Giriş yap
En iyi yollayıcılar
Hello EMO | ||||
EMO | ||||
eMoStyLe | ||||
BesimBICER | ||||
GameKinG | ||||
Crysis | ||||
~>!.DεvιLρяιεsт.!<~ | ||||
MeTaL | ||||
TrueCrime | ||||
djhayal3t |
Istatistikler
Toplam 203 kayıtlı kullanıcımız varSon kaydolan kullanıcımız: crayzboy76
Kullanıcılarımız toplam 1186 mesaj attılar bunda 862 konu
Arama
Sosyal yer imi
Sosyal bookmarking sitesinde Emo, Emo nedir, Emo resimleri, Emo Kıyafetleri, Emo Sözleri, Emo Oyunları, EmoTurkey, Emo Nickler, Emo Avatarları, Punk, Punk Resimleri, Punk Avatarları, Rock, Rock Resimleri, Rock Avatarları, Msn Nickleri, Msn Avatarları, Müzik adresi saklayın ve paylaşın
Sosyal bookmarking sitesinde EMO Style ForumPro - Hos Geldiniz adresi saklayın ve paylaşın
Kimler hatta?
Toplam 12 kullanıcı online :: 0 Kayıtlı, 0 Gizli ve 12 Misafir :: 1 Arama motorlarıYok
Sitede bugüne kadar en çok 217 kişi C.tesi Tem. 29, 2017 1:46 am tarihinde online oldu.
En son konular
Reklam
PacketX - Packet Sniffer updates
1 sayfadaki 1 sayfası
PacketX - Packet Sniffer updates
Hey guys I've been working at my PacketX packet hacker again for a game called Lineage2
I've made some nice updates
Prev post: http://www.hackforums.net/showthread.php?tid=1125914
Updates:
Patched the lineage2 encrypt/decrypt, no encrypted traffic going to my PacketX
Plugin Support (There are going to be alot of functions so u can have some fun or make a bot or whatever u like to do ingame)
Modify incoming packets from the server using breakpoints
Fixed the Player/Npc information
Set a breakpoint at the game or server side
Removed the message at login if u want to breakpoint the Key Packet (the message was useless anyways)
No encrypted traffic is going to PacketX it can be directly being read
Fixed some game errors that PacketX caused
Realtime Server/Game key updates
Custom commands starts with '??', Example how to use a command: ??say test
Plugins are having ther own logs
Example source code for some commands etc (This is a plugin source code)
Code:
using System;
using System.Collections.Generic;
using System.Text;
using L2PacketX.src.Lineage2.Packets;
using L2PacketX.src.Lineage2;
namespace xBot
{
public class xBot : L2PacketX.src.PluginSystem.PacketXPlugin
{
Random rnd = new Random();
I've made some nice updates
Prev post: http://www.hackforums.net/showthread.php?tid=1125914
Updates:
Patched the lineage2 encrypt/decrypt, no encrypted traffic going to my PacketX
Plugin Support (There are going to be alot of functions so u can have some fun or make a bot or whatever u like to do ingame)
Modify incoming packets from the server using breakpoints
Fixed the Player/Npc information
Set a breakpoint at the game or server side
Removed the message at login if u want to breakpoint the Key Packet (the message was useless anyways)
No encrypted traffic is going to PacketX it can be directly being read
Fixed some game errors that PacketX caused
Realtime Server/Game key updates
Custom commands starts with '??', Example how to use a command: ??say test
Plugins are having ther own logs
Example source code for some commands etc (This is a plugin source code)
Code:
using System;
using System.Collections.Generic;
using System.Text;
using L2PacketX.src.Lineage2.Packets;
using L2PacketX.src.Lineage2;
namespace xBot
{
public class xBot : L2PacketX.src.PluginSystem.PacketXPlugin
{
Random rnd = new Random();
Geri: PacketX - Packet Sniffer updates
Hey guys whats up, I've been working for months at this project and this is a beta release of PacketX
Features:
Patched the lineage2 encrypt/decrypt, no encrypted traffic going to my PacketX
Plugin Support (There are going to be alot of functions so u can have some fun or make a bot or whatever u like to do ingame)
Modify incoming packets from the server using breakpoints
Fixed the Player/Npc information
Set a breakpoint at the game or server side
Removed the message at login if u want to breakpoint the Key Packet (the message was useless anyways)
No encrypted traffic is going to PacketX it can be directly being read
Fixed some game errors that PacketX caused
Realtime Server/Game key updates
Custom commands starts with '??', Example how to use a command: ??say test
Plugins are having ther own logs
It's able to decrypt the polymorphism encryption
PacketX can listen at any port... as default it's 555
It's able to bypass some tricks people use to get rid of those people who are using L2Phx
Bypass the login/game server ports, PacketX will detect automatically if your ingame or just about to login
Debug the packets
Breakpoints - This is 1 of the most powerful features of PacketX, It's
able to modify any packet before a packet has been send to the game
server or lineage2 client
So we are able to change anything in the game, and modifying whats in our path
When a breakpoint is triggered your able to modify any data what was about to send/receive
Using the breakpoints could be really fun to play with because any data that was about to send to the server/client
We are able to catch it before it was even send/received
Log players - Your able to get the Object id, name, title, x, y, z, Heading, verhicle Id and much more
Log Npc's - Your able to get the Object Id, Npc Id, Name, Title, X, Y, Z, Heading and much more
Decrypt the packets at native mode - This will decrypt the packets in C++ instead of using the .net framework, It's much faster
