The principle of preparation of game plugs (1)

xiaoxiao2021-03-06  15

[Editor] Thank VB365.com member change to find this article, is to write a online game plug-in, I hope to help friends who want to write out.

I. Introduction

The so-called game plug-in, in fact, a game auxiliary procedure, which can help players automatically generate game action, modify game network packets, and modify swimming

Play memory data, etc., to achieve the least amount of time and money to complete your skill upgrade and pass. Although, now the "legal" of the game plug-in program

The identity is talking about, here I don't want to post any personal opinion, let the time to explain everything.

Regardless of the "legal" identity, it is a certain technical content, and many high-end uses in these small procedures.

Technology, such as intercepting SOCK technology, intercepting API technology, analog keyboard and mouse technology, direct modification of program memory technologies, etc. This article will hang common game plug-in

The technique used in the technology is fully analyzed.

Second, I know plug-in

The history of the game can be traced back to a single-machine version of the game, only that it uses another more popular name? "Game modifier. It can

Take the value of the ability to lock the game owner in the game. This players can reach the protagonist in the game, do not cost magic, do not consume money

Waiting for the purpose. This reduces the difficulty of the game, making players easier to customize.

With the coming of online games, the game has new development on the original features, it has become more diverse, and the function is more powerful.

It is more simple to operate, so that some games have become a system, such as "Stone Age", plug-in variety reached dozens of kinds, automatic fighting,

Automatic walking, automatic training, automatic blood, acceleration, no enemy, encounter enemy, rapid increase in experience, button elves ... Almost everything.

The game plug-in design is mainly for a game development, we can roughly mount the plug into two broad categories according to the type of game it.

.

One type is to use a large number of cumbersome attack motions in the game, using plug-in automatic completion to help players easily get an attack object and can increase quickly.

The experience of players. For example, there is a job in the "Dragon", the higher the player's work, you can control the better equipment. Added work

The level is not a fun thing, and it is said that it is a repeating mechanical labor. If you want to be a rod used by the Master, you first need to do basic work - cut the tree.

The method of chopping trees is very simple, and you can have a mouse before a big tree, and each 10000 experience is promoted. This means that players should not stop before the big tree

Click on the mouse, this boring thing can be solved by "Button Spirit". Explea "button elves" function allows players to get rid of non-fun click mouse

Work.

Another category is generated by the plug-in program, and sends these packets to the online game server and uses these false information.

The server makes a modification of the game value to achieve the purpose of modifying the value of the role. This type of plug-in procedure is very targeted, generally in designing a certain

A version of the game is made because the packets of each online game server communicate with the client are different, and the plug-in must have to deceive online games.

The data packet of the server is analyzed to generate a data packet identified by the server. Such plug-in procedures are also currently the most fluent class of game plug-in.

In addition, many plug-in programs are now powerful, not only automatic action proxy and packet feature, but also provide clients for online games.

The order of data is modified to achieve the purpose of deceiving the online game server. I believe that with the progress of online game merchants, the game plug-in

More and more excellent technologies will be produced, let us look forward to watching the technology war ...

Third, plug-in technology review

The process of developing a game plug-in program can be generally divided into two parts:

The previous part of the work is to analyze the external main game, and the contents of different types of plug-in analytical body games are different. Soapired to talk about the above

The first class in the plug-in type, its analysis process is often analyzed for the position and distribution of the attack object in the game's scene to implement external automatic attacks and location movement. As a second class in the plug-in type, its analysis process is often a number of communication packets between the game server and the client.

According to the structure, content, and analysis of encryption algorithms. Because online game companies generally announce the structure, content and encryption of communication package data for its game products

The information of the algorithm, so the key to the development of the second type of plug-in success is whether the structure, content, and encryption algorithm of the game package data can be correctly analyzed.

You can use some tool-assisted analysis, but this is still a hard and complex work.

The subsequent part of the work is mainly based on the analysis results of the game in the previous period, writing a plurality of procedures using a large number of procedures development technologies to implement control of the game or

modify. If the plug-in program is the first type of plug-in, the mouse simulation technology is usually used to implement the automatic position of the game role, using the keyboard simulation technology.

To achieve automatic attacks of the game role. If the plug-in program is a second type of plug-in, it is usually used to block the SOCK and the API function technology to block the game service.

The network packets from the instructor and modify the packet after the packet is sent to the game server. In addition, there are many plug-in use to store the log client program.

According to the modification technology and game acceleration technology.

This paper is mainly for exploration of procedures development techniques used in the post-development of game plug-in procedures, and focuses on the following types of usage in the game plug-in

Program development technology:

● Action Simulation Technique: It mainly includes keyboard simulation technology and mouse simulation technology.

● Packet technology: mainly includes blocking SOCK technology and blocking API technology.

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