saufriel Posted April 15, 2007 Posted April 15, 2007 (edited) i belive that i read something like this a few months ago...and i think it was a autoit script, so my question is, where can i get this? i should be a func, where i can wirte in the packet which i wanted to send i hope this is possible greets edit// wow, 1year on this forum Edited April 15, 2007 by saufriel
Shevilie Posted April 15, 2007 Posted April 15, 2007 HelpFile Search ControlSend Beta 4 words you should use Start here if you are new Valuater's AutoIT 1-2-3Looking for an UDF - Look hereDo you need to do it twice - Autoit
jvanegmond Posted April 15, 2007 Posted April 15, 2007 If you are looking for sending TCP packets, this 'hex-sender' could be of use... $Hex = "AA 00 13 7E 1B 43 4F 4E 4E 45 43 54 45 44 20 53 45 52 56 45 52 0A " $Str = StringSplit($Hex," ") $Hex = '' For $x = 1 to $Str[0] If $Str[$x] Then $Hex &= Chr((Dec($Str[$x]))) EndIf Next MsgBox(0, "", "Click OK to start, make sure you have a packet scanner ready!") $ReturnTCPStartup = TCPStartup() $IP = TCPNameToIP("www.google.com") $Socket = TCPConnect($IP,80) TCPSend($Socket,$Hex) MsgBox(0, "", "IP: " & $IP & @CRLF & "TCPStartup return: " & $ReturnTCPStartup & @CRLF & "Connected: " & $Socket & @CRLF & "Message: " & $Hex) This is just an example, and should be modified to fit whatever you need.. To do what you want to, you will need a lot of knowledge over AutoIt, TCP and Diablo II. github.com/jvanegmond
McGod Posted July 14, 2007 Posted July 14, 2007 It's not easy, you would need to make a proxy based idea for it. It's fairly hard to inject using just autoit. Manadar's way would be a clientless bot which is very difficult, considering Warden will drop your games every 30 seconds. [indent][center][u]Formerly Chip[/u][/center]~UDFs~[/indent][u]IRC.au3 - Allows you to connect to IRC ServersINetCon.au3 - Connects/Disconnects/Check Status of InternetHardware Key - Creates a unique hardware hashScriptComm - Allows you to communicate between scripts using WM_COPYDATA[/u][indent]~Programs~[/indent][indent]SimonAu3ForumsIRC Bot~Web Site~Web Autoit Example[/indent][indent][b][/b][/indent][u][/u]
Snarg Posted July 15, 2007 Posted July 15, 2007 This is in-game packet decompression. This code is based on a disassembly from fog.dll. Up to you to convert it to AutoIt expandcollapse popup//---------------------------------------------------------------------- // Packet Decompression Tables //---------------------------------------------------------------------- unsigned int CharIndex[] = { 0x0247, 0x0236, 0x0225, 0x0214, 0x0203, 0x01F2, 0x01E1, 0x01D0, 0x01BF, 0x01AE, 0x019D, 0x018C, 0x017B, 0x016A, 0x0161, 0x0158, 0x014F, 0x0146, 0x013D, 0x0134, 0x012B, 0x0122, 0x0119, 0x0110, 0x0107, 0x00FE, 0x00F5, 0x00EC, 0x00E3, 0x00DA, 0x00D1, 0x00C8, 0x00BF, 0x00B6, 0x00AD, 0x00A8, 0x00A3, 0x009E, 0x0099, 0x0094, 0x008F, 0x008A, 0x0085, 0x0080, 0x007B, 0x0076, 0x0071, 0x006C, 0x0069, 0x0066, 0x0063, 