Realtime server/client debugging - Your able to see everything what is happening
realtime encryption/decryption log
Redirect the connection of lineage2
Supports multiple clients
Inject packets to the Game or Server, Your able to sent any data to the
game/server, you can enable/disable the encryption and header size (Also
comes with a auto packet sender)
Make your own plugins in the .NET Framework for PacketX for your own needs what to do ingame
Works at Lineage2 Official servers (L2Off), L2J
and much more...
This version of PacketX is very stable and your able to packet flood at 0msec
It also comes with:
L2Crypt.dll - Native Encrypt/Decrypt
WinsockRedirect.dll - Redirects the connection to the proxy server for packet hacking
xBot.dll - A simple plugin I made which can do some funny stuff
xBot source code:
Code:
using System;
using System.Collections.Generic;
using System.Text;
using L2PacketX.src.Lineage2.Packets;
using L2PacketX.src.Lineage2;
namespace xBot
{
public class xBot : L2PacketX.src.PluginSystem.PacketXPlugin
{
Random rnd = new Random();
public override string PluginName
{
get
{
return "xBot";
}
}
public override void EntryPoint()
{
AddLog("xBot Plugin is loaded!", true);
}
public override void onEnterWorld(L2PacketX.src.ConnectedClient client)
{
AddLog("Entering world", true);
}
public override void onLogout(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
L2Say say = new L2Say();
say.Message = "Bye bye world...";
Say(say, client, TargetHost.Server);
AddLog("Logging out", true);
}
public override void onValidatePosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Validating Position", true);
}
public override void onPacketXCommand(L2PacketX.src.ConnectedClient client, string cmd, PlayerInfo player)
{
AddLog("Executing command: " + cmd, true);
if (cmd.StartsWith("say "))
{
L2Say say = new L2Say();
say.Message = cmd.Substring(4);
Say(say, client, TargetHost.Server);
}
else if (cmd.StartsWith("rndwalk"))
{
L2Position pos = new L2Position();
pos.TargetX = (client.playerInfo.X + rnd.Next(-100, 100));
pos.TargetY = (client.playerInfo.Y + rnd.Next(-100, 100));
pos.TargetZ = client.playerInfo.Z;
pos.CurX = client.playerInfo.X;
pos.CurY = client.playerInfo.Y;
pos.CurZ = client.playerInfo.Z;
MoveToPosition(pos, client, TargetHost.Server);
}
else if (cmd.StartsWith("kill_all"))
{
for (int i = 0; i < client.Npcs.Count; i++)
{
L2Die die = new L2Die();
die.ObjectId = client.Npcs.Values[i].ObjectId;
this.Die(die, client);
}
for (int i = 0; i < client.Players.Count; i++)
{
if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
continue; //don't kill ourself
L2Die die = new L2Die();
die.ObjectId = client.Players.Values[i].ObjectId;
this.Die(die, client);
}
}
else if (cmd.StartsWith("clean"))
{
for (int i = 0; i < client.Npcs.Count; i++)
{
this.DeleteObject(client.Npcs.Values[i].ObjectId, client);
}
for (int i = 0; i < client.Players.Count; i++)
{
if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
continue; //don't kill ourself
this.DeleteObject(client.Players.Values[i].ObjectId, client);
}
}
else if (cmd.StartsWith("lvlup"))
{
L2SocialAction action = new L2SocialAction();
action.ActionId = (int)SocialActions.Hello;
action.ObjectId = player.ObjectId;
SocialAction(action, client, TargetHost.Server);
}
else if (cmd.StartsWith("injectgame "))
{
List bytes = new List();
string byteStr = cmd.Substring(11);
for (int i = 0; i < byteStr.Length / 3; i++)
bytes.Add(Byte.Parse(byteStr[i * 3].ToString() + byteStr[(i * 3) +
1].ToString(), System.Globalization.NumberStyles.HexNumber));
InjectPayload(bytes.ToArray(), client, TargetHost.Game, true);
}
}
public override void onRequestAttack(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Requestion to attack", true);
}
public override void onRequestStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplyStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplyStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestSurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplySurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestUnEquipItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestTrade(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAddTradeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onTradeDone(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestLinkHtml(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Requesting html", true);
}
public override void onRequestBBSwrite(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAnswerJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestWithdrawalPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestOustPledgeMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestGetItemFromPet(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAllianceInformation(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestCrystallizeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestPrivateStoreManageSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSetPrivateStoreListSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestSellItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestMagicSkillList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAppearing(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Appearing", true);
}
