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[Release] Advanced hooking

Discussion on [Release] Advanced hooking within the CO2 Programming forum part of the Conquer Online 2 category.

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Old 03/20/2012, 02:53   #151
 
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Thanks ill try that out, Because i know about the FatslStrikeStep i tried doing it but wasnt working so decided to post, Ill let you know if this works.
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Old 03/20/2012, 13:54   #152
 
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I'm trying to find the Address of jump function, can someone help me ?
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Old 03/21/2012, 02:08   #153
 
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-.- patch 5580 new recieving / sending packet adress?
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Old 03/21/2012, 08:46   #154
 
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Quote:
Originally Posted by -Shunsui- View Post
-.- patch 5580 new recieving / sending packet adress?
I got the new address, but i need the jump function address .

or can someone explain more about FatslStrikeStep and the packet structure .

Length: 27
Type: 1004
....
the rest of the packet
.....

and to resend this packet to client .
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Old 03/21/2012, 20:14   #155
 
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Quote:
Originally Posted by -Shunsui- View Post
-.- patch 5580 new recieving / sending packet adress?
private const int SendPacketAddress = 0x713F5A;
private const int NetworkClass = 0x9E3030;
private const int receivePacketAdress = 0x716B7B;

Quote:
Originally Posted by kudo2002 View Post
I got the new address, but i need the jump function address .

or can someone explain more about FatslStrikeStep and the packet structure .

Length: 27
Type: 1004
....
the rest of the packet
.....

and to resend this packet to client .

What are you talking about, the ninja shift ?

If so then once you start the Fatal Strike skill you only send an attack packet 1022 to the server and the server will respond back with the 10010 packet that will shift the client near the target.

40
1022
TickCount
AttackerUID
TargetUID
AttackerX
AttackerY
2
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Old 03/21/2012, 20:25   #156
 
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Thanks Angelius
He means for jumping and using the ninja fatal strike step.
@Kudo is with general data packet (10010) 2 Types, Jump and Ninja Step/Shift
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Old 03/22/2012, 21:27   #157
 
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SendPacketAddress = 0x713F5A,
RecvPacketAddress = 0x716B7B,
RecvLoopAddress = 0x6E6DC7,
any of theese wrong?
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Old 03/22/2012, 22:58   #158
 
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I'm using:
SendPacketAddress = 0x713F5A;
RecvPacketAddress = 0x71422F;
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Old 03/24/2012, 00:10   #159
 
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Can anyone tell me the reasons for disconnecting???

I know that if I send any wrong packet, the client will be d/ced. If the time taken between packets is too short, the client will also be d/ced. But are there any other reasons for that?

What will be the advantages of using other hooking methods rather than Advanced Hooking? I don't have the time neither the knowledge to develop one, should I try any other method like EasyHook?
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Old 03/24/2012, 01:51   #160
 
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Well i dont understand why your getting dc's im not. Dont think is this hook class.
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Old 03/24/2012, 06:20   #161
 
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You also get dced if you tell your char to stand on invalid cords or on objects in the map that the char is not supposed to be able to stand on. I think you also get dced if you shift to a monster that is way too far away from you.
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Old 03/24/2012, 15:46   #162
 
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I'm not always getting dc's. Sometimes I get dc frequently due to high ping but other times I get dc after 30 minutes or so. Is there any way to avoid being dc? Any change in the conquer.exe?
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Old 03/26/2012, 09:57   #163
 
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Request

I want ask how can I solve the CPU go 100% after AttachDebugger begin ???



are there bug in the advancedHooking lib i can't see .
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Old 03/26/2012, 11:11   #164
 
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Quote:
Originally Posted by m7mdxlife View Post
You also get dced if you tell your char to stand on invalid cords or on objects in the map that the char is not supposed to be able to stand on. I think you also get dced if you shift to a monster that is way too far away from you.
When I move my char, I only move to a point where a monster is standing or to a predefined point. I guess there is no problem with that. What is the limit to the shift offset? I'm using max shift distance < 19
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Old 03/26/2012, 12:06   #165
 
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Quote:
Originally Posted by ruievmonteiro View Post
When I move my char, I only move to a point where a monster is standing or to a predefined point. I guess there is no problem with that. What is the limit to the shift offset? I'm using max shift distance < 19
I believe the max Distance you can jump which is like 16
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