OpalSnow Posted April 3, 2014 Posted April 3, 2014 (edited) Maxcheaters, After countless of hours of brainstorming and examining system files I came to the conclusion that I need some help, and where else to go than on Maxcheaters regarding client development. I would like to ask players for their input using a system message window (that has to be popped up by the server) on the Interlude client, something similar to the image below: I noticed it is not a feature in systemmsg-e.dat, I also examined interface.xdat and could not find it as a dialog either. I took a deeper look into systemmsg-e.dat and found the following system messages: 1236 1 Please enter security card number. 0 79 9B B0 FF 0 0 0 0 0 none 1237 1 Please enter the card number for number $s1. 0 79 9B B0 FF 0 0 0 0 0 none 1838 1 1. The coupon can be used once per character. 0 79 9B B0 FF 0 0 0 0 0 none 1839 1 2. A used serial number may not be used again. 0 79 9B B0 FF 0 0 0 0 0 none 1840 1 3. If you enter the incorrect serial number more than 5 times,\n you may use it again after a certain amount of time passes. 0 79 9B B0 FF 0 0 0 0 0 none 1884 1 Enter the PC Room coupon serial number: 0 79 9B B0 FF 0 0 0 0 0 none 1885 1 This serial number cannot be entered. Please try again in $s1 minute(s). 4 79 9B B0 FF ItemSound3.sys_impossible 0 0 0 0 0 popup 1886 1 This serial number has already been used. 4 79 9B B0 FF 0 0 0 0 0 popup 1887 1 Invalid serial number. Your attempt to enter the number has failed $s1 time(s). You will be allowed to make $s2 more attempt(s). 4 79 9B B0 FF 0 0 0 0 0 popup 1888 1 Invalid serial number. Your attempt to enter the number has failed 5 times. Please try again in 4 hours. 4 79 9B B0 FF 0 0 0 0 0 popup I googled a bit around to find out what system message 1236 is for. It seems it is a feature that was only used in Asia to protect accounts using a 4-digit PIN system. Although I couldn't find any information regarding the dialog. This would be perfect for what I would like to have because if this is actually working on the Interlude client - then there must be a packet that triggers the window to open and all input-data is sent back to the server without validation(hopefully). As for system message id 1839 and 1884 - it indicates there is a dialog for entering PCCafe serial keys? I know Gracia Final has such a dialog that can be opened using a GM command but I cannot find it on the Interlude client at all. I perhaps could make use of this dialog with some hex editing so it suits my needs. I posted on maxcheaters because I know there are high skilled people here regarding client modding and/or overall knowledge on the client. Thanks alot in advance, it is much appreciated. - OpalSnow Edited April 3, 2014 by OpalSnow Quote
xdem Posted April 3, 2014 Posted April 3, 2014 This is a hardcoded popup, which means that even if you find a way (I dont think you will) to pop it up, it will still send requestClanWarPacket. Perhaps there are clientpackets we haven't find yet ? (...) Quote
Tomoya Posted April 3, 2014 Posted April 3, 2014 This is a hardcoded popup, which means that even if you find a way (I dont think you will) to pop it up, it will still send requestClanWarPacket. Perhaps there are clientpackets we haven't find yet ? (...) Have you read what is he looking for? I don't think so. Regards, Quote
xdem Posted April 3, 2014 Posted April 3, 2014 (edited) Have you read what is he looking for? I don't think so. Regards, Do you have any clue how the client communicates with the server? I don't think so. Regards, Edited April 3, 2014 by xdem Quote
Tomoya Posted April 3, 2014 Posted April 3, 2014 Do you have any clue how the client communicates with the server? I don't think so. Regards, He is looking for a different window from this one, yet you give him an answer that it will send requestClanWarPacket anyways. Regards, Quote
xdem Posted April 3, 2014 Posted April 3, 2014 He is looking for a different window from this one, yet you give him an answer that it will send requestClanWarPacket anyways. Regards, I would like to ask players for their input using a system message window (that has to be popped up by the server) on the Interlude client, something similar to the image below: Regards retard Quote
Tomoya Posted April 3, 2014 Posted April 3, 2014 It looks like English language is too hard for people there in Nigeria. Regards, Quote
xdem Posted April 3, 2014 Posted April 3, 2014 (edited) It looks like English language is too hard for people there in Nigeria. Regards, But we assure you we have big tools, so take care Now tell me what your partner needs, because I suppose I didn't understand his high level English Edited April 3, 2014 by xdem Quote
mcbigmac Posted April 3, 2014 Posted April 3, 2014 (edited) Packetlog - and find out? Kinda simple that way. However in order to answer yes\no questions for certain skills and other shit - it sends back this: http://svn.l2jserver.com/branches/L2_GameServer_it/java/net/sf/l2j/gameserver/clientpackets/DlgAnswer.java It could be that the reply is really just integer based - (which is possible since nothing in those sysmsgs direcly points to a string answer clientwise) so therefor creating some sort of non numberbased responce is out of the question. Again packetlogging the C>S packet fired when entering clanname and trying to send those other msgs to client will reveal how it handles the callbacks to server and including possibilities to do logic based on them. Edited April 3, 2014 by mcbigmac Quote