public override void onSendWareHouseDepositList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSendWareHouseWithDrawList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestShortCutRegister(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestShortCutDelete(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestBuyItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestDismissPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAnswerJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestWithDrawalParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestOustPartyMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestDismissParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onCannotMoveAnymore(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Cannot move anymore", true);
}
public override void onRequesTargetCancel(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Cancelling target", true);
}
public override void onClanSetTitle(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onProtocolVersion(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Sending protocol version", true);
}
public override void onMovingToPosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Moving to position", true);
}
public override void onDismisspartyroom(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onCommunityBoard(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Opening community board", true);
}
public override void onCharacterSelect(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Selecting character", true);
}
public override void onNewCharacter(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Creating character", true);
}
public override void onInventory(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Opening inventory", true);
}
public override void onSelectTarget(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Selecting target", true);
}
public override void onRequestDropItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Dropping item", true);
}
public override void onRequestUseItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onBypassHandler(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAuthLogin(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Logging in", true);
}
public override void onRequestUseSkill(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSay(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
}
}
An old video of PacketX but it basicly shows what it can do
Download: http://www.multiupload.com/CDF5WMCBRT
Credits goes to DragonHunter
Project has been coded in C++/C#
How to use:
Start L2PacketX.exe
Go to the Server tab and press 'Listen Proxy'
Now press at the button '...' select the l2.exe
Press 'Start & Inject' the game should start now
Login and have fun packet hacking
Have fun and comment
Getting a error when pressing 'Inject' or 'Start & Inject' ? this is how to fix it!
1. Download the msvcr100d.dll from http://www.dll-files.com/pop.php?dll=msvcr100d
2. Drag/Drop the file to: C:\Windows\System
3. Try L2PacketX again
Features:
Patched the lineage2 encrypt/decrypt, no encrypted traffic going to my PacketX
Plugin Support (There are going to be alot of functions so u can have some fun or make a bot or whatever u like to do ingame)
Modify incoming packets from the server using breakpoints
Fixed the Player/Npc information
Set a breakpoint at the game or server side
Removed the message at login if u want to breakpoint the Key Packet (the message was useless anyways)
No encrypted traffic is going to PacketX it can be directly being read
Fixed some game errors that PacketX caused
Realtime Server/Game key updates
Custom commands starts with '??', Example how to use a command: ??say test
Plugins are having ther own logs
It's able to decrypt the polymorphism encryption
PacketX can listen at any port... as default it's 555
It's able to bypass some tricks people use to get rid of those people who are using L2Phx
Bypass the login/game server ports, PacketX will detect automatically if your ingame or just about to login
Debug the packets
Breakpoints - This is 1 of the most powerful features of PacketX, It's
able to modify any packet before a packet has been send to the game
server or lineage2 client
So we are able to change anything in the game, and modifying whats in our path
When a breakpoint is triggered your able to modify any data what was about to send/receive
Using the breakpoints could be really fun to play with because any data that was about to send to the server/client
We are able to catch it before it was even send/received
Log players - Your able to get the Object id, name, title, x, y, z, Heading, verhicle Id and much more
Log Npc's - Your able to get the Object Id, Npc Id, Name, Title, X, Y, Z, Heading and much more
Decrypt the packets at native mode - This will decrypt the packets in C++ instead of using the .net framework, It's much faster
Realtime server/client debugging - Your able to see everything what is happening
realtime encryption/decryption log
Redirect the connection of lineage2
Supports multiple clients
Inject packets to the Game or Server, Your able to sent any data to the
game/server, you can enable/disable the encryption and header size (Also
comes with a auto packet sender)
Make your own plugins in the .NET Framework for PacketX for your own needs what to do ingame
Works at Lineage2 Official servers (L2Off), L2J
and much more...
