most recent packet headers

08/20/2017 17:46 luki180pl#1
Hello guys, does anybody have packet headers send/recv for INT server? All i have is outdated. THought maybe can save my time instead of sniffing myself :)
08/20/2017 19:41 A.k.A.#2
i think all headers are +1
edit:
i made this 1 month ago some packet fixes for 2017 client
its receive assigns are the new packet headers not sure if they changed it again
Code:
	case 0x5D: // Exit Game
		Data[2] = 0x2E;
		break;
	case 0x1E: // Ping Packet (TimeStamp)
		Data[2] = 0x75;
		break;
	case  0x11: // Active Characters Information
		Data[2] = 0x72;
		break;
	case 0x19: // Deleted Characters Information
		Data[2] = 0x8D;
		break;
	case 0x1A: // Restoring Characters
		Data[2] = 0x5e;
		break;
	case 0x2d: // Restoring Characters
		Data[2] = 0x42;
		break;
	case 0x2B: // Login Errors
		Data[2] = 0x95;
		break;
	case 0x1D: // Relog
		Data[2] = 0x74;
		break;
	case 0x2C: // Create Character Errors
		Data[2] = 0xA1;
		break;
	case 0x16: // Player New Coordinates
		Data[2] = 0x7A;  // bb
		break;
	case 0x32: // Player Appear
		Data[2] = 0x6B;
		break;
	case 0x10: // Player Skills
		Data[2] = 0xA0;
		break;
	case 0x42: // Player Info (Stats / SP / hp / mp) 
		Data[2] = 0x91;
		break;
	case 0x57: // Player Quests 
		Data[2] = 0x00; 
		break;
	case 0x04: // Player Items
		Data[2] = 0x7C;  
		break;
	case 0x1b: // Player Unknown Yet 
		Data[2] = 0x68; 
		break;
	case 0x1c: // Player Loading
		Data[2] = 0x15;
		break;
	case 0x45: // Player Info Updating
		Data[2] = 0x4F;
		break;
	case 0x43: // Inventory Errors
		Data[2] = 0x92;
		break;
	case 0x05: // Player Equip
		Data[2] = 0x9F;
		printf("Data %d\n",Data[9]);
		break;
	case 0x06: // Player UnEquip
		Data[2] = 0xAA;
		break;
	case 0x18: // Player Animation (Dance)
		Data[2] = 0xA8;
		break;
	case 0x3C: // Chatting
		Data[2] = 0x6D;
		break;
	case 0x07: // New Item In Inventory
		Data[2] = 0x85;
		break;
	case 0x08: // Item Disappear From Inventory
		Data[2] = 0x07;
		break;
	case 0x34: // Npc Appear
		Data[2] = 0x86;
		break;
	case 0x39: // Npc Disappear
		Data[2] = 0x9B;
		break;
	case 0x4A: // Talk With Npc
		Data[2] = 0x2F;
		break;
		 // 0x19 0x6E
	case 0x09: // Use Items 
		Data[2] = 0x19;
		break;
	case 0x49: // Use Items // Heal
		Data[2] = 0x6E;
		break;
	case 0x40:
		Data[2] = 0xFF;
		break;
	case 0x46: // Player Teleported
		Data[2] = 0x45; // bdddb
		break;
	case 0x68: // Player New Coordinates
		Data[2] = 0x7A;
		break;
	case 0x3d: // Player State / Monster State
		Data[2] = 0x89;		
		break;
	case 0x2E: // Revive With Rebirth
		Data[2] = 0x7E;
		break;
	case 0x47: // Rest fix
		Data[2] = 0x51;
		break;
	case 0x51: // Update Skills
		Data[2] = 0x80;
		break;
	case 0x33: // Monster Appear
		Data[2] = 0x93;
		break;
	case 0x38: // Monster Disappear
		Data[2] = 0x87;
		break;
	case 0x3E: // Attackers 
		Data[2] = 0x90;
		//Fix->ParseData((unsigned char*)Data);
		break;
	case 0x3F: // Attackers (Skills);
		Data[2] = 0x78;
		break;
	case 0x36: // Item Dropped
		Data[2] = 0x99;
		break;
	case 0x3B: // Item Picked or Disappeared
		Data[2] = 0x57;
		break;
	case 0x24: // Monster Moving
		Data[2] = 0x98;
		break;
	case 0x25: // Monster Stop Moving
		Data[2] = 0xAD;
		break;
	case 0x44: // FriendList
		Data[2] = 0x09;
		break;
	case 0x12: // Add Friend
		Data[2] = 0x0E;
		break;
	case 0x13: // Sent Message
		Data[2] = 0x6A;
		break;
	case 0x58: // Banking
		Data[2] = 0x01;
		break;
	case 0x59: // Bank Check-Out
		Data[2] = 0x0a;
		break;
	case 0x5c: // Animal Grading
		Data[2] = 0x9D;
		break; 
	case 0x21: // Sit While Moving
		Data[2] = 0x8B;
		break;
08/20/2017 20:44 Lungi#3
but but how do u bypass xtrap?