xdem Posted April 3, 2014 Posted April 3, 2014 (edited) Packetlog - and find out? Kinda simple that way. However in order to answer yes\no questions for certain skills and other shit - it sends back this: http://svn.l2jserver.com/branches/L2_GameServer_it/java/net/sf/l2j/gameserver/clientpackets/DlgAnswer.java It could be that the reply is really just integer based - (which is possible since nothing in those sysmsgs direcly points to a string answer clientwise) so therefor creating some sort of non numberbased responce is out of the question. Again packetlogging the C>S packet fired when entering clanname and trying to send those other msgs to client will reveal how it handles the callbacks to server and including possibilities to do logic based on them. So the Dlg hasnt only 2 options? like 1 yes 0 no ? It can include a variable if you send it with the correct ssmg? im refering to the unkn _messageId = readD(); _answer = readD(); _unk = readD(); probably is the variable that inputs into the dlg from the client Edited April 3, 2014 by xdem Quote
mcbigmac Posted April 3, 2014 Posted April 3, 2014 (edited) So the Dlg hasnt only 2 options? like 1 yes 0 no ? It can include a variable if you send it with the correct ssmg? im refering to the unkn _messageId = readD(); _answer = readD(); _unk = readD(); probably is the variable that inputs into the dlg from the client No, it has a integer option. Whatever you do with it - is up to you. It does however send back the MSG ID - therefor allowing you to differentiate logic based on id and the integer responce. Without l2server and IDA present - i'm not 100% sure. but i do believe you send this: http://svn.l2jserver.com/branches/unstable/L2J_Server_BETA/java/com/l2jserver/gameserver/network/serverpackets/ConfirmDlg.java basicly a SYSMSG packet wrapped in the Dialog option - where you can predefine the message and variables as a normal SYSMSG and make it appear on screen with a dialog. One of the vars will most likely contain option for use of field or just "ok\no" button or similar. Edited April 3, 2014 by mcbigmac Quote
xdem Posted April 3, 2014 Posted April 3, 2014 (edited) No, it has a integer option. Whatever you do with it - is up to you. It does however send back the MSG ID - therefor allowing you to differentitate logic based on id and the integer responce. Without l2server and IDA present - i'm not 100% sure. but i do believe you send this: http://svn.l2jserver.com/branches/unstable/L2J_Server_BETA/java/com/l2jserver/gameserver/network/serverpackets/ConfirmDlg.java basicly a SYSMSG packet wrapped in the Dialog option - where you can predefine the message and variables as a normal SYSMSG and make it appear on screen with a dialog. One of the vars will most likely contain option for use of field or just "ok\no" button or similar. I have spent time on the past on dlg, I guess l2j underestimated, didnt even found the usage of the "unknown" they also badcoded the whole packet: getClient().getActiveChar().reviveAnswer(_answer); this looks bad doesnt it? @ontopic Dear retarded tomoya I hope this answers makes you understand why I referred to the war packet, since you can't re-represent the DLG opalsnow is looking for, simply because the L2 developers didnt need that kind of server-client communication. Of course things are different if this is our mistake, by underestimating the simple dlgpacket as I said above Edited April 3, 2014 by xdem Quote
Tomoya Posted April 3, 2014 Posted April 3, 2014 Dear retarded tomoya I hope this answers makes you understand why I referred to the war packet, We are looking for a banana, yet you tell us where the orange is and why it wont work as a pineapple. Regards, Quote
xdem Posted April 3, 2014 Posted April 3, 2014 (edited) We are looking for a banana, yet you tell us where the orange is and why it wont work as a pineapple. Regards, Pal stop answering me like you paid me to work this solution and I failed, Im spending my time here so at least show some respect . Its pretty simple you can't do it if the client isnt made to work that way Yes sorry for telling you that you can't do it. I should let you search like a fucking monkey 2 weeks and realize it by urself. Tho there's a loophole with the war packet, but I don't care to contribute you anymore. Regards, Edited April 3, 2014 by xdem Quote
mcbigmac Posted April 3, 2014 Posted April 3, 2014 I have spent time on the past on dlg, I guess l2j underestimated, didnt even found the usage of the "unknown" they also badcoded the whole packet: getClient().getActiveChar().reviveAnswer(_answer); this looks bad doesnt it? @ontopic Dear retarded tomoya I hope this answers makes you understand why I referred to the war packet, since you can't re-represent the DLG opalsnow is looking for, simply because the L2 developers didnt need that kind of server-client communication. Of course things are different if this is our mistake, by underestimating the simple dlgpacket as I said above I dont know l2j - i don't care. But this is just about de-mystifying the Dialogue system. the unk refers to a request ID - that just like trade channels on official - is uniquely generated number. Imagine code being written for the auto-ressurection dialogue here when you die. ( http://l2wiki.com/Feather_of_Blessing ) Now lets say you die without it - but know it's MSG ID X and _answer needs to be 1 - and third requestid/_unk param is not checked. That would allow any player with a packet editor to abuse the system and get automaticly resurrected without any checks. L2Off\Retail for trade,dlg, other systems - generate unique id's each time such a packet is sent and only accepts dlganswer's with a matching ID. (possibly also locked to character or socket, not just global wide). Quote
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