This version of PacketX is very stable and your able to packet flood at 0msec
It also comes with:
L2Crypt.dll - Native Encrypt/Decrypt
WinsockRedirect.dll - Redirects the connection to the proxy server for packet hacking
xBot.dll - A simple plugin I made which can do some funny stuff
xBot source code:
Code:
using System;
using System.Collections.Generic;
using System.Text;
using L2PacketX.src.Lineage2.Packets;
using L2PacketX.src.Lineage2;
namespace xBot
{
public class xBot : L2PacketX.src.PluginSystem.PacketXPlugin
{
Random rnd = new Random();
public override string PluginName
{
get
{
return "xBot";
}
}
public override void EntryPoint()
{
AddLog("xBot Plugin is loaded!", true);
}
public override void onEnterWorld(L2PacketX.src.ConnectedClient client)
{
AddLog("Entering world", true);
}
public override void onLogout(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
L2Say say = new L2Say();
say.Message = "Bye bye world...";
Say(say, client, TargetHost.Server);
AddLog("Logging out", true);
}
public override void onValidatePosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Validating Position", true);
}
public override void onPacketXCommand(L2PacketX.src.ConnectedClient client, string cmd, PlayerInfo player)
{
AddLog("Executing command: " + cmd, true);
if (cmd.StartsWith("say "))
{
L2Say say = new L2Say();
say.Message = cmd.Substring(4);
Say(say, client, TargetHost.Server);
}
else if (cmd.StartsWith("rndwalk"))
{
L2Position pos = new L2Position();
pos.TargetX = (client.playerInfo.X + rnd.Next(-100, 100));
pos.TargetY = (client.playerInfo.Y + rnd.Next(-100, 100));
pos.TargetZ = client.playerInfo.Z;
pos.CurX = client.playerInfo.X;
pos.CurY = client.playerInfo.Y;
pos.CurZ = client.playerInfo.Z;
MoveToPosition(pos, client, TargetHost.Server);
}
else if (cmd.StartsWith("kill_all"))
{
for (int i = 0; i < client.Npcs.Count; i++)
{
L2Die die = new L2Die();
die.ObjectId = client.Npcs.Values[i].ObjectId;
this.Die(die, client);
}
for (int i = 0; i < client.Players.Count; i++)
{
if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
continue; //don't kill ourself
L2Die die = new L2Die();
die.ObjectId = client.Players.Values[i].ObjectId;
this.Die(die, client);
}
}
else if (cmd.StartsWith("clean"))
{
for (int i = 0; i < client.Npcs.Count; i++)
{
this.DeleteObject(client.Npcs.Values[i].ObjectId, client);
}
for (int i = 0; i < client.Players.Count; i++)
{
if (client.playerInfo.ObjectId == client.Players.Values[i].ObjectId)
continue; //don't kill ourself
this.DeleteObject(client.Players.Values[i].ObjectId, client);
}
}
else if (cmd.StartsWith("lvlup"))
{
L2SocialAction action = new L2SocialAction();
action.ActionId = (int)SocialActions.Hello;
action.ObjectId = player.ObjectId;
SocialAction(action, client, TargetHost.Server);
}
else if (cmd.StartsWith("injectgame "))
{
List
string byteStr = cmd.Substring(11);
for (int i = 0; i < byteStr.Length / 3; i++)
bytes.Add(Byte.Parse(byteStr[i * 3].ToString() + byteStr[(i * 3) +
1].ToString(), System.Globalization.NumberStyles.HexNumber));
InjectPayload(bytes.ToArray(), client, TargetHost.Game, true);
}
}
public override void onRequestAttack(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Requestion to attack", true);
}
public override void onRequestStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplyStartPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplyStopPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestSurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestReplySurrenderPledgeWar(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestUnEquipItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestTrade(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAddTradeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onTradeDone(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestLinkHtml(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Requesting html", true);
}
public override void onRequestBBSwrite(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAnswerJoinPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestWithdrawalPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestOustPledgeMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestGetItemFromPet(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAllianceInformation(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestCrystallizeItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestPrivateStoreManageSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSetPrivateStoreListSell(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestSellItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestMagicSkillList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAppearing(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Appearing", true);
