mind if anyone tell me which specific packets are used to send and receive packing of dbs into dbscrolls cuz i cant seem to get wpepro record packets for me..
if (the character contains db scroll id)
{
if (the character inventory slots are equal or more than 9)
{
Remove Dragon Ball Scroll id from inventory;
Add 10 Dragon Balls to character inventory;
}
else
Message: Please make at least 10 empty slots in your inventory so you can open this item.
}
Quote:
well first off stop using wpe its worthless the packets are encrypted
ok, if there is no new packet involved, can it be exploited? point me to the right direction guys, what program should i use to record packets? and send em just like the packet logger feature of coop? cuz ollydbg crashes my client. thanks for the help, your points have cleared some things up.Quote:
It would be pointless for tq to write a packet to do only one thing (pack db's)
To pack what happens is the client sends an npc use packet for the npc id/link that you click... the server checks what is supposed to happen when you do that and it does a quick check something like
if(you have more than 10 db's)
{
remove 10 dragon balls
add 1 dragonballscroll
}
It then sends item usage packet with the subtype remove item to get rid of the old dragonballs and item info with new item subtype to add the new db scroll.
Simple stuff but no new packets are involved.
i know that part, realdeath pointed it awhile back. what i dont know is another tool that i can use to record the encrypted packets. and a packet logger similar to the feature of coop that would send the recorded packetsQuote:
You aren't going to get very far with WPE Pro
Actually, COoperative still works. It's just the auto hunting/looting that doesn't work. You can still record, manipulate, and send packets with itQuote:
i know that part, realdeath pointed it awhile back. what i dont know is another tool that i can use to record the encrypted packets. and a packet logger similar to the feature of coop that would send the recorded packets
quick question does it send the packet the same as its typed or does it adjust the timestamp also?Quote:
Actually, COoperative still works. It's just the auto hunting/looting that doesn't work. You can still record, manipulate, and send packets with it
.... My proxy source has been released for something like 5 months now...Quote:
i know that part, realdeath pointed it awhile back. what i dont know is another tool that i can use to record the encrypted packets. and a packet logger similar to the feature of coop that would send the recorded packets
poking around you might find some things that are 'suposto' be impossible.Quote:
.... My proxy source has been released for something like 5 months now...
You don't want encrypted packets. They are useless. If you tried to send an encrypted packet you logged you would get dc'd instantly and it's not something you can structure/understand.
And to answer your question...
No, it is not possible, cannot be possible, will never be possible.
The way tq's npc system works ALL that is done is you say "I'm using this option on this npc"
The server then replies with an action such as "take away 10 meteors and give him a metscroll". You cannot possibly control this from your client. It would make no sense for any game company to allow such power to the client which can be easily modified.
The way exploits generally work is a packet that DOES control things (say... jump... or attack) has some unknown uses if you use it in a wrong/slightly different way such as setting where you are jumping to to be super far away (no, that won't work, just using it as an example here). All of a sudden you have a working teleport hack because you are simply sending the server information (which you are SUPPOSED to be doing, in this case "I'm jumping to X/Y" and the server is not checking it very well and instead sends you there vs going "that's half a map away, lets ban you").
Hope that clears it up a bit.