It's Eddie here :P and this is the First of many guides I will be posting here on SNS. This guide will show you how to use MOST of RiPE's packet editing functions, and a couple of other tips :) Anyways, I am taking time to make this guide for this community, and if you find it helpful in any way, please "Thank" me, it boosts my confidence and makes me want to contribute that much more ;)
Lets get started!
Skip this if you already know how to inject :P
No, were not going to go to the doctor for this one :P To begin this process, you need to have the following;
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- Bypass (Crc)
Start Maplestory from the Nexon folder, wherever you installed Ms. The name of the file is GameLauncher.exe. This will take you to the "Start Game" window. From here, you want to start up your injector. For my setup, I used Vita, but you can use any injector you desire :P. When injecting, make
sure that you inject the Bypass first! After the bypass is injected, inject RiPE.
Most injectors function the same, so there are only a few slight differences. There should often be a process listing. If you have this option, always
make sure MapleStory.exe is the process you are injecting to. There is also a button to browse for the .DLL that you are injecting. Click the browse
button and navigate to where your desired .DLL is. And finally, click "Inject" :)
Congrats! You injected without a Doctorates degree ;)
Packet Logging and Sending
Again, some basics. Skip if it bores you :P
So you injected without a Doctorates :P and now we get to the real "hard" work. RiPE has a "Tree" view for packets. The Tree view catagorizes
the packets by;
- Packet Received
- Packet Header
- -No Clue :P-
- Packet Itself
The way it was organized has made this a noticeable packet editor just in this function. If you get used to packet editing you will see this as a
huge time saver.
When "Hook Send" and "Enable Logging" are both ticked, you will see the white box start filling up with packet headers when an interaction with
the game is done. These are the packets that you will be using for your exploits and such :P
At the bottom of the injector, there is a text box in which you input the packet you wish to send. This process is very simple. There are a couple
of things you can do to input the packet.
- Double clicking on a packet in the R- List
- Manual Input
After having the input, click on the "Send" button, and the packet will be sent.
Example of using Packet Logging and Packet Sending
Here is a simple example of how these two functions are used in conjunction to make life that much easier :P. What I'm going to do is get the
packet to open the Dimensional Mirror, from ANYWHERE in the map.
First, were going to click on "Enable Logging" and "Hook Send" to be able to get the packets that we want. We are looking for the packet to
open the Mirror, so what we do is click on the Mirror, and keep an eye on the logged packets. You will be able to see that when the portal opens
up, more packets will appear.
You may want to expand some of the headers in order for you to make sure you have the packet that you want. In my example below you will
see that I had expanded 49 00 and header 4B 00. Because 49 00 was the packet that I received more of at the exact time that I opened the
Mirror, I concluded that I had found what I'm looking for. 4B 00 seemed to be the packet that closed the Mirror.
Now to test out if it works! :)
Bazam!!! It worked! Now if I am ever so lazy that I don't want to walk to the Mirror, I can just send the packet!
The Multi tab is another unique tool that is disposable for us. It allows us to send a group of packets at once, or send a packet one at a time, at its own timing. At the top there are the few input boxes;
- Name [Name the specific packet for organization]
- Packet [Input the packet here]
- Delay [Amount of delay before the packet is sent]
- Send [Adds the packet to the list]
Once the packet is added, you can add another one until you are satisfied :P Double clicking each packet individually will send that packet.
Clicking on "Start Spamming" will begin spamming the list of packets from top to bottom, and if you have the "Act as group" ticked, it will send all
the packets at once.
I personally love using this tab as a list of all the packets I have :P Because of RiPE's save feature, any time I need a packet, I load my data,
go to this list, and double click the packet to send it.
Here you see me sending a packet just by double clicking it. This packet takes me to the Dimensional Mirror :)
This is my favorite use of RiPE. What packet modification does is when you send/receive a specified packet, RiPE will discard it and send/receive another packet of your choice. The packet modification is on the right of the packet editor, and has two input boxes, the top one will be the "waited on" packet, and the one below it, is the
"Replacement." Once you have both of those inputs, click "Modify" and the modification will be listed in the box above the input.
Here is a really cool example :P What were going to be doing is make it so that every time you get damaged, it will always damage you for 1, regardless of anything! So we could almost say this would be a type of GM :P a weird one at that ;) I was lucky enough to be at a noob place, and was able to receive the same packet for 1 damage, and the packet for "Miss".
3D 00 E0 56 91 00 FF 00 01 00 00 00 00 00 F0 49 02 00 25 B4 50 00 01 00 00 00 02 was the packet I received when I got hit for 1
3D 00 5C B3 9A 00 FF 00 00 00 00 00 00 00 2D E9 8D 00 46 42 57 00 00 00 00 00 02 was the packet I received when I was "Missed" on.
Were going to be working on this "1 hit" God mode :P so lets talk about that packet,
First, 3D 00 is the packet header, and the two bites after that are the time stamp. When packet editing, you usually want to randomize the time stamp ( At least I do).
To randomize any assortment of bytes in RiPE, you can use "?" or "*". Because we want to take only 1 damage every time we get hit, we are going to take the header of
the damage packet (3D 00) and put it in the top box. Again, every time a packet is sent with a header of 3D 00, it will replace it with another.
Now, lets take that damage packet and make it replace any other damage packet sent. After randomization, the packet will look like this;
3D 00 ** ** 91 00 FF 00 01 00 00 00 00 00 F0 49 02 00 25 B4 50 00 01 00 00 00 02
We click on the "Modification" button, and it will be added to the list!
Well, thank you if you took the time to read this :P Here is the end result!
Take note, even though it said "Miss" I am still taking 1 damage, ALL "Hits" will make you receive 1 damage!
If you have any questions or comments, please post below :) I love to respond and talk back to the community as much as I can :)
Farewell, and as always,