Updated for patch 0.10.0g.
Updated for patch 0.10.0g.
"who" being the player, which should be in the item data when it drops since it has a name to it I'd assume.
Double check you're trading with me in case of impostors
hello, can you tell me if there is a same code in laguage autoit.
i've found some ptr and offset but, i'm blocked actually...
SKU, you said "Then it's a simple matter of sending out 0x0D packets".
Have you figured out where to inject packets?
I'm trying to send a chat packet, "04 00 01 41 00 00", for sending "A". But I can't find the right place to inject it...
Any hints?
I would like to say thanks for all the help you guys have provided so far, so thank you guys for helping a noob ^^
I guess I was a bit too liberal calling it "simple". I haven't looked at actually injecting packets, but I'd assume it might be easier to start at a higher level. Walk the stack up and find out who invokes the whole "make a packet, encrypt, and send it" call. You may (or may not) find a "SendMovement(x, y)" function somewhere at the bottom of the call stack.
So.. sorry, can't give you any hints on that - if I do find something (not saying that I'm looking for that at the moment though), I'll obviously share it.
If anyone could simply add the player name of loot to be displayed with the item, that would be great.
Double check you're trading with me in case of impostors
You are in fact correct, at the way bottom is a movement call. They are detailed here at BH: Blizzhackers ? View topic - Some structures and static pointers
Where they actually have the Player Struct and a few other nifty things we need for some things.
He has named one SendMoveTo (after the "Move To" ability we can put on an action bar), although a more fitting name would be SendMovementInteraction or SendMovement, since the function apparently is also called for clicking items and doors and other objects. He has also found a function called ScreentoWorldCoord, which converts the current mouse cursor position coords into world coords. Also information about resolution, player max hp/mp, shield.
now, for packet interception/ "injection" / and modification, wouldn't setting up a proxy like the old D2 RedVex work a lot easier than having to figure out where to inject the packets? (and in turn having that opening then either closed or scanned by GGG) not to mention keeping it updated through patches which are sure to change the way it works after they figure out what we are doing. and also making it less detectable, since we wouldn't have to modify any memory.
That way not only could we build our own custom packets, but modify already existing ones. This way we could make a bot like the old Kukbot that doesn't even really need the client for interaction except for actually processing the packets. I mean I guess this would be a pretty large undertaking, since we would need to figure out all the various packets and their content. I don't think I need to mention the possibilities of packet modification *wink*
Also on a side note, the speed hack in Cheat Engine 6.2 works, just don't set it above about 1.25 or you'll have a lot of sync issues. Also Quicksilver flask at that speed causes sync issues. Its probably super detectable though, so use at your own risk. I only tested it out for about 15-20 minutes last night and didn't get banned (yet) Also my character has I think like 30 or 29% movement speed buff, not sure about penalty and I'm sure that changes exactly how much you can handle without sync issues( like how it was in Diablo 2 with Faster Run/Walk).
Last edited by FattyXP; 02-12-2013 at 04:48 PM.
Yeah, I saw. Great job on the reversing.
Don't know what D2 RedVex is, but it seems like you're talking of a MITM-like system. The problem then is that you need to know how to encrypt and decrypt the packets. If you set up hooks in the client, you can circumvent that. But yeah, a headless bot would be really cool.
Have you checked what kind of 0xF1 packets you were getting from the server while running with the speed hack? You could also just set the pathfinding speed (Metadata/Characters/Character.ot file) to something above 37, but I'm pretty damn sure that it's just client-side and will probably get you to desync at some point.
Would this cause WINAPI's CheckRemoteDebuggerPresent to return true?
I'm pretty sure pydbg does not try to hide the debugger; so yes, it would return true.
Is this dead? It says updated for 1.0.0.g but it still shows 1.0.0b on the python window.
Thanks for the script by the way. Looks beautiful.
Thx man, nice soft !
Bump for a great program =d
Was a good few hours of usepoe updates too fast