Fyyre Posted September 25, 2017 Share Posted September 25, 2017 (edited) I create this, in 2011. Used with bot I also create (never release) L2 Enumeration Some will find useful, others will not understand. SDK for more new version, not free... (meaning, you pay - and enough for me to care) This is generated using the Unreal 2 engine, which is what Lineage II use. If you share elsewhere, give me credit; not pretend you make it. http://fyyre.ru/l2/ct2p3_sdk.rar Edited September 25, 2017 by Fyyre Quote Link to comment Share on other sites More sharing options...
Psyancy Posted September 26, 2017 Share Posted September 26, 2017 With this i can find the packets used so i can change something i want? Someone told me here if i can debug packets i can get what i want or something Quote Link to comment Share on other sites More sharing options...
Fyyre Posted September 26, 2017 Author Share Posted September 26, 2017 4 minutes ago, Designatix said: With this i can find the packets used so i can change something i want? Someone told me here if i can debug packets i can get what i want or something Try UNetworkHandler, engine.dll -- however, SDK not for packets so much. Already many tools to meddle with packets... Quote Link to comment Share on other sites More sharing options...
Psyancy Posted September 26, 2017 Share Posted September 26, 2017 1 hour ago, Fyyre said: Try UNetworkHandler, engine.dll -- however, SDK not for packets so much. Already many tools to meddle with packets... Alright, thank you mate Quote Link to comment Share on other sites More sharing options...
lordofdest Posted September 26, 2017 Share Posted September 26, 2017 (edited) Great work, Fyyre! Maybe another tool can be useful for someone: https://github.com/KN4CK3R/UnrealEngineSDKGenerator Edited September 26, 2017 by lordofdest Quote Link to comment Share on other sites More sharing options...
Fyyre Posted September 26, 2017 Author Share Posted September 26, 2017 (edited) 12 hours ago, lordofdest said: Great work, Fyyre! Maybe another tool can be useful for someone: https://github.com/KN4CK3R/UnrealEngineSDKGenerator Thanks for the link, lordofdest! Getting all of this working was a massive headache, hopefully this make easier for people. To the other fellow regarding packets, to be specific. You can find more or less all you need via (this is Gracia Final, v83 client .. however, the point remains the same no matter client): .text:1079D42C ; Exported entry 3846. ??_7UNetworkHandler@@6BUObject@@@ .text:1079D42C public const UNetworkHandler::`vftable'{for `UObject'} .text:1079D42C const UNetworkHandler::`vftable'{for `UObject'} dd offset loc_103FCF0E .text:1079D42C ; DATA XREF: UNetworkHandler::~UNetworkHandler(void)+1Fo .text:1079D42C ; UNetworkHandler::UNetworkHandler(void)+2Eo ... .text:1079D430 dd offset UObject::AddRef(void) .text:1079D434 dd offset UObject::Release(void) .text:1079D438 dd offset sub_1038CE10 .text:1079D43C dd offset UObject::ProcessEvent(UFunction *,void *,void *) .text:1079D440 dd offset UObject::ProcessDelegate(FName,FScriptDelegate *,void *,void *) .text:1079D444 dd offset UObject::ProcessState(float) .text:1079D448 dd offset UObject::ProcessRemoteFunction(UFunction *,void *,FFrame *) .text:1079D44C dd offset UObject::Modify(void) .text:1079D450 dd offset UObject::PostLoad(void) .text:1079D454 dd offset UNetworkHandler::Destroy(void) .text:1079D458 dd offset UObject::Serialize(FArchive &) .text:1079D45C dd offset FArchive::GetCriticalSection(void) .text:1079D460 dd offset UObject::GotoState(FName) .text:1079D464 dd offset UObject::GotoLabel(FName) .text:1079D468 dd offset UObject::InitExecution(void) .text:1079D46C dd offset UObject::ShutdownAfterError(void) .text:1079D470 dd offset UObject::PostEditChange(void) .text:1079D474 dd offset UObject::CallFunction(FFrame &,void * const,UFunction *) .text:1079D478 dd offset UObject::ScriptConsoleExec(ushort const *,FOutputDevice &,UObject *) .text:1079D47C dd offset UObject::Register(void) .text:1079D480 dd offset UObject::LanguageChange(void) .text:1079D484 dd offset FFileStream::~FFileStream(void) .text:1079D488 dd offset FArchive::CountBytes(ulong,ulong) .text:1079D48C dd offset UObject::Rename(ushort const *,UObject *) .text:1079D490 dd offset FArchive::AttachLazyLoader(FLazyLoader *) .text:1079D494 dd offset UObject::IsLoaded(void) .text:1079D498 dd offset UNetworkHandler::Tick(float) .text:1079D49C dd offset UNetworkHandler::Init(int,UGameEngine *) .text:1079D4A0 dd offset UNetworkHandler::ServerPacketCountStart(void) .text:1079D4A4 dd offset UNetworkHandler::ServerPacketCountStop(void) .text:1079D4A8 dd offset UNetworkHandler::ServerExPacketCountStart(void) .text:1079D4AC dd offset UNetworkHandler::ServerExPacketCountStop(void) .text:1079D4B0 dd offset UNetworkHandler::DispatchNetworkQueue(NetworkPacket * *) .text:1079D4B4 dd offset UNetworkHandler::AddNetworkQueue(NetworkPacket *) .text:1079D4B8 dd offset UNetworkHandler::GetServerID(void) .text:1079D4BC dd offset UNetworkHandler::GetPetInfo(void) .text:1079D4C0 dd offset UNetworkHandler::GetUser(ushort *) .text:1079D4C4 dd offset UNetworkHandler::GetUser(int) .text:1079D4C8 dd offset UNetworkHandler::GetUserByNpcID(int) .text:1079D4CC dd offset UNetworkHandler::SetMatchedStore(ushort *) .text:1079D4D0 dd offset UNetworkHandler::GetStaticObject(int) .text:1079D4D4 dd offset UNetworkHandler::GetItem(int) .text:1079D4D8 dd offset UNetworkHandler::GetVehicle(int) This is the UNetworkHandler VMT. It is exported from engine.dll, so finding it is always very easy... just look for: ??_7UNetworkHandler@@6BUObject@@@ Edited September 26, 2017 by Fyyre Quote Link to comment Share on other sites More sharing options...
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