Some questions on Dragon Nest SEA hacking, general inquiries and insights.
Hi, I've just recently started to do some hacking using Cheat Engine on Dragon Nest SEA. I've been reading a couple of guides on how to start with locating values and their base addresses/pointers and was successful on doing it. I just have some questions in regards with how you, experienced/adept guys do your ways.
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I also did hack the game SAS: Zombie Assault 3 before doing the dragon nest venture.
So far, what I can do with the flash game is Freeze the values and nop the op code for the barricades so that even the big thing won't be able to get in. Also freezing the health and nop the writing and reading so that your health stays as it is. And with the health values, you can then work on to freezing the ammos and nop for you to have an unlimited ammos and without reloads (well, technically, it will still consume your ammo, but you won't be limited though whenever you reach 0. It will go negative values. It's good for shotguns ^^). And also since changing the values for ammos would trigger an anti-cheat event that would kill you, but by NOP-ing the one that writes to your health, you'd still be alive.
The barricade is 4227776 - 4 byte value. Just start a new, single player game, pause it up, search for the value and look for a group of addresses that will have the same numbers for the first 4-6 digits. Or just count how many barricades that you'll be getting from the map and look for a group of addresses with the same amount. Or you can just freeze the whole value results (which is usually between 8-15 depending on the scale of the map).
For the health, its value is always changing but it stays within the range of 4000000 to 4227776 (As I've been doing it). So if you want to do something about your health, start with searching for a ranged value type from, let's say (like I always do) 4027776 to 4227776.
There's one thing that I've been trying to track down. The Anti Cheat event trigger upon changing the ammo values. I can't seem to get to it XD.
I never got onto their base addresses, as I've read from other sources, flash games are quite different compared to our usual Windows executable? games.
It's a really good, addicting game though

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Anyhow, the rest is up to you

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I was able to re-create the trainer that Auphmihox has posted, got the codes from Kokoiv's cheat table, re-created and added an addition to it to work with the second client.
I've been trying to hack the zoom limit values on Dragon Nest SEA. I was able to determine the static value of the zoom DragonNest.exe+DADED6 or 011ADE98 or 011ADED6. Now I've been trying to locate the code that sets the limit for that address and I can't seem to find it.
My question is, what are your other ways of hacking/locating what you need to change from the game? I was able to use ollydbg before (Like 4-5 years ago) to remove a trial timer from some applications, that was my first try with it and was successful. It has been way to long, and I don't kind of remember the steps that I did for that.
Can you recommend a link/document/Tutorial about things that could help me locate the values that I need? Assembly/debugger any stuff that had been helpful to you is good enough for me.
I have a question in regards with multi-level pointers. Let's say we have a base address and a pointer that goes to +1+2+3, whenever we froze/nop the value for that base address and it's pointer, does that also affects the pointer addresses that you have went through to get to the static part? I'm thinking that's why we have separate addresses for a specific hack. Let's say, the wall hack, although I didn't try to explore it on my own, but coming from the other post, we have 2 addresses for wallhack that needs to be NOP. 005577C5 005577B8. In regards with that, can we have that as 005577+c5+bb? Does it work like that? Please, do so to correct my mis-usage of the words within this thread. That'll be very much appreciated ^_^.
***I had to re-write this part, pressed down the wrong key on the keyboard and voila, lost the lower portion T_T***
I know, I'm still way far from being good at it. My knowledge about this is just a fragment compared to you guys. But I would really like to learn more

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Anyhow, these are some things that I think is possible for Dragon Nest SEA:
1. An almost 1-hit-KO.
- This is by removing the animation delay of the character/game. To elaborate, the client would send out the attack packet without the animation delay/technical limitation of your character. Speeds up your firing, usage of skills. Specifically, delay in between use of skills/attack.
2. Always enable portals.
- This is by means of removing the event trigger required to activate a portal on a specific map. Just like you'll need to finish off the mobs before you can go to the next stage or leave the game. Since there are times that the monster that you have killed gets bugged down, it stays on your screen and your stuck, cannot leave the map properly. - I wish I could work on this one

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3. Always enable the "F12 exit map".
- Somewhat the same with number 2, but this time, removing the trigger event for the F12 function to display. This would be very useful for Nests if you want to farm for mats.
4. Removing debuff's interface restrictions.
- An example would be a debuff that would restrain you on the ground for a period of time and disables the usage of your hotkeys to cast skills and use attacks. Since it's possible for you to not be affected (In terms of animation, character movement) by NOP-ing the buffs values counter.
5. Teleportation - As done by the other users here ^^.
6. Removing the sending from mailbox limitation.
- This has been done using WPE to interfere with the packet.
- My insight about this is that, judging from the modification posted by the user, the "90" modification for the packet would flag the packet as a premium mail therefore, not being deducted from your daily limit. "Premium mail doesn't deduct your daily sending limit of 5 mails." A loophole from the server? XD
- So with that, we can force/trick the client that we will be sending a premium mail so no deduction will happen from the limit.
- This could also enable us to send 5 items per mail. - Gonna work on this

