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Messages - John@G

#1
Hi everyone. im learning to parse 9c/9d packet and got something confused

below log from D2Smells:
11:36:14:479 GS 85:   0x9D OwnedItemAction; Action: Equip; Destination: Equipment; Location: LeftHand; UID: 3234142594; BaseItem: Monarch; Quality: Unique; UniqueItem: Stormshield; Level: 90; Flags: Equipped, Identified, Any; Stats: Armor Class: 148, Max Durability: 0; Mods: Strength: 30, To Block: 25, Damage Resist: 35, Light Resist: 25, Cold Resist: 60, Faster Block Rate: 35, Attacker Takes Lighting Damage: 10, +3.75 To ArmorClass Per Level; Version: LoD110; Category: Weapon2; OwnerType: Player; OwnerUID: 2190128964

OMG, category of Stormshield is "Weapon2". why? ???

Any suggestions appriciated.
#2
Quote from: Camel on August 25, 2009, 01:41 PM
BNCache.dat is almost an MPQ file; the file header is different, and the file data is prepended with some extra data (file names, and some other stuff I haven't figured out). Any decent MPQ extractor should recognize bncache.dat as a valid MPQ. You can have a look at my MPQFile class for an example of how to take a peek inside.

Thank you for your kind reply. you did a great job, it will be very useful for me to plan for my bot.

as for d2lod, is there a way to extend the 45s time limit without implementing the whole warden system?
how many times will server attempt to resend the warden module if client keeps sending back a 0x00 response(mismatch md5 checking) for the downloaded codes?
so, will i get kicked or banned?
#3
Quote from: Hdx on August 15, 2009, 02:06 PM
Quote from: John@G on August 15, 2009, 12:27 PM
just a cache of garbage? i thought that some binary pieces of warden downloaded from server were stored in bncache.dat, and i had to parse and load them beforehand.

it looks like ive a misunderstanding here.
Not garbage, and yes it's true the warden modules are cached there, But, if you're writing your own client, or hijacking the connection, you can 'download' the modules on the fly just by telling the server you don't already have it.
ok, i see. thanks
#4
Quote from: Hdx on August 15, 2009, 02:59 AM
As for module maping there are plenty of public sources and docs on it.
thanks

Quote from: Sixen on August 15, 2009, 02:53 AM
I've always wondered what bncache.dat did exactly... I was under the assumption that it held your character names and the game list.
Quote from: Hdx on August 15, 2009, 02:59 AM
Its a cache of shit downloaded from Battle.net
Ads, Crev Archives, TOS/EULAs, etc.. Nothing to exciting nothing you couldn't get from BNFTP.
just a cache of garbage? i thought that some binary pieces of warden downloaded from server were stored in bncache.dat, and i had to parse and load them beforehand.

it looks like ive a misunderstanding here.
#5
Quote from: Hdx on August 13, 2009, 05:31 AM
The modules used on all Blizzard games are exactly the same...
But IIRC D2 has a few opcode enabled in game that the other games dont in channel, so some things are public others, you're gunna have to do the research yourself or find someone who know it.

Thanks Hdx, im trying to make an evaluation of the feasibility of implementing a fake warden responder and time cost. i hope i know how to start my way to that, but its very confused me.

Is there any public information available regarding bncache.dat parsing and warden module mapping?
#6
my project in the works need to keep a D2LOD char in game for at least 3 minutes, but ive no idea how bypass/reply to the warden to exceed the 45s limit.
ive been searching the net for that, but just for sc/warcraft.

any information greatly appreciated.