Re: RainPT wants help with a Gold hack.
I had check with anti hacker by gregoo.
and you want fix it.
you need add *Server Money overflow( 440 ) - ( *SUB_MONEY [ForceOrb]* ) (362711001)(-50000000) = (412711001)
to library of anti hacker .
it is work perfect with hacker, used hack Gold your server .
Anti hacker very difficult .
i'm tired with some one hacker pro with hack new 2012 hack level . function anti ban
Re: PT Protector Reloaded!
Sorry bkpro. We can't have links to hacks on our forum, as it attracts too much of the *wrong* sort of developer. (meaning people who want hacks and cheats, or want to develop cheat hacks)
Are you sure that, since the normal level cap peeks out at 127, the log entries generated by the server haven't been disabled along with the cap?
ie. you break out of the normal execution to make space for the larger code for >= lvl 127, and miss the over-level log code when recreating the code in your new section?
Re: PT Protector Reloaded!
I do not understand what you're saying, because server is up Lv normally.I do not see the Level and Xp Error.
and when I checked the log file and saw the phenomenon. can you explain more about> = 127?
I think the cause may also be there.
because this is the server share so I do not know its table level.
Re: PT Protector Reloaded!
The original comparator is a 1 byte twos-compliment value. You could modify (in place) the maximum level to any figure between -128 and 127. (one byte)
Sounds like you don't do much Hex work / debugging, because it's a common problem. It's like editing an end of term thesis with the insert key stuck in over-type mode. You can't "insert" code into the program, you can only overwrite what is there, and if there isn't room and you can't write any smaller... you need to change the wording all-together.
Maximum level 127 is the point at which everyone has had to do something completely different. It's one comparison instruction which doesn't have room for a bigger number than that, and you can't "write smaller" by reducing the number of instructions. It's just one instruction. How do you get an operation in less than 1 instruction?
Actually, as crackers we know we can do that in one of several different ways, but each has a disadvantage. It's possible that being unable to trace cheaters over that level was the disadvantage they chose. It's far more common (for many servers) for cheaters to want to over level in order to "rush" to the high level content. They don't usually do it when they are already high level.
If you are running a server which automatically starts players at a higher level, (for example) this implementation is completely wrong for the way you work.
Re: PT Protector Reloaded!
whoa
thank Bob very much!
but I think you can not be there. because one of the cases, the error message Level and XP error.
and here is their super hackers to avoid detection by the server by not causing something that the server can write.
I read the first article of the hacker and I noticed they made the hack is perfect. do not leave anything on the server error.
I'm thinking check method level automatically after time was 5 minutes. and compare to see one's XP gain. if it exceeds the permitted level, they will be auto ban.
for example, after 5 minutes of checking XP limit around ~ 1000000000 <=> 1000 mil if someone passes this level shall be considered a hacker and will be block by Autoban.
I think they should write it in VB6 and checked by checkuserdata will create 2 files 1 is userlist.txt 2 is userlist.bak. when checked will make delete two files.
but I was not good at programming for it.
The idea is that but introduction was very difficult.
We hope to get people interested!
Re: PT Protector Reloaded!
What the server does, by default, is compare the characters exp between "gamesave" and if the difference is too high between saves the log entry is created.
Which sounds like *exactly* what you are suggesting, except that you are talking about time, not gamesave. (which normally happens every 2mins or so, and extra when messing with inventory.
Is it possible that the exploit is forcing more frequent gamesave events to reduce the difference between saves? If so, then too frequent gamesave should cause autoban.
This would be good anyway, as gamesave is a *major* bandwidth consumer, and could be used to DoS attack.