Glitching Glitching is a fun yet beneficial way of cheating in rs, there are many diffrent types of glitches. Ones which may benefit the player are: Smuggling Duping Spawning Forced teleports. Here are some glitch terminoligy: (100% TO SVEW+CAVE) 1.Terminology 2.Priority 3.The Basics 4.Force teleports 5.Area affects 6.Force Log Let us start with terminology shall we? Bug Abuse Terminology (With examples) Ft (Force teleport) - An unrecognized teleport that forces your character from one area to a specific area, a simple example of this is right when you try to enter your player owned house, open an interface and follow someone. When you close that interface you will get force teleported to your house. Dupe - To make an item/npc behave in a different way it should behave. This ones hard to explain, if you have a better definition please let me use it lol. (Blood rune dupe, butler dupe, hans dupe.) Lift (Log in force teleport) - A ft that is activated when you log in. (Ninja ft) Cft (Controlled force teleport) - A ft that you have complete control over that can be used in any location. (The 12th) Safety glitch - When you trick the game into thinking you're in an safe area where you don't lose your items, when you die you won't lose the items. A famous example of this is the tzhaar safety, this accours when you use a lift at the tzhaar fight caves after you end a wave. Patch - To fix a glitch. (The patching of the 12th) Area affect - An affect that occurs on your character in a specific area. (Bounty hunter attack ability) Smuggle - To take an item outside of a specific area it supposed to stay in. (Taking barricades outside of Cws.) Interface - A sort of "menu" that can take priority over certain actions, or "stall" them. (A Skill or quest interface) Cutscene - A moment in the game where every action is stalled/canceled. (Spinning plates) Delay - To use an interface/cutscene to delay an action. (Using interfaces to stop getting ft to castle wars.) Personalized area - An area that is loaded when a player that is "assigned" to it enters it. Most of the time only 1 player is allowed in his personalized area (Like the little area your teleported to when you fight Delirith in Demon Slayer). Player owned houses are personalized areas that can be accessed by more then one player. Client side bug - A glitch that only affects client side, in other words, only you can see it as the glitch isn't "online". Server side bug - A glitch that everyone can see. It affects the whole server and not only your computer. Fl (Force Log) - When you trick the game into thinking you're logged out so enemies don't attack you, ect. Priority Here's a guide I made on the "priority" actions have to the game. I originaly posted this on rsg. Distracting the game is how many bugs are born. Much of the bugs that exist, like the box glitch or monkey outside of zoo, are done by distracting the game. This guide will show you the different "levels" at which certain things distract the game at. We will give each section of items a "priority level. ================================================== ===================== Priority Level 1 - Certain commands from the server ----------------- The commands from priority level 1 are made by a signal from the server to do something with your character (Note that some of these signals are put in higher levels and will not be distracted by interfaces). This happens when lets say you get a box from death to dorgushuun, and then walk out of boundaries where you can hold it. The game will see that you left the area and the box will disappear. If you use something in a higher priority level while you walk out of boundaries, like an interface, the box will not disappear. There are many other things at this same level, like the bedsheet from Ghosts Ahoy the game won't let you take out, or loading a house, as your house won't load if you quickly use something from a higher priority right after you use the portal. At one time, many force teleports were in this priority and could easily be distracted by opening an interface. (Ex. You're in a POH and the owner kicks everyone out. You could open an interface and not be kicked. This doesn't work anymore.) The little tiny pause from between when the game logs you off and boots you off is also placed here (explained more in level 4). ================================================== ===================== Priority Level 2 - Interfaces ----------------- Interfaces are used for many glitches, like the box glitch mentioned in the above. This will distract the many things in priority level 1. Examples of interfaces are a skill menu, talking to a NPC, reading a book, and countless more things out there. Basically its most of the screens that you can open during the game or the game opens for you. Trying to be a monkey outside of ardgoune zoo is an example of this. When you try to walk outside, a new interface will open saying you're not allowed to go out of the zoo like that. That's why opening an interface won't work to do that, the new interface will close the 1st one you used. If you use an interface and open a new one, the 2nd one will close the 1st one most of the time. There are a few interfaces that if you repeatedly click on, they'll "stack" on top of each other instead on canceling the 1st one out. Doing this allows you to walk easily with box or another glitch like that as when you click somewhere, a new interface will open up right away. This may only be done for a limited amount of time, depending on how long you spammed one of those "special" interfaces. ================================================== ====================== Priority Level 3 - Action ----------------- Things in this level include walking, using an emote, basically most of the things you see your character "do". If you use anything in this level it will stop anything being used from the lowest priority levels. So an interface will be closed if you use an emote. You character