How do you use AKPE? I tried opening it but nothing comes up. I already installed .NET 4.
Windows 8.1 x64 here
Windows 8.1 x64 here
the 5. byte (02) contains the costume type.Quote:
B0 00 01 00 02 00 FF FF FF FF 01 xx
B0 00 01 00 02 00 FF FF FF FF 02 xx
B0 00 01 00 02 00 FF FF FF FF 03 xx
its for any dyeable costumes i guess, i tried that on custom frost wiz,
change xx to 00* default till 19* white, for other color look at ur color selection,
for other costume like custom hat or back just try ur self xD
dont have dyeable custom hat or back hehehe...
*hex
21 00 55 00 00 00
Do you know what packets are? if you were to edit something with CE to gain a specific goal which isn't purely clientsided, that's the same as sending the packet on your own.Quote:
Awh packets I rather not mess around with those. Chances of getting banned are way higher.
63 00 XX XX XX XX 00
Say I wanted to put a point on the top left, I would send this packet?:Quote:
Getting Envoy Skill without following a tree structure.
9F 00 Opcode
02 How many envoy to allocate
00 Unk
01 00 00 00 Position on Envoy
02 00 00 00 Position on Envoy
Envoy Tree starts at 00 index from top left to bottom right.
Oh envoy reset but you still pay for it.
A8 00 Opcode
You still limited on Envoy Points.
Damn man this game is really not very well secured.
Depends on where it is because you also need to include the blank rows/columns.Quote:
Say I wanted to put a point on the top left, I would send this packet?:
9F 00 01 00 01 00 00 00
I understand where your coming from and yes a clientless bot is safer.I already know that, However our bot does not inject code or mess with the client in any unsafe ways. What it does is what a human would do. Typing on the keyboard like I would now to type this sentence. It is safe in the form that they can't tell if it's a real human or not. Though atm our bot is very basic it could be compare to a macro bot. It's not fancy and we state the risk on the front page. Though we have to start somewhere.Quote:
Do you know what packets are? if you were to edit something with CE to gain a specific goal which isn't purely clientsided, that's the same as sending the packet on your own.
your bot for example, how do you think the server knows what you do when you attack a monster?
when you tell your client to attack a monster, the client is looking in the variable where it holds the current target ID.
it's taking that ID and it's generating an attack packet and sending it to the server, in our case:
where the XX's are the target ID in unsigned integer.Code:63 00 XX XX XX XX 00
you building and sending this packet manually or the client building and sending it automatically has no difference whatsoever.
it's actually the opposite, it's a lot easier to detect a 3rd party software if it's manipulating the client directly.
and more than that, if done well, a purely packet based bot can be 100% undetected. again, if done well (emulating all of the needed things that the client normally does).
a clientless bot will always be safer (and more efficient) than your bot for example.
you have to remember - a game client in multiplayer games is nothing but a clumsy packetbuilder and packetparser with nice visuals.
No man... I've sent plenty of invalids packets just to test stuff. The server handles most of it and will returns an error message.Quote:
What I was speaking of is If you send in the wrong packets or something of the sort. You can be instantly banned, When I say I rather not mess with it. It is because of that reason alone. Which is a yes I do not understand packets on the same level as you.
person i know sent the wrong chat packet and I got banned of retail. (that is where I got my information form)Quote:
No man... I've sent plenty of invalids packets just to test stuff. The server handles most of it and will returns an error message.
For example:
Sending an invalid skill the server responds with skill ID error/unknown.