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Old 03-24-2015, 08:31 PM
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Uleat
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I don't think this has changed recently..but, you can never tell :P


Scaling items are processed differently across the many clients.

To avoid conflict issues, a scaling item's charmfile id is set to 0 and is 'scaled' locally on the server.

It's been that way as long as I've been hanging around.
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Old 03-25-2015, 11:34 AM
demonstar55
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Quote:
Originally Posted by Uleat View Post
I don't think this has changed recently..but, you can never tell :P


Scaling items are processed differently across the many clients.

To avoid conflict issues, a scaling item's charmfile id is set to 0 and is 'scaled' locally on the server.

It's been that way as long as I've been hanging around.
That hack stopped working with RoF so I removed it and identified the scaling value in the item packet. What's not implemented is the usage of the opcode that they use to update the scale, we just send the item packet again, which works but is more expensive packet wise (full item packet vs a few bytes :P)

Edit: live will also send the scaling packet for all your charms with a scale of 100 before they send the AAs. This uses the small scaling packet and the absent of this step maybe causing the issues? (If there are any, but its probably just the delay between getting an the new item packet)
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