walking from 1 place to another does not have a priority level, the signal to the server when you click somewhere on the map does, but only lasts for less then a 10th of a second. ================================================== ====================== Priority Level 4 - Logging Out -------------------- When you click log out, you send a signal that tells the game to stop anything being used in priority level 3 and below, checks if you are in a fight and are allowed to log off in that area, tells the server your logged off, and then you are booted you out of the game. If you use something from priority level 5 and try to log off, you will not be logged off as the game will see you are using something from level 5, which cannot be distracted by anything, and will not try to boot you off. If the game sees your using something from a lower level, it will be stopped and it will assume there's nothing else distracting you, tells the server your logged off, and you will be booted. But hang on, the time between telling the server to log off and booting you is placed in priority level 1. If you spam an interface that can be piled, then click log off, it will only close one of the interfaces, then will tell the game your logged off, but you will not be logged off. This is because the rest of the interfaces won't let the game boot you as interfaces are in priority level 2 and the game booting you is in level 1. During this time NPCs and players cannot attack you because the server thinks you logged off, which is mostly what it's abused for. ================================================== ====================== Priority Level 5 - Cutscene ----------------- Things in this level will stop anything you are doing in the game,except another object/animation from priority level 5. Most things in this level don't actually use a cutscene, but still act like one. When you use something from this level, you have to wait for the cutscene to end. Since logging out is in level 4, not even that will stop it. Things in this level include using a spinning plate or another item that has the same affect, skill cape emotes, the short pauses when you try to open certain interfaces, actual cutscenes like the bank robbery in dranor, and probably at least 1 thing I can't think of right now lol. Things from here may be used to delay anything, like getting force teled to the castle wars respawn room, getting force teled to the fight pits from the waiting room, basically it will stop anything from the above priorities from happening until the cutscene ends. Then you will get force teled, ect. Fortunately, if you open an interface right after the cutscene ends, you will not be force teled in many cases. The signal that the game sends will normally close an interface, but not a cutscene. So if you use a cutscene and then open an interface right away in the fight pits waiting room when everyone gets force teled, since the signal was sent while the cutscene was being used, the interface will not be closed. ================================================== ====================== Things often mistaken as distracting the game. ------------------------------------------------------ Many people believe that lagging your character distracts the game, it doesn't. When you click somewhere and repeatedly spam a commorb, your character lagging doesn't create a distraction. Your character is actually walking/running to the spot you clicked without lag to the server, but the commorb or anything else with the same affect you keep using has an animation. This animation cannot be used while your character is doing the walking animation, so the game makes it look like your character got frozen to that spot when you do that animation, but in reality your character is still walking towards that spot, you just can't see it. That's why when you stop using the commorb, your character runs at super speed to the area you walked to. The game has to get your character there quick because in reality he is already there. Other animations like this include bull roarer, goblin dance, goblin bow, and much more. NOTE: The signal you send to the game does distract the game at a level 3 scale, but the animation that makes your character momentarily look like he got frozen to that spot doesn't distract the game. ================================================== ======================= The Basics Interfaces ----------- Interfaces are used to stall many different signals from the game as explained in the above. Important for many glitches, though not many useful things come out of it. Most of the actions you do will close the interface. I already explained this enough in the above. Cutscenes ---------- Again, I explained enough about this but remember, these can be used to stall ANYTHING (except getting disconnected of course). Important for many glitches. Force teleports --------------- Again, already explained lol. This is another important thing in glitching. Many of the usefull glitches are born with the help of a ft. Force Teleports A force teleport happens when your character if forced from one area to another. These do not act like normal teleports, many of the things that teleports do, like check if you have an item you're not supposed to have ect, aren't done by fts which can be very useful. Fts can be done by stalling a teleport, or by tricking the game your somewhere that you're not. An example of a stalled force teleport is the P.O.H. one. Right after you click "go to your house", you open up an interface and this delays the teleport. Tricking the game you're in an area you're not can create a cft or controlled force teleport. For example, lets say you found a way to trick the game you're in a duel with your friend but are really somewhere in varrock. This would mean that when your friend forfeits the duel, you would get ft all the way back to the duel arena lobby. Force teleports can also be activated by logging in. Whenever you log from a