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The 411 on the RuneScape Protocol

Amazing info, good job helping the illiterate.
 
my account toasonic has been hacked by my best freind for fuck sake.. but moving on hey nice auto
anthony garnett has hacked my account fucking wb b@5turd
 
Nicely said and who ever said account communtcates with the server is a complete dumbass. Doesnt it piss u of when people say a load of crap. Like u just ona kick there ass.
 
......??Im confused. then again im confused at a lot of stuff:confused: :confused: :confused:
 
Very nice.
 
0wnage!" :D tnx
 
very nice, reading that gave me a bunch of new idea, and killed them all by the time i finishd reading it. very nicely put.
 
great guide i learnt a bit from this.
 
Very nice, and this part made me laugh rofl:

7. Server calculates that you will hit a 0 because your a noob.
lmfao

nice though, im glad u wrote this, and i can't believe some1 said that to you, you're a legendary programmer :)

-colin
 
You don't create a packet bot (client emulator) to attack NPCs. You create it to gain advantages. Just because the game values are calculated server side, like almost every other online game, doesn't mean you cannot do some interesting things.

If you would look at my signature, I am already in production of an client emulator called X0X, coded in C++, with a team I am leading. Just because everything is calculated on the server, doesn't mean your client cannot drop / modify received packets to gain an advantage. For example, in my hook (library injection) which I posted a video on, modifies the packet received when you log in, which tells the client it's X - Y position, and even Z position (level). This was modified, and of course new siz provided, and I had it tell the client it was on all floors.

This however is done with the actual client, on my emulator on the other hand, you don't need any applet, you log in directly from this bot, it sends the ver checksum, the client receives the handshake from the server which includes the key used to decipher the packets. That's when I can handle each packet accordingly and provide all kinds of information. Using my emulator, you would have no animation or see any graphics whatsoever, but this can be used as an advantage. For example, sending fast spell packets (teleportation,alchemy,etc) and you wouldn't have to wait for the animation to finish and the server to figure out the client is finished. A single spell can be done within a milisecond.

Even server crashes / player crashes can be done with buffer overflows (heap), if you're daring though, ;).
 
[OneWhoSighs];2948041 said:
You don't create a packet bot (client emulator) to attack NPCs. You create it to gain advantages. Just because the game values are calculated server side, like almost every other online game, doesn't mean you cannot do some interesting things.

If you would look at my signature, I am already in production of an client emulator called X0X, coded in C++, with a team I am leading. Just because everything is calculated on the server, doesn't mean your client cannot drop / modify received packets to gain an advantage. For example, in my hook (library injection) which I posted a video on, modifies the packet received when you log in, which tells the client it's X - Y position, and even Z position (level). This was modified, and of course new siz provided, and I had it tell the client it was on all floors.

This however is done with the actual client, on my emulator on the other hand, you don't need any applet, you log in directly from this bot, it sends the ver checksum, the client receives the handshake from the server which includes the key used to decipher the packets. That's when I can handle each packet accordingly and provide all kinds of information. Using my emulator, you would have no animation or see any graphics whatsoever, but this can be used as an advantage. For example, sending fast spell packets (teleportation,alchemy,etc) and you wouldn't have to wait for the animation to finish and the server to figure out the client is finished. A single spell can be done within a milisecond.

Even server crashes / player crashes can be done with buffer overflows (heap), if you're daring though, ;).

Interesting concept.
 
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