: January 10, 2011, 03:45:59 pm »
The POH forced teleport I described is an example of a Controlled Forced Teleport (CFT). CFTs are forced teleports that you have full or nearly full control over them, allowing you to easily get to wherever you want to force teleport out from. You may ask, how would you discover a forced teleport like that? One common way of finding a CFT is using minor forced teleports, such as a Return Forced Teleport (RFT). An RFT is a forced teleport that occurs immediately after using a normal teleport from an area. An example of this is the old Shantay Pass forced teleport discovered in 2007 by the Tainted Ones. This was done by teleporting using a normal teleport from your spellbook immediately after giving your shantay pass to the guard. You would teleport to the location you teleported to, then immediately be teleported back to shantay pass. This may sound insignificant, but TO expanded upon it: What if you were to teleport to your POH after giving your pass? They tried it and found that they were forced teleported out of their POH back to Shantay Pass and kept the POH effects. They could teleport to their building mode from anywhere in Runescape. This was one of the first CFTs.
 
Now, an RFT is an example of an Uncontrollable Forced Teleport (UFT). UCFTs are any forced teleport that cannot be easily controlled or used in most areas. A commonly used UCFT is an Interfaced Forced Teleport (IFT), these are done by stalling a low priority force teleport with an interface. When you close the interface, you will be force teleported. An example of a low priority forced teleport that can be stalled with an interface is the teleport that occurs when you enter your own POH using a portal. If you quickly open an interface immediately after clicking ?Go to your house.?, you will not be teleported into your POH until you close it.
 
Other FTs include Timed Force Teleports (TFTs), Log In and Log Out Forced Teleports (LIFTs and LOFTs), and Personalized Area Forced Teleports (PAFTs). TFTs are timed forced teleports that can occur when you smuggle an effect like the Castle Wars waiting room timer. When it reaches 0, you'll be teleported from wherever you are to Castle Wars, though this example is impossible as that effect is area based, which I will explain in the next section.
 
LIFTs and LOFTs occur when you smuggle an effect that teleports you out of an area upon logging in/out. An example of this is the teleport that occurs when you log into Castle Wars after logging out in the middle of a game for a few minutes. You get FT'd into the lobby.
 
PAFTs are FTs that only work in personalized areas, which will be discussed later.
 
Death can also act like a FT. Sometimes, JaGeX will forget to make player based effects, minigame items, ect, disappear upon dying in an area, so you can smuggle abilities and items (normally with the help of stalls) by simply committing suicide.
 
 
6. Area Based Effects vs. Player Based Effects
 
Understanding Area and Player effects is another fundamental part of bug abuse. An area effect is an effect that works in a specific area, such as the ability to attack other players. A player effect is an effect that is applied to your account and can be smuggled outside of the area you receive it, such as the ability to keep items upon death in certain mini-games (sometimes that effect is area based, depends on which mini-game).
 
Attacking other players has always been an area based effect since 6/6/06. When you enter a PvP area you are given the attack option, a player based effect, but cannot attack others outside of the area even if you smuggle the option as that ability is area based. When JaGeX released POHs, they accidently made the ability to attack inside a POH completely player based, meaning it was possible to smuggle the effect. This was discovered on 6/6/06 in a house party hosted by Cursed You. A player, it?s unknown who, found out that if you used a scrying orb in the dungeon while PvP mode was on and were kicked out of the house, you?d keep the ability to attack. The bug was not discovered by Durial321 and was not caused by massive server lag, as many people believe. The ability to attack inside a POH was made area based afterwards and has not been smuggled ever since.
 
7. Smuggling Items
 
How you're going to go about smuggling an area specific item depends on several different factors. JaGex always seems to use different methods of protecting items from being smuggled out of areas each time they make an update. For example, some items may have special properties that protect them from being kept outside an area, such as disappearing upon logging out or when attempting to use the item. Others have no safeguards at all and anything can be done with them without any risk of them disappearing unexpectedly.
 
The act of smuggling an item can be simple or require many complicated bugs. Some very poorly protected quest items can be smuggled by ensuring the quest items are your 3 most valuable items and simply dying in the area (remember that even though quests will normally recognize you teleporting out of the area, JaGex often forgets to program them so they recognize death as well). Other items may be "area based" and recognize that you've left the area no matter how you leave it, even with a forced teleport. The act of an item being removed from your inventory is also a low priority/high priorty action. For example, some items, including area based items, can be temporarily stalled from disappearing by teleporting out of the area and immediately stalling with an interface. Others, being that they disappear on a high priority command, will close the interface and disappear anyways unless you're using a stackable interface. After stalling the item from disappearing, you will normally have to find a way to cancel it from disappearing completely. One common way of doing this is by simply dropping the item (note that the act of dropping is a high-priority command and will close the interface you have up, resulting in the rest of your smuggled items disappearing). Some items may not have a drop option and other techniques must be used to keep them, such as somehow managing to die on the spot while your stall is in effect so that they're forced to drop. And of course, some items will simply disappear upon dropping them no matter what you do.
 
Just imagine how difficult this would be if JaGex was smart and used the same measures to protect all area specific items from disappearing. Item smuggling would be impractical, requiring a plethora of forced teleports, stalls, and other explotation techniques to just smuggle a single item. This is the case with some recently released/updated items. However, many of the older area-specific items to this day still have weak safeguards, making them vulnerable to getting smuggled.
 
Note that area specific and area based are not the same thing in the context I use them. Area specific just refers to items that you are only meant to have in a specific area. Area based can refer to area based items or area based effects. Area based effects cannot be smuggled, whereas area based items can.
 