personalized area, the area is "unloaded" and when you log in you'll be placed outside of that area most of the time. Let us say you tricked the game into thinking you're in a personalized area that unloads itself when you log out and doesn't load itself again when you log in. This would mean when you log out and in, the game, thinking you were in a personalized area, will teleport you to the a near the personalized area when you log in. This is called a lift or log in force teleport. An example of this was the famous ninja glitch. When you died in the room with the guards during Kennith's Concerns, the game thought you were still in that area, and that created a lift when you logged in because it was a personalized area. Another force teleport is activated by death. This is called the safety glitch. This happens when you trick the game you are in an area where you will keep your items when you die. When you do die, you will be teleported to the place it would normally teleport you when you died in that area instead of your respawn point. A famous example of this was the tzhaar safety. By dieing in the room where you sneak past the guards in Kennith's Concerns, and then heading to tzhaar fight caves, you could log out and in there after a wave has ended. Normally when you do this without the lift it "saves your progress" and places you back at the wave you were on. But if you do the lift and then log out, you will be teleported to Kennith's Concerns when you log in and if you click on "items shown on death", it says you're in a safe area. This happens because when you log out and in, the game automatically thinks that you are in the fight caves, but at the same time you are ft outside of the caves to the Kennith's concerns area. Since this is not a normal teleport, the game doesn't recognize it as a teleport and will not take off the "safety" affect as it thinks you are still inside. A lot of cfts can be deactivated by teleporting and such. This happens because since the game thinks you are in an area like Kennith's Concerns, it knows that it has to take off any affects that that area has on you if you teleport, just like it normally would if you were actually inside that area. Area Affects Certain areas you go to in runescape have different properties then other areas. I'm not sure how Jagex does this, but I'm pretty sure they use "coordinates" for this. They could say that everything within squares x1y1 to x1y5 is an area where you can attack other players. Anyways, affects caused by an area affect cannot be brought out of that area. The game always knows the coordinates you are at, and you just cannot trick the game you are at a different coordinate then you really are. For example, the ability to be a monkey is an area affect. If you leave the zoo or ape atoll and try to wield a greegree, you cannot be a monkey as you are outside of the area affect. Another area affect includes the ability to set up barricades. If you are outside of castle wars, you cannot set up barricades if you have smuggled them out as you are not in the area affect. The old wilderness is also a perfect example for this. If you were outside of the wild, you couldn't attack people but if you took 1 step in, you had the ability to attack. Also by being in the wild you are telling the game that YOU are attackable. So trying to attack someone outside of the wild wouldn't be possible as they don't have that area affect on them. This is why another 6/6/06 is nearly impossible. Force Log A fl is when you trick the game into thinking you're logged out. The reason this happens is because the game only closes one interface you have up before telling the server you're logged off. Well, if you use a "stackable" interface, as I mentioned before, the game will only close one of the interfaces that were stacked on top of eachother and then tell the game your logged off, but the game can't actually log you off because another interface appeared in the place of the one it closed. So then it closes that interface and then another replaces it. Because the game has to keep closing the interfaces to kick you off the game, the game thinks your logged off the whole time because it already sent the signal to the server to tell the server you're logged. From here many glitches are possible, one of the most famous being the monkey outside of zoo glitch. The server doesn't see you as logged on when you leave the zoo as a monkey. So it ignores you and doesn't send the signal to take the greegree off. During your bug abuse career, you will hear many terms you are unfamiliar with or plainly do not know what they mean. Here is a list of abbreviations and what they mean; FT - Forced Teleport CFT - Controllable Forced Teleport RFT - Return Forced Teleport UCFT - Uncontrollable Forced Teleport IT - Invalid Teleport CIT - Controllable Invalid Teleport FL - Force Logout SI -Stackable Interface NPC - Non Player Character RSTU - Runescape Time Unit (how time is measured on Runescape) LIFT - Log In Forced Teleport LOFT - Log Out Forced Teleport Some other terminology; Graphical - Something that affects your character or another object, e.g being a sheep. Smuggle - Taking an item out of it's designated area to somewhere it is not supposed to be. Safety - Having Safe Area effects on your character in a designated area where they are not supposed to happen, e.g Fight Caves safe area effects in varock. Server Side - Something that affects the server and or players, e.g other players being able to see your graphical glitch. Client Side - Something that does not affect the server, only you can see it, e.g nobody but you being able to see your graphical glitch. Dupe - Duplicating an item or NPC. Noclip - Passing through barriers. Invisibility - Someone or something not being visible, generally refered to in the world of bug abuse as your character being invisible. Leak - Refered to in the world of bug abuse as leaking parts and or the bug itself to other people.