yes i know but such decrypting / encrypting can be made with a script it is not so much trouble , also i think that l2j and l2off are using different encryption protocols that is why l2phx doesn't work on l2off right? Anyway i don't think l2phx catches every single TCP packet transmitted between the client and the server because i also know that in lineage 88% of all TCP packets transmitted are garbage packets that contain null values and not all can be seen by l2phx
the encryption made is by adding the session key that a player takes when he logs in the server and the packet number counter , after you login the server sends you the session key and you can count the packets sent by you , which is the packet number right? you just need to know which cipher algorithm is used for encrypt/decrypt and then you can decrypt the encrypted text and resend it using what i told you.
also the first packet contains a packet ID and player ID , Packet ID is always the same but the player ID can be seen in the authserver protocol (login server) and since this protocol always uses the same key for encryption it is also possible to read passwords as long as you know the name of the account and this is possible by making the server output database error messages , i remember some guy before 5 years (his name is irrelevant but he was using this forum) was telling me that it is possible to make the server output and odb error message when you request to the server the player ID , some other value and usrname or passwd using the BBS INJECTION METHOD or whatever other injection is possible for that matter and then the server will renspond with the odb error containing the missing value now if that were to be scripted be someone it would be the ultimate lineage hacktool.