Lastly, keep in mind that all items can be smuggled, no matter how difficult it may seem. There's always a way, it's just a matter of whether you can figure it out.
 
8. Personalized Areas
 
Also known as instanced events or generated areas, personalized areas are another significant subject in the world of bug abuse. A personalized area is an area that is deleted from the server when there are no players in it, and will reform when a player tries to enter it. An example of a personalized area (which I will start calling ?PA?s) is POHs. The servers cannot keep hundreds of thousands of players? houses loaded at one time, so they are created from scratch when you enter a portal and are deleted when everyone has left the house. PAs are made in a general location in blackness far off the main map. A copy of a POH could be next to a copy of a cutscene from ?While Guthix Sleeps? as all PAs are loaded near each other.
 
If a PA fails to load, you will experience an ?invalid teleport? (IT). When ITs were first discovered, you would be teleported into the blackness the PA was supposed to load in with a message in your chatbox reading ?Invalid teleport!?. They seemed to have patched that from occurring; now when an IT occurs you just receive the message in the chatbox without being teleported into blackness.
 
All PAs have certain common properties. Leaving or logging out of a PA will result in being teleported to the exact coordinates you loaded the PA from, as the PA will unload and being teleported to the same coordinates would result in an invalid teleport. You can see this by viewing the dranor bank cutscene with the Wise Old Man. Take note of where you are standing when you talk to the bank guard; you will spawn on that same spot when the cutscene is over. Some PAs apply player effects to your character to ensure you?re teleported to a specific spot instead of the spot you loaded it from. Smuggling that effect can result in a LIFT (log in forced teleport) or LOFT (log out forced teleport). LIFTs are considered more useful then LOFTs as you are teleported upon logging in rather than logging out, giving you time to stall any items or effects from disappearing. You normally cannot see yourself being teleported during a LIFT/LOFT as they occur too quick. Some PAs have exits with properties that spawn you to specific cooridinates rather than the area you loaded the PA from. If JaGeX does not implement this into the exit of a PA, you will by default appear where you loaded it from.
 
A couple years ago a discovery by bug abuser Fluid Karma(?) revealed that PAs seem to have more common area based effects than previously though. The first PAFT (Personalized Area Forced Teleport) was discovered: A forced teleport that works only in Personalized Areas. For some reason, certain properties that are meant to be used in a specific PA will work in any PA. There was also another major bug discovered alongside that bug which was not given an official name, but I?ll give it one right now for the sake of simplicity. It?s called the RPAT (Random Personalized Area Teleport). This bug allows the bug abuser to be teleported into ANY personalized area loaded by another player. Instead of being teleported into you POH for example, you could be teleported into any random PA such as the Tzhaar Fight Caves. This occurs when a player loads a bugged PA at the same time another player loads a normal PA. If performed correctly, the bugged PA will fail to load and the second PA will load on the cooridinates the bugged PA was supposed to load at. This causes the server to believe both PAs were loaded successfully and results in both players being teleported into the same PA.
 
Remember that upon leaving a personalized area, you will normally be placed at the cooridinates you originally loaded it from. Let's say you FT into a personalized area from a minigame that prevents players from equipping weapons. The PA may not have the same restrictions the minigame had, allowing you to equip a weapon of your choice. You can then leave the PA and be placed at the cooridinates you were forced teleported into the PA from, with the weapon still equipped. This is called a double LIFT. Double LIFTs do not have to do anything with LIFTs or LOFTs, though many past double LIFTs did require the use of LIFTs.
 
An example of a past double LIFT is the POH CFT used back in 06 (now patched, leaving the POH puts you at the house portal instead of the coordinates you FT?d from). You could CFT into your POH from, let?s say Castle Wars, and put on a cape and helmet. You could then leave via the portal and, since you loaded the PA from Castle Wars, you?d be placed back in the Castle Wars game with your own cape and hood on.
 
Also, there is one permanent copy of every personalized area that stays loaded on the map. You are never teleported into the permanent copy unless you find a noclip and stumble upon it while noclipping.


9. Examples of Past Bugs
 
Now that you know the basics, let?s see how the knowledge you have gained can be used to discover bugs. The following bug was discovered by the Tainted Ones some years ago, and is now patched.
 
In around 2006, a powerful CFT was discovered involving the Duel Arena. There were several ways found to do this, one way was stalling yourself from being teleported into a duel by using an interface, as the forced teleport into a duel is a low priority action. One way to get an interface to open immediately after accepting the challenge back then was to have someone use a tele-other spell on you while you had the duel interface open. The tele-other interface would stack on the duel interface, therefore it would immediately open after closing the duel interface and stall you from getting teleported. You would then equip a piece of armor (assuming you agreed to a no armor duel), which would cancel the forced teleport into the arena as the game would see you equipped a piece of armor. You?d then quickly accept another duel before the 3 second countdown finished (if it finished, the server would see that your friend is alone in the duel arena and kick him out). After you accepted the second duel, you?d be in a 3-way duel with the player who you canceled being teleported in with and the player who?s challenge you accepted immediately after the first player was teleported in. Both players could attack you. The player who was teleported into the duel alone before you accepted the second challenge could then leave and do whatever he wished. You would not be teleported out of the duel with him as you were in a duel with the second player as well. When he wished to be forced teleported, you?d simply leave the duel and he?d be teleported back to the duel arena lobby, as the game still thought you were his partner. The player who was forced teleported would keep any player effects or minigame items he had with him, such as barricades from Castle Wars.