Hey there!
i was thinking about adding a Clientless to Client function to my not (yet) finished bot. i think "recording" all packets that come to my clientless and when i activate that function i am gonna send all packets to client that are recorded.
Of course you have to manage when you send the packet(the client needs to get each packet when it is expected!!!). So i also figured that out.
The current status of my function is that the client loggs in with the same sessionID of course and finally my char spawns at the right place!
I thought "YAY it works" but....my char doesnt show his HP/MP and i cant move...
So is there any packet that is essential for client that he knows he is "allowed" to play? I know that there is the 0x3012 Packet that confirms the spawn(from Client) and then the server responds with the 0x3809 containing the byte 01 and some unknown byte. I also send this to client successfully.
So is there any packet that the client needs too for spawning?
Thanks in advance!! ;)
-lukas2new
i was thinking about adding a Clientless to Client function to my not (yet) finished bot. i think "recording" all packets that come to my clientless and when i activate that function i am gonna send all packets to client that are recorded.
Of course you have to manage when you send the packet(the client needs to get each packet when it is expected!!!). So i also figured that out.
The current status of my function is that the client loggs in with the same sessionID of course and finally my char spawns at the right place!
I thought "YAY it works" but....my char doesnt show his HP/MP and i cant move...
So is there any packet that is essential for client that he knows he is "allowed" to play? I know that there is the 0x3012 Packet that confirms the spawn(from Client) and then the server responds with the 0x3809 containing the byte 01 and some unknown byte. I also send this to client successfully.
So is there any packet that the client needs too for spawning?
Thanks in advance!! ;)
-lukas2new