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TUTORIAL PAKET EDITING

http://maplesecrets.blogspot.sg/2011/07/tutorial-packet-editing.html
About myself:
Being a packet editor user, having 3~4 years of wonderful packet editing experiences on many
mmorpg games. It's time for me to share my packet editing knowledge to everyone.
This guide comprised of information gathered from other packet editing guides on the net
combined with my own knowledge of packet editing. I'm an adept packet editor user, my
collection of packet editors is more than a hundred stored on my computer.
If you have spare time, try reading up this guide below.
http://www.gamekiller.net/tutorials-guides/67556-nullzs-maplestory-packets-guide-packetspacket-editing.html

What is packet editing?


Packet editing is when you edit the packets coming to/from the Nexon/Asiasoft servers. You are
basically decrypting encrypted data and changing it to whatever you want, then you send the
edited packet and the effects take place.

So, basically, Packet Editing is using packets to trick the server into doing things it shouldn't, or
couldn't, normally change it to what you want, then taking advantage of the effects. e.g. IRM
hacking. When you have something like Maplestory, the posibilities are endless.
What are the Pros of packet editing?
You have MapleStory in your hands when you packet edit. Basically anything you want to do, be
careful. By packet editing, you can easily get banned. Recently, I have been banned for 3 days
for blocking the damage received packet using packet editor. Do not block any unknown packets
received from the server*, high chances you will get banned instantly based on my 3 years of
packet editing experiences. By packet editing, you can achieve something that is almost
impossible. By packet editing you can easily exploit the game: create lots of currency in game,
duping items, disconnect other players(spamming chat messages' packets on them(game client
only able to receive certain amount of packets, if exceeded you will be disconnected from the
game).
What are the Cons of packet editing?
Your Account will be banned. No IP ban will be set as Gameguard(IP Ban) has been replaced by
hackshield(No IP Ban).
What am I doing when im packet editing?
You are taking data from Nexon/Asiasoft and decoding it to where you can change the packet,
edit the packet to your own, and send a newly edited packet.
What will I need?
You'll need a packet editor, silly!
Where can I get a working packet editor on MapleStory?
I know the next question you will ask this.
http://www.snsgaming.com/
http://www.w8baby.com
If you are not playing on MapleStory, and you want to try out packet editing, try this
http://wpepro.net/

[Tutorial on Packet Editing]


Log
-Allows you to log and block headers
Received
-Packets that your client receives.
Sent
-Packets that your client sends.

1. Basic Information:
Despite of being called packet editing, in most cases we cannot edit packets in our desired way.
That being said, scroll hack, mesos hack and such do not exist, instead similiar effects can be
possibly achieved by exploit which can be found by packet edit.
There are two types of packet, send packet and receive packet. The connection between our
client and server is called a socket, and transmission of data happens when our client sends
packets to/receives packets from the server.

2. Logging:
When we log packets, we are not receiving them, instead we intercept them before certain event
takes place. In the case of logging send packets, before they are sent to the server, we intercept
them (bytes data) inside the client memory (MapleStory), and then dispatch them to the GUI
(send log). While in the case of logging receive packets, before they are processed by our client,
we intercept them inside the client, and then dispatch them to the GUI (receive log).

3. Sending/Receiving/Blocking:
In a map with mobs around, the PE will log alot of send packets starting with header CB 00,
which indicates those packets contain information of mobs movement. Before the mobs start to
move, our client first sends those packets to the server, the server processes them and send
receive packets back to our client which contain information such as mobs move left, move right,
jump etc. Our client then processes these packets and apply them in the memory, there is when
the mob start to move, and this process repeats.
When we block those packets from being sent, the server will not receive any send packets, so it
won't send receive packets back to our client, hence the mobs will not move (mob freeze).
Packet blocking can also be used to defend against DC-attack. A typical DC-attack would be
spamming a series of packets to the victim in very short delay interval, while in the case of
MapleStory, when you spam packets to disconnect another user, you are not actually sending
those packets to that user, instead you are sending to the server. Since the server does not care
about intervals, it will transmits all your packets to your target. The client can only handle a
certain number of receive packets at a time, when the limit is exceeded, the connection
between client and server is terminated. To defend ourself from being DC-attacked, we will be
blocking the receive packets involved in DC-attack.
Thus, there are whisper DC, Chat DC and ... trade DC.. they just spam the those packets to the
target.....using packet editor.

4. Ignoring:
Ignoring packets does not cause any effect, it ignores the packets instead of logging as to prevent
mass flooding on the logger. The packets are still being sent/received and processed.

5. Analyze packets:

Usually a packet can be broke into several key parts.