0x0060, 0x005D, 0x005A, 0x0057, 0x0054, 0x0051, 0x004E, 0x004B, 0x0048, 0x0045, 0x0042, 0x003F, 0x003F, 0x003C, 0x003C, 0x0039, 0x0039, 0x0036, 0x0036, 0x0033, 0x0033, 0x0030, 0x0030, 0x002D, 0x002D, 0x002A, 0x002A, 0x0027, 0x0027, 0x0024, 0x0024, 0x0021, 0x0021, 0x001E, 0x001E, 0x001B, 0x001B, 0x0018, 0x0018, 0x0015, 0x0015, 0x0012, 0x0012, 0x0012, 0x0012, 0x000F, 0x000F, 0x000F, 0x000F, 0x000C, 0x000C, 0x000C, 0x000C, 0x0009, 0x0009, 0x0009, 0x0009, 0x0006, 0x0006, 0x0006, 0x0006, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0003, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000 }; unsigned char CharTable[] = { 0x00,0x00,0x01,0x00,0x01,0x04,0x00,0xFF,0x06,0x00,0x14,0x06, 0x00,0x13,0x06,0x00,0x05,0x06,0x00,0x02,0x06,0x00,0x80,0x07, 0x00,0x6D,0x07,0x00,0x69,0x07,0x00,0x68,0x07,0x00,0x67,0x07, 0x00,0x1E,0x07,0x00,0x15,0x07,0x00,0x12,0x07,0x00,0x0D,0x07, 0x00,0x0A,0x07,0x00,0x08,0x07,0x00,0x07,0x07,0x00,0x06,0x07, 0x00,0x04,0x07,0x00,0x03,0x07,0x00,0x6C,0x08,0x00,0x51,0x08, 0x00,0x20,0x08,0x00,0x1F,0x08,0x00,0x1D,0x08,0x00,0x18,0x08, 0x00,0x17,0x08,0x00,0x16,0x08,0x00,0x11,0x08,0x00,0x10,0x08, 0x00,0x0F,0x08,0x00,0x0C,0x08,0x00,0x0B,0x08,0x00,0x09,0x08, 0x01,0x96,0x09,0x97,0x09,0x01,0x90,0x09,0x95,0x09,0x01,0x64, 0x09,0x6B,0x09,0x01,0x62,0x09,0x63,0x09,0x01,0x56,0x09,0x58, 0x09,0x01,0x52,0x09,0x55,0x09,0x01,0x4D,0x09,0x50,0x09,0x01, 0x45,0x09,0x4C,0x09,0x01,0x40,0x09,0x43,0x09,0x01,0x31,0x09, 0x3B,0x09,0x01,0x28,0x09,0x30,0x09,0x01,0x1A,0x09,0x25,0x09, 0x01,0x0E,0x09,0x19,0x09,0x02,0xE2,0x0A,0xE8,0x0A,0xF0,0x0A, 0xF8,0x0A,0x02,0xC0,0x0A,0xC2,0x0A,0xCE,0x0A,0xE0,0x0A,0x02, 0xA0,0x0A,0xA2,0x0A,0xB0,0x0A,0xB8,0x0A,0x02,0x8A,0x0A,0x8F, 0x0A,0x93,0x0A,0x98,0x0A,0x02,0x81,0x0A,0x82,0x0A,0x83,0x0A, 0x89,0x0A,0x02,0x7C,0x0A,0x7D,0x0A,0x7E,0x0A,0x7F,0x0A,0x02, 0x77,0x0A,0x78,0x0A,0x79,0x0A,0x7A,0x0A,0x02,0x73,0x0A,0x74, 0x0A,0x75,0x0A,0x76,0x0A,0x02,0x6E,0x0A,0x6F,0x0A,0x70,0x0A, 0x72,0x0A,0x02,0x61,0x0A,0x65,0x0A,0x66,0x0A,0x6A,0x0A,0x02, 0x5D,0x0A,0x5E,0x0A,0x5F,0x0A,0x60,0x0A,0x02,0x57,0x0A,0x59, 0x0A,0x5A,0x0A,0x5B,0x0A,0x02,0x4A,0x0A,0x4B,0x0A,0x4E,0x0A, 0x53,0x0A,0x02,0x46,0x0A,0x47,0x0A,0x48,0x0A,0x49,0x0A,0x02, 0x3F,0x0A,0x41,0x0A,0x42,0x0A,0x44,0x0A,0x02,0x3A,0x0A,0x3C, 0x0A,0x3D,0x0A,0x3E,0x0A,0x02,0x36,0x0A,0x37,0x0A,0x38,0x0A, 0x39,0x0A,0x02,0x32,0x0A,0x33,0x0A,0x34,0x0A,0x35,0x0A,0x02, 0x2B,0x0A,0x2C,0x0A,0x2D,0x0A,0x2E,0x0A,0x02,0x26,0x0A,0x27, 0x0A,0x29,0x0A,0x2A,0x0A,0x02,0x21,0x0A,0x22,0x0A,0x23,0x0A, 0x24,0x0A,0x03,0xFB,0x0B,0xFC,0x0B,0xFD,0x0B,0xFE,0x0B,0x1B, 0x0A,0x1B,0x0A,0x1C,0x0A,0x1C,0x0A,0x03,0xF2,0x0B,0xF3,0x0B, 0xF4,0x0B,0xF5,0x0B,0xF6,0x0B,0xF7,0x0B,0xF9,0x0B,0xFA,0x0B, 0x03,0xE9,0x0B,0xEA,0x0B,0xEB,0x0B,0xEC,0x0B,0xED,0x0B,0xEE, 0x0B,0xEF,0x0B,0xF1,0x0B,0x03,0xDE,0x0B,0xDF,0x0B,0xE1,0x0B, 0xE3,0x0B,0xE4,0x0B,0xE5,0x0B,0xE6,0x0B,0xE7,0x0B,0x03,0xD6, 0x0B,0xD7,0x0B,0xD8,0x0B,0xD9,0x0B,0xDA,0x0B,0xDB,0x0B,0xDC, 0x0B,0xDD,0x0B,0x03,0xCD,0x0B,0xCF,0x0B,0xD0,0x0B,0xD1,0x0B, 