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Credits to TheNullZ from GK

Special thanks to Waffles, for his help on the project.


Z - The Packet Inspector
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What is Z?

Although the project was named NzPI, the program itself is just called
Z. Z is a packet editor that also includes a memory manager, and a
scripting interface that is still under development.

What is a Packet Editor?

A packet editor is any program that allows someone to capture packets in
either direction, and manipulate their data. (The term itself is
actually somewhat of a misnomer, since for most games, if you actually
"edited" packets in real-time the game would crash because you're slower
than a machine, lol).

Will Z work with EMS?

I coded it to work with both GMS and EMS, but I have no way of knowing
if it actually does work with EMS since I don't play in Europe. So, feel
free to try.


What can I do with Z?

Z gives you the ability to intercept packets sent to and received from
the MapleStory game servers, and allows you to have packets filtered,
ignored, blocked, or re-injected. Currently, Z only supports injecting
packets sent to the server, but will soon support injecting packets
received from the server as well.

In addition to packet editing, Z also includes an experimental feature
called the ZMM (Z Memory Manager). The ZMM allows you to dynamically
lookup the values for static addresses comprised of bases and offsets,
or AoB (Array of Bytes) values; and Z will soon make active its
scripting interface ZScript. ZScript is a JavaScript-based language for
interacting with Z and MapleStory and will allow you to create scripts
for controlling either.

What is language was
used to create Z?


I created Z using a mixture of C++, C++/CLI (Managed C++), and Assembly.
The backend of Z is hardcoded in ASM, while the GUI is written in
C++/CLI using Windows Forms; C++ is used as the bridge between these two
layers of the program.

What are the requirements?


Since the GUI is written using Windows Forms, the only requirement for
using Z is that you have a working installation of the .NET Framework
version 2 or higher.

Z does NOT require a bypass. This is because Z bypasses HackShield and
MapleStory's protections itself. The bypass methods used by Z are
passive; so if you inject your own bypass into the game process, and
then inject Z, both will still work correctly.

What
new features does Z bring to the PE world?



  • Literal Format
    - Z allows you to describe packet data in literal form (i.e. numbers,
    characters, and strings); no longer do you have to describe packets as
    only a series of byte values.
  • Pattern Matching -
    Z allows you to search through packet data and packet collections using
    patterns. These patterns can also be used to block packets, ignore
    packets, or to create custom templates for packets. Patterns make it
    possible to manipulate packet data with only needing to know a small
    part about that data.
  • Packet Filtering - Z allows you
    to use patterns to search through all data packets and sort them into
    search results in a special packet collection window.
Features


  • The main application window
    display 3 tabs that contain all packets received, all packets sent, and
    the history tab that contains all packets sent or received.
  • Both
    the Received, and Sent tabs include an input field which display the
    full packet when it is chosen from the List, or it can accept a packet
    or valid Z pattern to be used to ignore or block certain packets. While
    both tabs do include an Inject button, only the Send tab has a working
    one. (This means that you can inject packets into the stream of packets
    being sent to the server, but not those being received).
  • Automatic
    String Parsing
    - When packets contain textual
    data, that data is automatically parsed by Z, and display in its
    printable format. Every string can be assumed to represent the byte
    codes for its character and a 2-byte value prefix for its length.
  • Collecting
    Packets
    - When a packet is right-clicked in
    the list you are presented with a menu that allows you to create a
    template based on that packet, or add that packet to either the
    Favorites collection or 1 of 8 personal collections.
  • Randomization
    - When you right-click the input field you are presented with a menu
    that allows you to have random bytes inserted into the input based on
    literal data types.
  • Byte Transformation
    - Selecting a valid series of bytes from the input field allows you to
    transform those bytes into real data types like integers and string
    data.
  • Packet Filtering - The Filter button
    searches through all packets in the buffers and automatically adds them
    to a special collection called Filter Results. This collection is
    cleared every time a new filter is applied.
  • Ignoring
    Packets
    - The Ignore button adds the packet or
    the pattern from the input field to the Ignored List for that stream.
    When packets are ignored, they will not appear in the Received, or Sent
    tabs but are still displayed in the History tab.
  • Blocking
    Packets
    - The Block button adds the packet or
    the pattern from the input field to the Blocked List for that stream.
    When packets are blocked, they will not appear in any tabs, and will
    not be processed by MapleStory. (Be careful when using this feature
    because certain packets must not be blocked in order for the game to
    operate properly).
Packet Templates

When you select 'Templates' from the Packets menu the Z Template Manager
will open. The Template Manager allows to create templates that control
the display format, text color, background color, and code name for
packets based on patterns. This feature presents a very dynamic way of
naming and color packets based on the commands they represent. It can
very simple or complex based on your choosing.