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7. Magnifying Glass Hack? - I'm not sure, but I feel that this would work.
8. Royal Chest Hack.
One thing that I've been thinking about is how the items disappear from the ground. I've been using 2 clients opened, the other client has a speedhack enabled for faster movement (I usually get the other character to follow me). What I've noticed is that the one that has the speedhack, looses the items quickly from the ground. It would disappear on the speedhacked client, but when I check it out on my other client, the items are still on the ground and you can still pick it up.
- I did another test with this, there are 2 limitations coming from picking up items from the ground, one is from the client and one is from the server. The one for the client is the disappearance of the items when a specific time frame has been reached. The one for the server is when you forced to slow down the game, and the supposedly time frame for the items to disappear has been slowed down. You won't be able to pick up the items whenever you try to.
- I'm not saying that's how it works, it's just an insight of mine. It could be another limitation on the client itself. Whereas it reads the time lapsed from a different location?
- Anyhow, I just like to think of how they would work

. It's quite fun...
Am I weird?
- I was thinking, what if the Royal chests goes somewhat the same with that? Let's say the royal chest stays on the map every time you enter (Just not visible on your end), but the appearance would only happen whenever the server sends the trigger.
9. Soul/Character bound item transfer.
- I was working with the packets before I started to work with the client itself. I have noticed that every function that you do on game uses off a different format of IDs for items that you deal with. Let's say functions like: storing, moving, selling, trading items.
- As I've noticed, the format of the packet goes with the first part of the packet as an Identifier of the function that you'll be doing, second part of the packet (Let's say 4-6 bytes) goes for the positioning in the inventory and the item. The 3rd part within the packet would be (a byte) for an identifier of the function again. Then lastly, the last part within the packet will be for the item also.
- I did a test before, comparing the packets on how they change and how they differ from each function. I was able to check and found two closely related functions in terms of packet format (Which are trading items {this is moving the item into the trade box} and deleting them off from your inventory). I was able to gather the ID so that I can use the packet to place in a soul bound item into the trade window. Although it gave me an error that the item to be traded is a soul bound, but at least, it worked

. (Got tired after that).
- Anyway, I feel that it could be possible to somehow, transfer soul bound items to other characters or even, seal items that are not meant to be sealed (such as gifts).
10. Always summon map Boss.
- It's quite related with numbers 2 and 3. This would summon the boss without the need of a trigger event like you should be together with your party, you need to finish up the remaining mobs, etc.
Things that I think that are not possible to be done:
1. Hacking the enhancement in-game.
- This is one of the first things that I've tried to take a look at using WPE. What I've noticed is that you have 2 portions of enhancing the equipment. One is a filler, and the other one is the "roll the dice".
- If you happen to see the the progress bar whenever you start clicking on the button to enhance (before you hear the clinking sound if it fails or suceeds), that's the filler. A packet will be sent to the server and by then, the server will send back a packet to activate the progress bar. That's the reason why you can always cancel it without any problems.
- The "Roll the Dice" portion happens at the end of the progress bar. I've been checking it out. At the end of the progress bar, the client will send the "real" enhance packet, the server would generate a chance and reply back, the feedback packet is the result.
*** You can use the "real" enhance request packet and send it multiple times, you'll either get your weapon instantly to +6 or nothing XD. But be aware, when you do that, you are skipping the filler process which can be easily seen by other players since they won't see the "anvil and hammer" portion happening on your character, it goes straight to the "Dagger Glows" or "Dagger goes down".***
- This will not be possible since the result is stored already on the server once it receives the "real" enhance request packet.
- Not unless we use a different method, or function within the packet, it won't be possible XD. - By that I mean, let's say, a GM's enhance request packet format is different than what we have as regular players.
- What we are looking for here are loopholes

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2. Same goes with opening up Altea's boxes and other similar things.
- It's also the same with enhancing, there's a filler and there's the "Roll the Dice".
3. Gold hack by changing the values on the client side XD. You know how they work

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- Not unless it's of a different process/function... Again, a loophole

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I've done other things as well such as changing the values for the points and check if there would be any difference, FTG, things that I know that are server sided (But was hoping that there's a a gap in between them).
There we go, it's quite long but I hope you can read through it and give me your insights and things that you can pitch in to help and improve

. Tell me what you can say about it, I would love to hear what you think

. It's a good exchange of ideas

. Thank you so much.