[Development] C# sources

06/22/2010 14:43 funhacker#16
Quote:
Originally Posted by hio77 View Post
you know how much a co mod would maul me for that lol ... they seem to jump on people for anything ... theres like 3 over there and they are all really active and really good at thier job ... honistly its a EO server so it should be in the EO section regardless of the help

look up theres a post from .Arco who i know to be a well known co mod so that just shows that word travels

if i was really that desperate for help i would throw the source up here every 10 mins when i change things lol

in some ways im taking making this sever as a way for me to learn alot more about C#

i will be turning to a few in the co section when i move onto the new encryption in eo as idk how to write the decryption (or rather find the encryption method in the first place)

the worse thing about it is finding the hidden keys such as trying to find the constitution on a mage for example (its a 0 so there no chance in working it out in one log ...)
perhaps i could fill you in on the file encryptions i worked out...
06/22/2010 21:31 hio77#17
Quote:
Originally Posted by funhacker View Post
perhaps i could fill you in on the file encryptions i worked out...
that could be helpful :) i never thought anyone here had looked at the encryption and stuff as well lol
06/23/2010 09:26 funhacker#18
Quote:
Originally Posted by hio77 View Post
that could be helpful :) i never thought anyone here had looked at the encryption and stuff as well lol
2 Files I did so far was the levexp.dat and the mapdestination.dat (pathfinder)
06/23/2010 09:55 hio77#19
Quote:
Originally Posted by funhacker View Post
2 Files I did so far was the levexp.dat and the mapdestination.dat (pathfinder)
i just realised that we are talking about 2 different things ... your talking file encryption were as im talking packet encryption ...
06/23/2010 11:49 funhacker#20
Yes but on both files.. new and old TQ used the same encryption method..
06/23/2010 16:14 Faith.#21
levexp.dat is the file control the Lvl exp bar , that you were the 1st who fixed it at acme online ?
06/23/2010 17:28 funhacker#22
Yes... maybe oneday I might get around to sharing the application I made to transfer your database table into a working levexp.dat
06/23/2010 22:08 hio77#23
Quote:
Originally Posted by funhacker View Post
Yes but on both files.. new and old TQ used the same encryption method..
yup ild just expect it to be a different method ... if its the same ild be very surprised ... i dont deny that you can do those files good and well ild say uld be able to work out the packet encryption as well

Quote:
Originally Posted by [Devil] View Post
levexp.dat is the file control the Lvl exp bar , that you were the 1st who fixed it at acme online ?
yup it is that file .... acme is the only ones ....
06/24/2010 05:51 funhacker#24
I guess you could send me a bunch of packets letting me know what each one would contain... best one I would suggest is trading because that way we know of a few variables that should be included

Itemtype.ID (For Sure)
Perhaps cq_Item.ID (this would be about 80%)

another good one would be a chat packet?
This way we know it should contain following
cq_user.ID
target Name? or Target ID?
String - if encrypted would make this packet the easiest to work out

Lastly I guess would be something like a small shop (not Mall) it should include but not for certain all of Item IDs available in the shop...

Another handy one to have to make some nice bots/hacks would be a packet when walking around an almost empty map (include 2 to 3 monsters of different types)
It should have X and Y coords Monster Type ID and maybe Spawn ID? or Unique Monster ID.
06/27/2010 03:31 funhacker#25
*bump*
06/27/2010 04:44 hio77#26
Quote:
Originally Posted by funhacker View Post
I guess you could send me a bunch of packets letting me know what each one would contain... best one I would suggest is trading because that way we know of a few variables that should be included

Itemtype.ID (For Sure)
Perhaps cq_Item.ID (this would be about 80%)

another good one would be a chat packet?
This way we know it should contain following
cq_user.ID
target Name? or Target ID?
String - if encrypted would make this packet the easiest to work out

Lastly I guess would be something like a small shop (not Mall) it should include but not for certain all of Item IDs available in the shop...

Another handy one to have to make some nice bots/hacks would be a packet when walking around an almost empty map (include 2 to 3 monsters of different types)
It should have X and Y coords Monster Type ID and maybe Spawn ID? or Unique Monster ID.
yup yup ill see what i can give you :)

Quote:
Originally Posted by funhacker View Post
*bump*
sorry lol been busy with school and stuff for the rest of the week and spent the weekend with my gf lol ... our 1 year anniversary today so iv kinda been putting that ahead of stuff

ill sort some packets from eo soon though :)
06/28/2010 03:39 funhacker#27
not a problem, quite understandable
06/29/2010 11:37 hio77#28
ok its a little late but anyway

lets start off with a Client --> Server auth request

Current EO PS packet

Current Real eo


ok now this packet has 3 strings that i know of:
Username (this is login in both packets)
Password (this is password in both packets)
ServerName (the name of the server in the OEM - sadly with real eo this is a harder task to match up ... its using the LA/LV server)

Packet Layout
Code:
Offset     Type     Value
0      ushort         52
2      ushort         1051
4      string[16]     Account_Name
20    string[16]     Account_Password
36    string[16]     GameServer_Name
just to explain the packet layout a bit

offset 0,1 2 bytes to give the packet length
offset 2,3 bytes to give packet ID

the rest don't appear to have any counters but a locked to a string size (16 for conquer i cant find my notes on eo but i think its 15 off my head)

these bytes are as per standard in eo (16 Bit bytes) for the first two .. in other words it needs to be flipped like editing the itemtype

ill get you more packets soon :)

good luck

btw i have posted the packets in file version as well ... should be more clearer than txt format on here


EDIT: [OFFTOPIC] you can actually copy the code of a npc off another server lol ... i could take your quest or w/e for example ...

i might post proof of this as-well sometime but i wont be showing how its done forsure lol
06/29/2010 20:34 DEADP00L#29
keep goin hio, your doing awesome man
06/29/2010 20:40 funhacker#30
Quote:
Originally Posted by hio77 View Post
ok its a little late but anyway

lets start off with a Client --> Server auth request

Current EO PS packet

Current Real eo


ok now this packet has 3 strings that i know of:
Username (this is login in both packets)
Password (this is password in both packets)
ServerName (the name of the server in the OEM - sadly with real eo this is a harder task to match up ... its using the LA/LV server)

Packet Layout
Code:
Offset     Type     Value
0      ushort         52
2      ushort         1051
4      string[16]     Account_Name
20    string[16]     Account_Password
36    string[16]     GameServer_Name
just to explain the packet layout a bit

offset 0,1 2 bytes to give the packet length
offset 2,3 bytes to give packet ID

the rest don't appear to have any counters but a locked to a string size (16 for conquer i cant find my notes on eo but i think its 15 off my head)

these bytes are as per standard in eo (16 Bit bytes) for the first two .. in other words it needs to be flipped like editing the itemtype

ill get you more packets soon :)

good luck

btw i have posted the packets in file version as well ... should be more clearer than txt format on here


EDIT: [OFFTOPIC] you can actually copy the code of a npc off another server lol ... i could take your quest or w/e for example ...

i might post proof of this as-well sometime but i wont be showing how its done forsure lol
Yes that's been out there for a while (the NPC thing) as when you notice the client has it's own way of interpreting the cq_action thus the old dat file that can still be found in the client. You know that the packet encryption is pretty obvious?