08/20/2017 21:22 luki180pl#4
a bit modified proxy dll solution
08/20/2017 21:30 A.k.A.#5
well some more for send here
cases are the new header
Code:
case 0x38: // Quit Game
			Data[2] = 0x1B;
			break;
		case 0x02: // Keep Connection (Timestamp)
			Data[2] = 0x05; 
			break;
		case 0x09: // Version Check
			Data[2] = 0x08;
			break;
		case 0x04: // Connect Packet
			Data[2] = 0x09;
			break;
		case 0x08: // Login
			Data[2] = 0x02;
			break;
		case 0x05: // Select Character
			Data[2] = 0x0A;
			break;
		case 0x06: // Create Character
			Data[2] = 0x04;
			break;
		case 0x0E: // Spawn Player
			Data[2] = 0x0B;
			break;		
		case 0x03: // Delete Character
			Data[2] = 0x07;
			break;
		case 0x07: // Restore Character
			Data[2] = 0x00;
			break;
		case 0x31: // Player Rest
			Data[2] = 0x1f;
			break;
		case 0x8d: // Relog
			Data[2] = 0x13;
			break;
		case 0x65: // Equip Item
			Data[2] = 0x41; 
			break;
		case 0x3a: // UnEquip Item
			Data[2] = 0x42; 
			break;
		case 0x2A: // Chating
			Data[2] = 0x11;
			break;
		case 0x5F: // Player Move
			Data[2] = 0x14;
			break;
		case 0x93: // Player Stop Moving
			Data[2] = 0x15;
			break;
		case 0xA6: // Talk With Npc
			Data[2] = 0x16;
			break;
		case 0x4f: // Make Npc Request
			Data[2] = 0x33;
			break;
		case 0x41: // Use Items
			Data[2] = 0x21;
			break;
		case 0x48: // Revive
			Data[2] = 0x25;
			break;
		case 0x3E: // Learn Skills
			Data[2] = 0x29;
			break;
		case 0xAE: // Upgrade SKills
			Data[2] = 0x2A;
			break;
		case 0x2F: // Animation Ex->Dance
			Data[2] = 0x3D;
			break;
		case 0xA0: // Set Stats
			Data[2] = 0x1E;
			break;
		case 0x62: // Destroy item
			Data[2] = 0x3F;
			break;
		case 0x7a: // Player Teleport
			Data[2] = 0x12;
			break;
		case 0x11: // Player Attack Normal
			Data[2] = 0x0F;
			break;
		case 0x52: // Player Skill Animation
			Data[2] = 0x2B;
			break;
		case 0x8B:
			Data[2] = 0x52;
			break;
		case 0x76: // Skill Execute
			Data[2] = 0x10;
			break;
		case 0xAF: // Pick-up Item
			Data[2] = 0x20;
			break;
		case 0x79: // Buy item (Merchant)
			Data[2] = 0x18;
			break;
		case 0x7E: // Sell Item (Merchant)
			Data[2] = 0x19;
			break;
		case 0x6C: // Drop Item
			Data[2] = 0x1A;
			break;
		case 0x36: // Register Item / Shop Name / UnRegister Item (Private Shop)
			Data[2] = 0x41;
			break;
		case 0x21: // Create Shop (Private Shop)
			Data[2] = 0x3A; 
			break;
		case 0xA5: // FriendList
			Data[2] = 0x40;
			break;
		case 0x39: // Messaging 
			Data[2] = 0x5C;
			break;
		case 0x1A: // Enchanting (Pimp)
			Data[2] = 0x5B;
			break;
		case 0x4A: // Set Revivial Point
			Data[2] = 0x38;
			break;
		case 0x61: // Riding
			break;
		case 0x55: // Storage SendList
			Data[2] = 0x34;
			break;
		case 0x25: // Storage Check-In
			Data[2] = 0x31;
			break;
		case 0x7D: // Storage Check-Out
			Data[2] = 0x32;
			break;