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DragonHunt0r

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    wargodsnetwork@hotmail.com

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  1. Ok guys this is the new version of PacketX Also includes the SDK so you can create your own plugins etc Some of the plugins I created are also included http://www.multiupload.com/81JWSYZLLF Have fun
  2. Dragon-Network is having packet id obfuscation Need to have the obfuscation to fix this problem I can get the key for the obfuscation but don't know yet how the decrypt/encrypt works of the obfuscation would be nice if someone knew
  3. Sorry for the long delay for replying, I was working for like a week at some school projects oh well This is how PacketX looks like atm Removed some of the features but also added alot of them Removed the server emulator you can just use l2c/l2j or whatever you like to use updated the GUI Created a SDK and more updates http://imageshack.us/photo/my-images/98/capturezlk.png/ http://imageshack.us/photo/my-images/198/capture1qv.png/ http://imageshack.us/photo/my-images/69/capture2oa.png/
  4. for freya it works fine but I also tested it at interlude and it's not working yet So soon I should need to fix it also for interlude But remember that this is just a beta release of the program so there could be bugs
  5. ok I know why it's giving the error, .Net Framework is giving a error that hes not able to find L2Crypt.dll but what he really means is that ur missing a .dll in ur windows The Fix: 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 ;)
  6. Tested in windows xp and having same problem, don't know why but it doesn't seem to work in xp
  7. are you sure ur having the l2crypt.dll in the same directory as the l2packetx.exe ?
  8. it's something like hlapex but then more advanced
  9. 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: 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<Byte> bytes = new List<Byte>(); 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 PacketX preview http://img638.imageshack.us/img638/5770/injectpacket.png[/img] Download: http://www.multiupload.com/81JWSYZLLF 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:WindowsSystem 3. Try L2PacketX again ;)
  10. Party features working at the moment: /invite Accept/Decline party invite Get a message if the player declined the party invite Get the list with party members Party Chat
  11. fixed Desire_Interact, need to double click again at the target to run to it Created the BuffCollection Created the SkillCollection We are able to have multiple buffs now Removed 2000 weapons, We need to remake those anyways Updated the skills Created Skill: Song of Elemental http://trac.assembla.com/l2c/changeset/57 http://trac.assembla.com/l2c/changeset/56 http://trac.assembla.com/l2c/changeset/55 http://trac.assembla.com/l2c/changeset/54 the server is now also able to start in 7 seconds with just 83mb memory instead of 400mb we had before
  12. fixed Desire_Interact, need to double click again at the target to run to it Created the BuffCollection Created the SkillCollection We are able to have multiple buffs now Removed 2000 weapons, We need to remake those anyways Updated the skills Created Skill: Song of Elemental http://trac.assembla.com/l2c/changeset/57 http://trac.assembla.com/l2c/changeset/56 http://trac.assembla.com/l2c/changeset/55 http://trac.assembla.com/l2c/changeset/54 the server is now also able to start in 7 seconds with just 83mb memory instead of 400mb we had before
  13. We do not take any code from L2J (Java), So yes all we make is our own written code, we don't recode from other projects like l2j
  14. Ok so after rewriting some code for the Npc's and Player and making an Packet Processor It's now even more stable and L2C is able to run at just 80MB ram and 0-5% cpu usage So this means you can run it at like any computer with low specs minimum specs: 256mb ram single core processor 10GB hdd Windows XP (or any other lightweight OS) The minimum specs can change since we are still working at the server but currently this are the minimum specs you need to run L2C and the other Developer which was also working at L2C came back so lets hope he will not leave the project again ;)
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