as Smurfin requested i just made possible the change the Send/Recv packets.. but in another DLL.. and will explain why...
after solving the compression problem.. i figured that the server/client will disconnect you if you send modified packets the way i was trying to...
theres a check function on server-side and client-side for comparing the packets... i managed to send/recv modified and the client recognized the them... but since i dont have the "original" sliding buff that is synchronized between server/client.. the check function will disconnect me right after.. and that is a problem becos theres no way to get actual sliding buff from server :S
so i came up with a solution offered earlier by Swoosh... wich i suppose is playing with breakpoints...
How it looks like:
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with the function provided by Interest07 from his SendPacket thread and a function i that found for RecvPacket... i made a DLL now for MHS (Memmory Hack Software) last version, that uses breakpoints in order to modify what you want... follow bellow the instruction:
* Open the elementclient.exe on MHS
* go on Disassembler (Ctrl+D) window
* hit the menu... Tools->Breakpoint-Handler
* load the DLL PW_BPSniffer.DLL
* righ-click on some address... now Add two new breakpoints ("Breakpoints->Add Breakpoint here") for the addresses:
-> 6734C0 (SendPacket) do not active yet
-> 435C10 (RecvPacket) do not active yet
* look at the image bellow to see the configuration:
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Important notes:
* Some times the MHS can crash if you are "hooking" the two functions at same time.. but in genereal works fair enough...
* There will be missing some packets like Chat/Trade packets... the SendPacket function is not used for all avaliable packets... you however can use IDA to try get a better "central" function and modify the DLL as you wish.. look for a quick example:
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* The RecvPacket funtion that i found.. in general looks like the decompression+decryption process.. so you will be seeing the "before" and "after" buffs, but it gets obivious once you see the packets... but as far i can see it is catching all incoming packets i suppose...
* Depending on your computer resources you may experience some freezing on the game client...
Download:
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Source Code for
Delphi XE)