Ripe Guide

Páginas: 8 (1937 palabras) Publicado: 13 de enero de 2013
RiPE

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RiPE
Official Guide Table of Contents:
Injecting RiPE.................2 Selecting a Game.............2 Logging Packets...............3 Sending Packets...............3-4 Dynamic Packets..............5 Packet Blocking...............6 Packet Modification........6 Opcode Labeling..............7 Introduction to RiPEST...7 RiPEST Database.............8 Further Reading................8 RiPE

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Injecting RiPE:
If you are using RiPE Launcher:
Select the game or process that you want to inject into, and then click the "Inject" button. RiPE Launcher comes with RiPE. Make sure that RiPE Launcher is in the same folder / directory as RiPE.dll.

If you are using Injector Gadget:
Select the game or process that you want to inject into from the left. Add RiPE.dll to the DLLsto Inject list by browsing for it or dragging the .dll and dropping it into the DLLs to Inject box. After that is done, click the "Inject" button. Do NOT check "Cloak DLL." RiPE uses its own cloaking methods.

Selecting a Game:
After injecting, you should now see a "Game Selection" dialog. Select the game that you want to use RiPE for from the left, and the version from the right. Click on"Continue." You may additionally "Search for a Plugin" to search the RiPEST plugin database for other plugins. Plugins appear on the Game Selection menu just like any other game.

RiPE

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Logging Packets:
To log packets, simply click "Hook Send" or "Hook Recv." Hook Send will log packets sent FROM the client TO the server. Hook Recv will log packets sent FROM the server TO the client. You mustalso make sure that "Enable Logging" is checked for packets to appear. The difference between Tree and List views is simply the order that packets appear. In a tree view, packets are ordered first by their header and second by their return address. In a list view, packets are ordered based on the time that they were logged. Double-clicking on a packet once it is logged will add it to the "SendPackets" window. You can clear the logged packets by right-clicking anywhere on RiPE and selecting the appropriate option from the menu.

Sending Packets:
With the Send Packets window: Place the packet in the "Packet" textbox, and click either "Send" to send a packet to the server or "Recv" to send a packet from the server to the client. Note that Recv packets modify the client, while Sendpackets modify the server. You may use * or ? to randomize parts of a packet, such as "0A 00 ?? *? ** 0? 0A 00 00 00". Notice how * and ? work exactly the same, and you are able to randomize a single nibble (character between 0~F; 4 bits). Spacing is ignored in packets.

RiPE

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Sending Packets (Cont.):
With the Multi tab: The Multi tab offers a wide range of flexibility for sending andreceiving packets. This tab is usually used to save and load groups of packets, or to send a group of packets to other people via a .ini file. You may add a small name to each packet to remember what it's used for. To add a packet to the Multi tab, place the packet in "Packet" textbox as shown above, and set the delay to the amount of time between successive sends / receives of that packet. For example,if I have a packet to drop ingame money and I set the delay to 2500, then I will drop in-game money every 2.5 seconds. Packets are appended to the bottom of the Multi list. If you want to add multiple packets, then they should be added in the order that they'll be used. Note that order only matters if you have "Act as Group" enabled. If "Act as Group" is enabled, then the first packet will be sentafter its delay (in the above screenshot, it would be sent after 1000 milliseconds). The second packet would be sent 123 milliseconds after the first packet was sent. If "Act as Group" is disabled, packets will be sent based on their own delay, without any regard for the delay of other packets. In the above example, this would mean that "A0 00" would be sent every 1000 milliseconds, and the...
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