  • A template
    can either be applied to packets from the sent packet stream, the
    received packet stream, or both.
  • Every template MUST define a
    codename for itself. The codename is displayed in place of the actual
    2-byte command code value for the packets matching that template in the
    list.
  • Every template is based on a pattern. When new packets
    are intercepted, they are tested, and the first template that matches
    them is the one gets applied.
  • Do No Format - Enabling this option, will
    preserve the byte code format of the packets that match instead of
    automatically parsing it for textual data.
  • Color All Fields
    - Enabling this option will apply the selected text and background
    colors to the size and data columns when that packet is displayed in the
    lists.
  • You can export your templates to a file, or import
    template definitions from a file. This allows you to share you packet
    templates with other people.
  • Templates present in the list when
    Z is exited are automatically restored the next time Z is injected. So
    if you forget to export your templates, there's no worry, they'll be
    remembered by Z.
Packet Builder


  • The packet builder greatly simplifies the task of making
    packets allows you to create a packet using literal data types (byte
    code, numbers, chars, strings) and then see, automatically, the byte
    code that represents that packet.
Pattern
Management



  • The pattern managers allow you to
    activate, de-activate, or remove packets, or patterns from the Ignored
    or Blocked lists. Packets or patterns can be enabled or disabled from
    being blocked simply by checking or unchecking them in the manager.
Packet Collections


  • The
    collection windows are a fun and simple way of managing groups of
    packets. Any packet can be added to or removed from any collection.
    Collections can be saved to files.
Tools

The Tools menu will be filled with a variety of tools for multiple
tasks, but for the first release of Z, the only tool included is Flood
Control.


  • Flood Control - An easy
    way of creating packet floods (spamming). Flood controls allows you to
    define your packets in literal or byte code format, have them sent
    incrementally or randomly, at an interval or your choice with the option
    of limiting the number of packets sent to a specific amount.
Z
includes many more options and features but those are best learned
through experience with the program.

Command
Codes


MapleStory packets contain data that is all stored in a Little-endian
format. That means the bytes for data are in the reverse order of its
visual representation (i.e. DE AD BE EF is stored as EF BE AD DE).
Because of this, the command code (the first 2 bytes of a packet) is
also in reverse order. To remedy this, Z allows you to specify command
codes in a special format; To describe a command code you use a '@'
symbol followed bye the hex value for that code. This is automatically
converted to its correct format. So, for the server world command (000A)
which is stored in the packet as 0A 00, we would describe it as @000A
so that it is automatically converted to the byte code of 0A 00.

Literal Data Types

Literal data types are data expressed in it's natural format. For
example, instead of typing the byte code 0A, Z allows you to use #10
instead. Four literal data types are supported: 16-bit integers, 32-bit
integers, ASCII characters, and strings.


  • Integers -
    Integers are described by using their value with a '#' symbol in front
    (#10 = the value 10, #1337 = 1337). When converted into byte code, the
    integer is widened to whatever the minimum number of bytes necessary to
    store it are. (i.e. #10 is converted to 0A, but #355 is converted to 63
    10). Additionally, you can specify what width you want you integer to
    be stored as by adding a ':' followed by a 1, 2, or 4 (i.e. #10:4 is
    converted to 0A 00 00 00).
  • ASCII Characters
    - Characters are any valid printable character, that means its byte
    value is between 20 and 7F. A character is described by just enclosing
    that character in single quotes (i.e. 'A' is converted to 41).
  • Strings
    - Strings are any valid series of printable characters (like
    charcters), and they are described by enclosing them in double quotes;
    when they are converted, their byte code is automatically preceded with a
    2-byte value denoting the length of the string. (i.e. "Hello" is
    converted to 05 00 48 65 6C 6C 6F).
Examples
Code:
@0031 05 "I'm an example of a packet described in literal format"

Pattern Specifiers

Patterns are comprised of the same data as packets in either byte code
format, or literal format, with the addition of two special literals.


  • ? -
    When used in a pattern, '?' matches any 1 byte with any value. That
    means that for that pattern "@0018 ?", any packet where the first two
    bytes are the command code 0018 and the third byte is any value will be a
    match.
  • * - When used in a pattern, '*'
    matches any series of zero of more bytes with any value. That means that
    for that pattern "@0018 * 0F", any packet where the first two bytes
    are the command code 0018 and the last byte is 0F will be a match.
Examples
Code:
// A pattern that will match any chat packet where someone said Hello.
@0031 ? "Hello" *
// A pattern that will match any packet containing the word: Galicia.
* "Galicia" *

There's a lot more to Z, than what I've described above, but
as I said before, the best way to learn is through experience. The NzPI
project is still under active development, and this project will be
continued for as long as it can be maintained by myself. Enjoy!

Downloads

Analysis
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Screenshots
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#2
MapleCorkyHack

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Okay well To spam the packets, were is the tool selection?

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#3
MapleCorkyHack

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Edit to last: i see on your pics u have the Tools, however when i downloaded there is no tool selection

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#4
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