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[Release] Working Bypass + Packet Editor
Discussion on [Release] Working Bypass + Packet Editor within the Mabinogi Hacks, Bots, Cheats & Exploits forum part of the Mabinogi category.
11/12/2009, 03:49
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#46
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I just managed to spawn 12 Armadillos at the same spot, at the same time.
However, you cant attack them, nor do they walk around. Its just the animation being spawned.
Plus, its clientsided, only you can see it.
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11/12/2009, 03:59
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#47
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Here's an idea, but I don't know if it can be done with the tools we have on hand.
When a 34 byte packet with the header 882200000000BCFCE92A5982681F4D0 or whatever (I mean, whichever part remains unchanged), the program picks that up. It then continues to spam that one packet until you send a different one with that header. That way, you might miss each mob once, but every successive attack will hit.
Don't think rPE can do it, though. WPEpro still gets detected for me.
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11/12/2009, 04:01
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#48
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Quote:
Originally Posted by Dark Raccoon
I just managed to spawn 12 Armadillos at the same spot, at the same time.
However, you cant attack them, nor do they walk around. Its just the animation being spawned.
Plus, its clientsided, only you can see it.
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Imagine summoning like 2 or 3 desert dragons in tir and making a vid of it xD
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11/12/2009, 05:25
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#49
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Quote:
Originally Posted by lostmage333
That is a monster code. I did a room of rabbie normal. Hit one of the mimics, his packet was
882200000000BCFCE92A5982681F4D0D265E97D7EDEDFECC4A 987655C68C091E2C3C
Hit another mimic, his packet was
882200000000BCFCE92A5982681F4D0D265E97D7EDEDFECC4A 987655C68A091E2C3C
Logically, changed the differing bit to a B, and fired, and hit the 3rd one.
Now... I still don't see how one can effectively use this in PvP unless they have the list of who has what ID. I suspect that the "code" is 4 bytes... but that's 64k possiblities.
Just checked, this is a packet for a duel.
882200000000BCFCE92A5982681F4D0D265E97D7EDEDFECCBA 987654B4CE091E2C3C
It has a 5th different byte. Maybe that byte is for monster vs character vs w/e. Maybe we can shoot NPCs? =D (na, maybe not. It might just spam "Action Canceled")
That's all I have for now.
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i tried the same thing on my elf just now with bears.. apparently when you kill a bear it has a certain cool-down before it revives and re-spawns with full stats and a refreshed drop-list. because i stood there sending the same packet for the bear i just killed, and as soon as the same type of bear spawned in the same area (the same bear) it started attacking it as soon as it spawned. so maybe in the wild, every mob has a certain ID, like people. so if someone took there time and compiled a list of mob ID's we could just use them as we see fit. for example i got the DD's ID before i d/c'd
South Kaypi Desert Dragon: 88220000000012BCE675696BEE8796C74A8616BC63F5FECC4A 98765 6AB94091E2C3C
(the bolded section is the part that changes)
that being the case, we could assume 88220000000012BCE675696BEE8796C74A8616BC63F5FECC4A 98765_,_,_,_,_091E2C3C
is the basic packet for attacking a mob, and substituting in the 5 missing bytes would attack THE mob that it corresponded to, it it was within your vicinity.
Code:
Mob ID List:
6AB94 - South Kaypi Desert Dragon
/sigh, long project D:
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11/12/2009, 05:40
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#50
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Much easier to make bots with this :P no more imagesearch.
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11/12/2009, 05:51
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#51
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yeah but there's a slight problem with that... unless you set the send rate really low, like 800-1000ms, you would get a packet overflow from sending so many different packets all at the same time.. but i know what your thinking.
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11/12/2009, 06:11
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#52
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Hmm...I tried doing this to get gold but I can't figure out which packet it is. When I try the ones that say SEND nothing happens. I won't bother with the receiving ones. Next is windmill training points.
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11/12/2009, 06:19
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#53
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its possible, thats all im gonna say... (about windmill)
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11/12/2009, 07:38
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#54
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Not gonna help me? Guess I'll struggle on my own I guess. P:
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11/12/2009, 07:57
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#55
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its not that i wont, its that i cant ^^
i DO know it can be done, I've seen it. and besides if i did know, and i told you.. what would you learn? you'll understand it better if you find it on your own. plus you'll feel great about it  now GO. GO FIND IT.
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11/12/2009, 08:05
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#56
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Hm ,.. i'll try to make the full out of it before it gets patched xD
and jets2fly2 you said about the Mod having its own ID, just a question did the bear die as soon as you press the send button? or did your character move to the bear and kill it?
EDIT : Okay ,so it moves toward the newly spawn monster and kills it
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11/12/2009, 08:12
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#57
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Quote:
Originally Posted by jets2fly2
its not that i wont, its that i cant ^^
i DO know it can be done, I've seen it. and besides if i did know, and i told you.. what would you learn? you'll understand it better if you find it on your own. plus you'll feel great about it  now GO. GO FIND IT.
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I've been trying, I tried a list of packets I got after getting a point. The game just disconnected me. x.o
At least a small hint or pm some sort of advice or help. Not asking you to tell me how. :x
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11/12/2009, 12:12
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#58
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The easiest way to tell where the new mob spawned (after you killed the old one, the new one spawns when the corpse goes *poof*) is to fire an arrow, and follow the direction your character shot in.
However, the uses of never miss range seem quite limited if its requires a unique mob ID, unfortunately.
Quote:
Originally Posted by GreenSun
I've been trying, I tried a list of packets I got after getting a point. The game just disconnected me. x.o
At least a small hint or pm some sort of advice or help. Not asking you to tell me how. :x
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He's not saying he doesn't want to help. If you read his post, he doesn't know what to do either =P
I'll look into it a bit after classes today, though.
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11/12/2009, 14:23
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#59
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Too bad rPE doesnt have a advanced sender. Well I guess you can try and make rPE detect what your targeting?
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11/12/2009, 15:19
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#60
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rPE has a "Custom Filter". I haven't played around with it much yet, but it seems pretty powerful/versatile.
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