逐一给出主流外挂的功能实现,基地址就不提供了!
一、瞬移
这个功能需要分2个步骤
1、发送移动包
2、修正本地画面同步
procedure TGameFunMgr.Move(x,y:Integer; Way:Byte = 0);
type
_Buffer = Packed record
_C1:Byte; //C1
Len:Byte;
cmd:byte; //D7
x,y:Byte;
setp:Byte;
end;
var
Buffer:_Buffer;
P:TPoint;
begin
Role.IsSuperMove :=True;
p.X:=x;
p.Y:=y;
Role.RolePos:=P;
Buffer._C1:=$C1;
Buffer.Len:=SizeOf(_Buffer);
Buffer.cmd:=$D7;
Buffer.x:=x;
Buffer.y:=y;
Buffer.setp:=Way;
MyEncode(@Buffer,SizeOf(_Buffer));
pNtGameSend(Buffer,Buffer.Len,0,0);
//本地画面同步
P.X:=x * 100 + 50;
P.Y:=y * 100 + 50;
Role.MapPos:= P;
end;
服务端有对拾取距离的判断,但是配合瞬移就可以做到秒拾取
实现思路
1、拦截返回包,获取到物品掉落的包
2、解析封包是否需要过滤
3、瞬移+拾取 , 发2个包。(这里的瞬移就不需要同步画面,这样看上去就是远程拾取了)
拾取的实现如下:
procedure TGameFunMgr.PickUp(ItemIndex: Word);
type
TBuffer = packed Record
_C1:Byte; //C1
BufferCount:Byte; //1
Cmd:Byte; //22
ItemIndex_h:Byte;
ItemIndex_l:Byte;
end;
var
Buffer:TBuffer;
begin
Buffer._C1:=$C1;
Buffer.BufferCount:=SizeOf(TBuffer);
Buffer.Cmd:=$22;
Buffer.ItemIndex_h:=ItemIndex shr 8;
Buffer.ItemIndex_l:=ItemIndex and $FF;
Buffer.ItemIndex_h:=Buffer.Cmd xor $FE xor Buffer.ItemIndex_h;
Buffer.ItemIndex_l:=Buffer.ItemIndex_h xor $18 xor Buffer.ItemIndex_l;
pNtGameSend(Buffer,Buffer.BufferCount,1,0);
end;
返回包的解析:
procedure DropItem(P:Pointer);
type
_Buffer = Packed record
Id_h:Byte;
Id_l:Byte;
x,y:Byte;
ResId:Array [0..2] of Byte;
M_h,M_l:Byte;
OtherValue:array [0..6] of Byte;
end;
var
Count:Byte;
I,Base:Cardinal;
Buffer:^_Buffer;
x,y:Byte;
begin
Count:=pByte(P)^;
if Count > 0 then
begin
Base:=Cardinal(P)+1;
for I:= 0 to Count - 1 do
begin
Buffer:=Pointer(Base + i * SizeOf(_Buffer));
Dbgprint('ID:%X POS:%d,%d Money:%d',[
Buffer.Id_h * $100 + Buffer.Id_l,
Buffer.x,
Buffer.y,
Buffer.M_h * $100 + Buffer.M_l]);
if Buffer.Id_h = $80 then
Buffer.Id_h:=0;
x:=Role.RolePos.x;
y:=Role.RolePos.y;
Game.HideMove(Buffer.x,Buffer.y); //无画面同步瞬移
Game.PickUp(Buffer.Id_h * $100 + Buffer.Id_l);
Game.HideMove(x,y); //归位
end;
end;
end;
这个功能实现有2个方法
方法1:
1、截取返回包(怪物移动的包)
2、修改移动包内的坐标,全部改成固定坐标
3、本地看上去就像吸怪/聚怪效果了,然后角色直接攻击即可
方法2:
1、获取环境列表(怪的列表)
2、一个循环对每个怪发送一个攻击包
3、本地看上去就是周围怪在掉血,即全屏攻击
这个功能代码不提供~
四、多倍攻击/技能更换
这个功能实现效果就是放了个A技能,伤害效果是B技能的。例如:法师放火龙,效果是地狱火的!!
