Yes I released MNG years ago and other things.
First off to start with getting into things for those curious, I suggest starting off simple. There's the data folder modifications which you can google.
There's auto clickers which work (if managing to avoid detecting) they recognize text/images on the screen and click for you.
DLL modifications and above are where it gets interesting. I need to find what that first patcher was called again.
There was the Fantasia patcher, and there are others. Basically the method of this working was edit the game code so that minor cheats could be implemented. This method of code modification is typically referred to as Trojan DLLs. There is dll injection and other methods but this is still the simplest.
Pake is/was the simplest packet editing method. It made botting with packets really easy.
Since it used a memory patcher to get in and sit in between the incoming packets and the actual client. So
Client
|
Pake
|
Network
|
Server
This meant that packets could be prevented from ever getting to the client or sent to the client and packets could be fully customized on the way out.
There is of course, more esoteric methods like getting a packet sniffer running that is ready to intercept and pass on all packets from every source.
First off to start with getting into things for those curious, I suggest starting off simple. There's the data folder modifications which you can google.
There's auto clickers which work (if managing to avoid detecting) they recognize text/images on the screen and click for you.
DLL modifications and above are where it gets interesting. I need to find what that first patcher was called again.
There was the Fantasia patcher, and there are others. Basically the method of this working was edit the game code so that minor cheats could be implemented. This method of code modification is typically referred to as Trojan DLLs. There is dll injection and other methods but this is still the simplest.
Pake is/was the simplest packet editing method. It made botting with packets really easy.
Since it used a memory patcher to get in and sit in between the incoming packets and the actual client. So
Client
|
Pake
|
Network
|
Server
This meant that packets could be prevented from ever getting to the client or sent to the client and packets could be fully customized on the way out.
There is of course, more esoteric methods like getting a packet sniffer running that is ready to intercept and pass on all packets from every source.