UInt16: Length
UInt16: Type
int: Time stamp
int: Attacker ID
int: Target ID
UInt16: X
UInt16: Y
UInt16: Subtype
UInt16: Skill ID
UInt16: Unknown
Now i tried to recreate this packet in my proxy and then send it to the server to start the Fatal Strike skill.
Now creating the packet goes just fine and i am getting the exact same values every time i create a new packet except for the (21 65) because i have no idea what it is and it keeps changing everytime i use the skill...
when ever i send that packet to the server i get disconnected and i'm fairly sure that its not the time stamp that's disconnecting me because it works just fine with any other packet that contains a time stamp. So i was wondering. does anybody know what are these numbers (21 65) or maybe what those 2 bytes stand for?
So the level is definitely at the offset of 26. If I remember correctly, there was something different added to the ushort for the level of fatalstrike after ninja bots came out. Don't quite remember what though. If the level is 0, just try and run some type of test to see what values make 0 = 21 65
True. I only decode the SkillID, TargetUID, X, and Y from the packet. I then check if the user has that skill, and if so, get the skill level from their skills repo. I never really bothered with the skill level.. Intriguing.
Question is, why are you reconstructing the packet in the first place? With a proxy all you should be doing is breaking down the packet, analyzing it, and forwarding it on to the original target. So, just make a copy of the packet before you break it down, and use that copy to send it back unharmed.
Question is, why are you reconstructing the packet in the first place? With a proxy all you should be doing is breaking down the packet, analyzing it, and forwarding it on to the original target. So, just make a copy of the packet before you break it down, and use that copy to send it back unharmed.
Sounds like he may be trying to make a bot in which case he needs to construct his own packets.
The reason he gets dc'd is NOT because he's not filling in this value properly, it's because he's not encrypting the values he creates for X/Y/Target/SkillID/SkillLevel
Sounds like he may be trying to make a bot in which case he needs to construct his own packets.
The reason he gets dc'd is NOT because he's not filling in this value properly, it's because he's not encrypting the values he creates for X/Y/Target/SkillID/SkillLevel
That would do it. If a value is passed to the decrypt function of the server, and it does not decrypt properly, the server would (on real co, at least,) disconnect him. It disconnects in a lot of cases where it suspects forgery. Problem is, the server reports his account every time it happens. So hopefully his noob hasn't come in contact with his main if he's on a real server.
Question is, why are you reconstructing the packet in the first place? With a proxy all you should be doing is breaking down the packet, analyzing it, and forwarding it on to the original target. So, just make a copy of the packet before you break it down, and use that copy to send it back unharmed.
I'm reconstructing that packet because i don't want to hook the magic attack function anymore and i don't want to send key strokes anymore :P
Its a memory based bot/proxy that i made long time ago... i use it to packet sniff and auto hunt/loot and i thought about upgrading it some more and then release it to the public cus i'm not making any use of it
Quote:
Originally Posted by pro4never
Sounds like he may be trying to make a bot in which case he needs to construct his own packets.
The reason he gets dc'd is NOT because he's not filling in this value properly, it's because he's not encrypting the values he creates for X/Y/Target/SkillID/SkillLevel
The bot is already up and running there is a video for it in my signature.
And yes not filling that value was the reason im getting disconnected... Thanks to nTL3fTy
Quote:
Originally Posted by nTL3fTy
You need to look a little deeper (usData1 here is the magic level).
Encrypting:
Magic attack packet 08/02/2008 - Conquer Online 2 - 2 Replies Ok so me and my bro have been programming a private server for some time now and we've hit a rather anoying problem...
so if anyone knows what the info in the magic attack packet that the client sends to the server means please share the info... =/ we just cant seem to work it out.