Packet Opcode Analysis

Newbie Spellweaver
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Hey all

I have played around with private ms long time ago. Back then, I had no big experience in any type of development or programming. Then ms just came into my mind and thought I could try doing some development now as I have much more experience and knowledge of development than before.

Problem is that I don’t have that much of experience in reverse engineering or server/packets/opcodes. I roughly know what it is but still not sure on the development approach of these things.

I have heard people talking about how finding opcodes and packets to implement features and skills in ms, but I don’t understand the whole structure of how ms private servers are built to talk to the client by writing packets.

Could someone please explain how all this packet/opcodes work and for example, how you would implement a monster riding from scratch or like how GIVEBUFF is implemented in dev pov?

These were something I just gave up and have never looked at back then, but now somehow I kinda want to give it a try.

Thank you!
 
This is very relative, suppose you want to start a v83 server there is no need to track packets, the only reverse engineering needed would be to perhaps change something on the client. (this is probably because almost all v83 opcodes/recv have already been mapped). That's an example!
 
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This is very relative, suppose you want to start a v83 server there is no need to track packets, the only reverse engineering needed would be to perhaps change something on the client. (this is probably because almost all v83 opcodes/recv have already been mapped). That's an example!
I am working with much more recent version to try these things. But not able to understand how whole structure of how packets/opcodes work. I was hoping to at least know the approach when I fix skills, features in server. Like what packets to send to client, how to determine if it is a wrong opcode or packet problem, what the process looks like when coming to fix the skill with packet issue.
 
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