Quote:
Originally Posted by IAmHawtness
Code:
Private Shared Sub _OnJump(ByRef JumpPacket As DataPacket.JumpPacket) Handles Me.OnClientJump
If JumpPacket.CharacterID = MyClient.Character.ID Then
MyClient.Character.Coordinates = JumpPacket.Destination
MyClient.Character.MapID = JumpPacket.MapID
End If
If IWantToDoSomething Then
JumpPacket.Destination = New Point(100,100) [COLOR="Green"]'(Modifies the packet)[/COLOR]
SendPacket(New DataPacket.JumpPacket(MyClient.Character.ID, Environment.TickCount, New Point(50,100), MyClient.Character.MapID).BuildPacket)
End If
End Sub
That's how my "proxy" works. I'm just saying, you can do a lot more with memory + packets than with packets only, for example a targeting system that targets people by shift-clicking them instead of having to use a "fake" nado skill on them
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To start off, as I see it all you alter is the cordinates. Try altering the MapID and send that and see if the client will process it.
Well you know what, I think it's important that we also define a Proxy and a Memory Proxy.
A regular proxy that relies on its own cryptographys rather then the Clients Send/recv functions can also read/edit the clients memory, would that classify it as a memory proxy? Or a regular proxy that can work with client memory aswell?
I can easily add memory management in a regular proxy, but I wouldn't exactly want to call it a memory proxy all of the sudden, because it still relies on its own cryptographys.
When I think of a memory proxy, I think of a proxy that takes use of the send and recv functions by searching a pattern in memory and hooking send/recv. Not a proxy that has the capability to alter memory, because if we got a proxy that for example changes Client memory on runtime to enable multiclienting, I wouldn't classify that proxy as a memory proxy.
So I still stick with regular proxies being stronger and more functional and less limited then a proxy that has to rely on the clients send and recv functions.
For things such as removing jump delays, I can still make my regular proxy manage memory to ignore the delay.
Either way both proxies are powerful. I just rather lean to a proxy dealing with cryptographys on its own if I had the choice.
@ThomasLT, Encrypt is for packets from the Auth, IEncrypt for packets from the client. Same goes for Decrypt for packets from the Auth, IDecrypt, packets from the Client. But when looking at it it seems right.
But the first packet sent by the server is a 8 byte packet, with a password seed, are you sure you are decrypting that one first? Also as far as I know, there does not exist any 276 byte packet sent by the server, but there does exist one sent by the client, the login packet with username, password and server.
For some reason you are using the Server Decrypt algorythm for a packet that should be recieved from the Client? Yet it says ServerSocket1 aswell? Your code is confusing me, is ServerSocket1 a ServerSocket? And if so how can you possibly recieve a 276 packet from the server?