Originally Posted by
amarat100
Most valuable information at the moment is vendor crafting. If we can manage to understand how craft input/preview works, we probably (if they are not additionaly validating it) can spam-check all recipes in game. Im not C++ dev, don't know assembler either, but if given the api can pretty much do everything in C#
If you can hook into it and provide Send/Callback Receive methods (just straight byte[] will be enough) as external API - it will be very useful.
Can you write config file with basic regex matcher on packets (so i can filter heartbeat and everything else)?
Found so far:
0x0a - seems to be message in chat (just looked at hex values - it represented recent message from user in chat). Other information is probably chat related: global/local/etc, length, additionaly serialized identifiers of loot entity and so on.
0xd5 - seems like packet with clickable entity id (chest, workbench, person), id is probably located at index 2-3-4-5, the rest (0xe5) received packages is probably information related to movement of character to this concrete entity as I see it when I simply move around or just stumble into wall (what especially interesting is that game not send movement package if you stumble into wall, so, if send and not validated at server - can result in wallhack).
0xe5 - movement callback
0x0e - skill continuous usage (while channelling it is send constantly, probably for heartbeat at server end), also send movement as skill
0x62 - input into craft menu by Ctrl+left mouse click on item
0x64 - output of craft menu (what will be aquired after accepting barter). Also if sent back - it is accept, and nothing else will be retrieved (so, content is drawed by information calculated in previous 0x64 message)