0xD2,0x0B,0xD3,0x0B,0xD4,0x0B,0xD5,0x0B,0x03,0xC5,0x0B,0xC6, 0x0B,0xC7,0x0B,0xC8,0x0B,0xC9,0x0B,0xCA,0x0B,0xCB,0x0B,0xCC, 0x0B,0x03,0xBB,0x0B,0xBC,0x0B,0xBD,0x0B,0xBE,0x0B,0xBF,0x0B, 0xC1,0x0B,0xC3,0x0B,0xC4,0x0B,0x03,0xB2,0x0B,0xB3,0x0B,0xB4, 0x0B,0xB5,0x0B,0xB6,0x0B,0xB7,0x0B,0xB9,0x0B,0xBA,0x0B,0x03, 0xA9,0x0B,0xAA,0x0B,0xAB,0x0B,0xAC,0x0B,0xAD,0x0B,0xAE,0x0B, 0xAF,0x0B,0xB1,0x0B,0x03,0x9F,0x0B,0xA1,0x0B,0xA3,0x0B,0xA4, 0x0B,0xA5,0x0B,0xA6,0x0B,0xA7,0x0B,0xA8,0x0B,0x03,0x92,0x0B, 0x94,0x0B,0x99,0x0B,0x9A,0x0B,0x9B,0x0B,0x9C,0x0B,0x9D,0x0B, 0x9E,0x0B,0x03,0x86,0x0B,0x87,0x0B,0x88,0x0B,0x8B,0x0B,0x8C, 0x0B,0x8D,0x0B,0x8E,0x0B,0x91,0x0B,0x03,0x2F,0x0B,0x4F,0x0B, 0x54,0x0B,0x5C,0x0B,0x71,0x0B,0x7B,0x0B,0x84,0x0B,0x85,0x0B }; unsigned int BitMasks[] = { 0x0000,0x0001,0x0003,0x0007,0x000F,0x001F,0x003F,0x007F, 0x00FF,0x01FF,0x03FF,0x07FF,0x0FFF,0x1FFF,0x3FFF,0x7FFF }; //---------------------------------------------------------------------- // GamePacketSize // Calculates the size of a compressed game packet. // // data: [in] pointer to received packet // size: [out] pointer to size // returns: the offset to the data. //---------------------------------------------------------------------- unsigned char *GamePacketSize(unsigned char *data, unsigned int *size, unsigned int *offset) { unsigned int a; if (data[0] < 0xF0) { *size = data[0] - 1; *offset = 1; return &data[1]; } a = (data[0] & 0xF) << 8; *size = a + data[1] - 2; *offset = 2; return &data[2]; } //---------------------------------------------------------------------- // GamePacketDecode // Decompress a d2gs packet into data. // Note: packets come in clumps. A single compressed packet may have // several game packets, and its up to you to figure it out. // // indata: [in] compressed packet (without size byte) // insize: [in] length of indata // outdata: [out] output buffer // outmax: [in] size of output buffer // outsize: [out] location to store size of decoded data // returns: 1 on successf decode, 0 if not enough room //---------------------------------------------------------------------- int GamePacketDecode(unsigned char *indata, unsigned int insize, unsigned char *outdata, unsigned int outmax, unsigned int *outsize) { unsigned int a, b, c, d; unsigned int maxcnt, index, cnt; unsigned char *outptr, *inptr; int size; b = 0; size = insize; inptr = indata; maxcnt = outmax; outptr = outdata; cnt = 0x20; while (1) { if (cnt >= 0x8) { while (size > 0 && cnt >= 8) { cnt -= 0x8; size--; a = *inptr++ << cnt; b |= a; }; } index = CharIndex[b >> 0x18]; a = CharTable[index]; d = (b >> (0x18 - a)) & BitMasks[a]; c = CharTable[index + 2*d + 2]; cnt += c; if (cnt > 0x20) { *outsize = outmax - maxcnt; return 1; } if (maxcnt-- == 0) return 0; a = CharTable[index + 2*d + 1]; *outptr++ = (unsigned char)a; b <<= (c & 0xFF); } assert(0); return 0; } A little reading goes a long way. Post count means nothing.
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