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EOPlugins 2.0.2
| I have redone a large portion of the eoplugins system. Along with that, i have also added an embedded proxy in the plugin system, usable by plugins. The current feature list:
Creation of a plugin is simple: all that is needed is to make a native windows dll, drop it into the plugins folder, with at least one of the exported functions listed - pluginload pluginunload pluginrun pluginrecvpacket pluginsendpacket Your exported functions need to look roughly like this(language dependent): The example plugin that comes with the package is a simple packet reader plugin. All it really does is test out all of the plugin functions and outputs what each packet sends. See the source here: http://pastebin.com/qqxfVDFD Download Here. Extract zip to your client folder. Look at the config\setup.ini under the [CONNECTION] group for extra configuration information. Let me know if you have any questions/issues using it. Changelog (+added, *fixed, -removed, &changed):
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Re: EOPlugins 2.0
| That's very nice this could be an alternative to a whole new client. --- Remember when is not an organization nor a fucking group , it's simply an idea that we believe in and live for. The priority of Remember when should come before oxygen , as oxygen is cosmetic even life itself is cosmetic,that's why offer our worthless lives to The "Remember when"
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Re: EOPlugins 2.0
| weedindeed posted: (23rd Aug 2014, 01:38 am) It really could be used for that. It enables you to add so many different things to the client.
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Re: EOPlugins 2.0
| What are the possibilities besides keylogger and virus xD
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Re: EOPlugins 2.0
| It lets you run custom code on your client. It also has an internal non disruptive proxy so you can modify /view packets as they leave / arrive to the client. You could make a bot with it. You could add new menus. You could edit the memory of the client. Ect ect. Its really up to you to be creative with it. You could make an overlay window that stays on top of the client window that replaces the default gui for the game.
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Re: EOPlugins 2.0
| I tried making a c++ plugin and failed. o.o It compiles, but it does nothing when I turn on the client. I just read a tutorial on how to make a dll file like 5 minutes ago, so I'm fairly new to dll files.
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Re: EOPlugins 2.0
| where is the dll main function? to suirad, My dll is loaded like 10 times after launching the client and when click any button it will be loaded like on every action. --- Remember when is not an organization nor a fucking group , it's simply an idea that we believe in and live for. The priority of Remember when should come before oxygen , as oxygen is cosmetic even life itself is cosmetic,that's why offer our worthless lives to The "Remember when"
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Re: EOPlugins 2.0.1
| Added C++ example plugin / plugin framework to OP. Also updated eoplugins with minor changes. That should clear up any confusion Ryouken posted: (24th Aug 2014, 06:22 am) This is how it should look: http://pastebin.com/MDfLAu35 Edit: C# Plugin Tutorial Now you can make C# Plugins! (VS 2010+ required) Steps:
NOTE: I haven't toyed with it much, so i am not sure what causes the crash on the pluginunload. At that point, it probably has already freed any memory associated with that dll and .net, so you probably aren't missing much. It may end up not being supported with C#, but i am not going to fiddle with it much. Update 10/17/14: I have figured out a reliable way to embed the main plugin dll into the Original(unpacked) Endless Client. See OP for download link. Embedded client will have latest eoplugins version in it. |