}
public override void onSendWareHouseDepositList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSendWareHouseWithDrawList(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestShortCutRegister(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestShortCutDelete(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestBuyItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestDismissPledge(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestAnswerJoinParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestWithDrawalParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestOustPartyMember(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onRequestDismissParty(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onCannotMoveAnymore(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Cannot move anymore", true);
}
public override void onRequesTargetCancel(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Cancelling target", true);
}
public override void onClanSetTitle(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onProtocolVersion(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Sending protocol version", true);
}
public override void onMovingToPosition(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Moving to position", true);
}
public override void onDismisspartyroom(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onCommunityBoard(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Opening community board", true);
}
public override void onCharacterSelect(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Selecting character", true);
}
public override void onNewCharacter(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Creating character", true);
}
public override void onInventory(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Opening inventory", true);
}
public override void onSelectTarget(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Selecting target", true);
}
public override void onRequestDropItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Dropping item", true);
}
public override void onRequestUseItem(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onBypassHandler(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onAuthLogin(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
AddLog("Logging in", true);
}
public override void onRequestUseSkill(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
public override void onSay(L2PacketX.src.ConnectedClient client, PlayerInfo player)
{
}
}
}
An old video of PacketX but it basicly shows what it can do
Download: http://www.multiupload.com/CDF5WMCBRT
Credits goes to DragonHunter
Project has been coded in C++/C#
How to use:
Start L2PacketX.exe
Go to the Server tab and press 'Listen Proxy'
Now press at the button '...' select the l2.exe
Press 'Start & Inject' the game should start now
Login and have fun packet hacking
Have fun and comment
Getting a error when pressing 'Inject' or 'Start & Inject' ? this is how to fix it!
1. Download the msvcr100d.dll from http://www.dll-files.com/pop.php?dll=msvcr100d
2. Drag/Drop the file to: C:\Windows\System
3. Try L2PacketX again
Similar topics
» C++ Ko Packet Sniffer (Stork decrypt)
» packet injecting source v.137.2
» C++ -- DLL Tutorial { 4 } | Send Packet
» [Tutorial] Winsock Packet Editor Pro
» [Tutorial] Basic Packet Hacking
» packet injecting source v.137.2
» C++ -- DLL Tutorial { 4 } | Send Packet
» [Tutorial] Winsock Packet Editor Pro
» [Tutorial] Basic Packet Hacking
1 sayfadaki 1 sayfası
Bu forumun müsaadesi var:
Bu forumdaki mesajlara cevap veremezsiniz
Cuma Ağus. 29, 2014 8:33 am tarafından Hello EMO
» goldenchase.net maden yaparak para kazanma
Cuma Ağus. 29, 2014 8:18 am tarafından Hello EMO
» etichal hacker görsel egitim seti
Çarş. Ağus. 06, 2014 4:57 am tarafından Hello EMO
» KO TBL Source C#
Ptsi Ara. 09, 2013 6:36 am tarafından Hello EMO
» x86 Registers
C.tesi Ağus. 24, 2013 5:02 am tarafından Hello EMO
» [Tutorial] Pegando Address, Pointers de WYD
Çarş. Tem. 10, 2013 7:25 am tarafından Hello EMO
» [Tutorial] Pegando Address, Pointers de CS Metodo²
Çarş. Tem. 10, 2013 7:23 am tarafından Hello EMO
» [Tutorial] Aprendendo basico deASM OLLYDBG
Çarş. Tem. 10, 2013 7:22 am tarafından Hello EMO
» Basic C# DLL injector
Ptsi Tem. 08, 2013 7:48 am tarafından Hello EMO