A simple example, send packet of dropping 50000 mesos:
5D 00 AF 41 3B 01 50 C3 00 00
5D 00 is packet header, it indicates the type of packet.
AF 41 3B 01 is timestamp, it denotes the time at which a certain event occured, can be
randomized.
50 C3 00 00 is integer value where C3 50 equals to 50000 in decimal, this is amount of mesos.
Another example, send packet of moving inventory items:
42 00 A7 6D 22 00 01 04 00 0D 00 FF FF
42 00 is packet header.
A7 6D 22 00 is timestamp, can be randomized.
01 is ID of tab, Equip: 1, Use: 2, Set-up: 3, Etc: 4, Cash: 5
01 is source position number of item.
00 is unknown, probably a boolean indicating 'true' or 'false'.
0D is target position number to be moved to.
00 is unknown, probably a boolean indicating 'true' or 'false'.
FF FF is unknown, can be randomized.
The above packet will move an equipment from slot 1 to slot 13.
A slightly more complicated example, send packet of whispering which can be used to DC
others:
81 00 06 EC 28 89 00 09 00 4A 75 7A 44 43 4D 65 30 34 0E 00 48 69 2C 20 44 43 20 50 6C 65
61 73 65 2E
81 00 is packet header.
06 is static byte, cannot be changed.
EC 28 is timestamp, can be randomized.
89 is a byte that must be certain, if this byte is wrong, whisper won't work.
00 is static byte, cannot be changed.
09 00 is WORD value indicating the number of ASCII chars of the target IGN.
4A 75 7A 44 43 4D 65 30 34 is a sequence of ASCII chars of the target IGN in hex.
0E 00 is WORD value indicating the number of ASCII chars of the sentence to be whispered.
48 69 2C 20 44 43 20 50 6C 65 61 73 65 2E is a sequence of ASCII chars of the sentence to be
whispered in hex.
The above packet will whisper a guy named JuzDCMe04 with 'Hi, DC Please.'.
Every character is given an unique ID (UID) by the server.
An example, send packet of opening character info, we can get character's UID by this:
6D 00 4A B6 31 00 A8 9C 26 00 FF
6D 00 is packet header.
4A B6 31 00 is timestamp, can be randomized.
A8 9C 26 00 is unsigned integer indicating the UID of a character.

FF is unknown, can be randomized.


Every mob is also assigned an UID by the server.
An example, send packet of taking damage from a mob, we can get mob's UID by this:
29 00 4D 75 BA 01 FF 00 03 00 00 00 04 87 01 00 BD 14 5B 00 00 00 00 00
29 00 is packet header.
4D 75 BA 01 is timestamp, can be randomized.
FF 00 is unknown, can be randomized.
03 00 00 00 is integer indicating damage dealt by mob.
04 87 01 00 is some certain bytes. (static yet dynamic)
BD 14 5B 00 is is unsigned integer indicating the mob UID.
00 00 00 00 is unknown, probably boolean indicating 'true' or 'false'.

6. Manipulating packets:
We can manipulate a packet and make it becomes real.
A simple example, send packet of taking physical damage (fall from high platform, damaged by
obstacle etc):
29 00 F1 F2 04 01 FD 00 13 00 00 00 00 00 00 00
29 00 is packet header.
F1 F2 04 01 is timestamp, can be randomized.
FD 00 is static bytes.
13 00 00 00 is integer indicating the damage dealt to your character.
00 00 00 00 is unknown.
if my DK falls from a high platform to the bottom in Ellinia, the above packet is sent to the
server. So if I change the damage part 13 00 00 00 to FF FF FF FF (4,294,967,295 in decimal)
and send it, will my DK takes 4,294,967,295? No, I will DC. Why? Because the damage is in the
form of integer type, meaning to say it is ranging in value from -2,147,483,648 through
2,147,483,647. Once I send 4,294,967,295 as damage, the server processes the packet and found
that it causes an int overflow, which in turn becomes -2 in damage, and that is invalid, eventually
the connection between my client and server terminates.
So I would change 13 00 00 00 to FF FF FF 7F (2,147,483,647 in decimal), and send it, bang my
character dies and loses exp. Note that you won't be able to see the damage on your client, but
others can see it, and they will be surprised on the 2 bil damage.
And after you are a

ghost, you can still send or spam the same packet, which will freak people out

. Also,

changing the damage part to 00 00 00 00 will be a 'miss'.


This is another example, send packet of chatting to all:
2B 00 63 F0 83 01 0F 00 42 3E 4E 52 5A 47 61 6D 69 6E 67 20 56 49 50 00 00
2B 00 is packet header.
63 F0 is timestamp.
83 is certain byte.
00 is unknown, can be 01.
0F 00 is WORD value indicating the number of ASCII chars of the sentence to be chatted.
42 3E 4E 52 5A 47 61 6D 69 6E 67 20 56 49 50 is a sequence of ASCII chars of the sentence to
be chatted in hex.
00 is either null or boolean.
When I chat to all 'B>NRZGaming VIP', the above packet is sent. What can be manipulated with
this, if I change the number of ASCII chars from 0F 00 to 46 00 (70 in decimal, maximum
number of chars in MapleStory), and randomize all the ASCII chars in hex from 42 3E 4E 52 5A
47 61 6D 69 6E 67 20 56 49 50 to ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** **
** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ** ('**' is randomized, 70 chars in total),
and then spam it, these will be the effects:
Credits:
Nerrazzuri
TheNullz
wasdwasdwasd
Source:
http://www.mpcforum.com/showthread.php?158854-Packet-Editing-101
That concludes the end of my tutorial, I have tried to summarize the important thing I know, feel
free to ask questions here. Also, I am new to packet edit so if anyone found any mistake just
correct me.
Regards,
New|Life

How to set-up and use a packet editor on


MapleStory : Comprehensive RiPE
Tutorial

Injection
Skip this if you already know how to inject dll :D
To begin this process, you need to have the following;
1. RiPE (Packet Editor)
2. Bypass (Crc) (You need a CRC Bypass in order to do memory editing in game.
Otherwise, you will not be able to receive packets(DC instantly), but you are still able to
send packets. Certainly, you need a CRC bypass to log received packets and get the
headers of new packets after the game has been just updated.
3. Injector
Start Maplestory from the Nexon/Asiasoft folder, wherever you installed MapleStory you want
to start up your injector. Make sure that you inject the Bypass first! After the bypass is injected,
inject RiPE.

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