
Originally Posted by
Gods army
packetparser if I am correct. and you dont dump them. you look at their structure then create a server side structure for it. (usually containing it "talking" to the stream class)
Like
serverSide > clientSide
writeLEShortA > readLEShortA
This is what gods army means with 'talking' 
Code:
if (Class36.packetOpcode == 177) {
int i_166_ = Class94.aClass30_Sub25_Sub1_1546.readByte(i ^ 0x9f);
int i_167_ = Class94.aClass30_Sub25_Sub1_1546.readByte(255);
int i_168_ = Class94.aClass30_Sub25_Sub1_1546.readShort(false);
int i_169_ = Class94.aClass30_Sub25_Sub1_1546.readByte(i + 159);
int i_170_ = Class94.aClass30_Sub25_Sub1_1546.readByte(255);
Class1.method64(i_168_, i_169_, 100, i_170_, i_166_, true, i_167_);
Class36.packetOpcode = -1;
return true;
}
You see the readStreams right.?
Now you use the structures
and make it like.
Code:
public void sendPacket177(int i1, int i2, int i3, int i4, int i5) {
player.getSession().write(
new StaticPacketBuilder().setId(177).addByte((byte) i1)
.addByte((byte) i2).addShort(i3).addByte((byte) i4)
.addByte((byte) i5).toPacket());
Not that hard huh 
If you mean getting id's, client to server packets are easy to get because it will show when a packet send that is not handled.
to get server to client packets, you have to pick random packets and compare them with 508/other packets.
Or dump them from RS. but the packet opcodes changes every revision :/