功能思路:
1、奇迹攻击分为2个包, ①攻击包 ②命中包
2、我们只要修改命中包的技能ID即可实现
修改方式:
1、直接改代码(困难,有CRC)
2、修改封包,拦截发包,如果是命中包,直接换了技能ID即可
这里提供一个命中包的构造
procedure TGameFunMgr.BeKill(SkillId: Byte; Tar: TWorldNode);
type
TBuffer = packed Record
_C1:Byte; //C1
BufferCount:Byte; //1
Cmd:Byte; //1D
skill_h:Byte;
Count:Byte;
skill_l:Byte;
x:Byte;
way_s:Byte;
y:Byte;
tar_h:Byte;
way_e:Byte;
tar_l:Byte;
end;
var
Buffer:TBuffer;
begin
Buffer._C1:=$C1;
Buffer.BufferCount:=SizeOf(TBuffer);
Buffer.Cmd:=$1D;
Buffer.skill_h:= SkillId shr 8;
Buffer.Count:=1;
Buffer.skill_l:=SkillId and $FF;
Buffer.x:=Tar.x;
Buffer.y:=Tar.y;
Buffer.way_s:=35;
Buffer.way_e:=0;
Buffer.tar_h:=Tar.Id shr 8;
Buffer.tar_l:=Tar.Id and $FF;
MyEncode(@Buffer,SizeOf(TBuffer));
pBeSkill(Buffer.skill_h,SizeOf(TBuffer) - 3);
pNtGameSend(Buffer,SizeOf(TBuffer),1,0);
end;
这个函数还能改造,最后的tar_x的3字节结构,可以支持10个,这就意味着可以同时攻击10个怪,这就是全屏攻击了
五、单体技能群攻效果
这个功能挺方便。
效果:单体的技能释放,可以攻击周围所有怪物
思路:群攻的包内的技能ID改用单体技能ID
给出群攻包的构造
procedure TGameFunMgr.UseRangeSkill(SkillId: Byte; X, Y: Byte);
type
TBuffer = packed Record
Head:Byte; //c1
BufferCount:Byte; //1
Cmd:Byte; //1E
x:Byte;
skill_h:byte;
y:byte;
skill_l:byte;
Def1:Byte; //??? 0
Def2:Byte; //ff
Def3:Byte; //00
Def4:Byte; //ff
Def5:Byte; //00
Def6:Byte; //00
end;
var
Buffer:TBuffer;
begin
Buffer.Head:=$C1;
Buffer.BufferCount:=SizeOf(TBuffer);
Buffer.Cmd:=$1E;
Buffer.x:=x;
Buffer.y:=y;
Buffer.skill_h:=skillid shr 8;
Buffer.skill_l:=SkillId and $FF;
Buffer.Def1:=$9D;
Buffer.Def2:=$FF;
Buffer.Def3:=0;
Buffer.Def4:=$FF;
Buffer.Def5:=0;
Buffer.Def6:=0;
MyEncode(@Buffer,SizeOf(TBuffer));
//
pNtGameSend(Buffer,Buffer.BufferCount,1,0);
end;
六、多重攻击(单体技能)
释放1次技能,有最多5次攻击效果
实现方法挺简单,直接在短间隔内连续发送技能包
这里给出单体技能释放包 构造
procedure TGameFunMgr.UseRangeSkill(SkillId: Byte; X, Y: Byte);
type
TBuffer = packed Record
Head:Byte; //c1
BufferCount:Byte; //1
Cmd:Byte; //1E
x:Byte;
skill_h:byte;
y:byte;
skill_l:byte;
Def1:Byte; //??? 0
Def2:Byte; //ff
Def3:Byte; //00
Def4:Byte; //ff
Def5:Byte; //00
Def6:Byte; //00
end;
var
Buffer:TBuffer;
begin
Buffer.Head:=$C1;
Buffer.BufferCount:=SizeOf(TBuffer);
Buffer.Cmd:=$1E;
Buffer.x:=x;
Buffer.y:=y;
Buffer.skill_h:=skillid shr 8;
Buffer.skill_l:=SkillId and $FF;
Buffer.Def1:=$9D;
Buffer.Def2:=$FF;
Buffer.Def3:=0;
Buffer.Def4:=$FF;
Buffer.Def5:=0;
Buffer.Def6:=0;
MyEncode(@Buffer,SizeOf(TBuffer));
//
pNtGameSend(Buffer,Buffer.BufferCount,1,0);
end;