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  1. #1
    Kiling_Machine4321's Avatar
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    Laf Project Bot/Trainer

    Tried on Hellquest and it doesn't seem work....Anyone can create it bot? It has Anti-Cheater system....

    Link to game
    http://lafproject.net/?play

  2. #2
    Oliboli8769's Avatar
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    After a quick check, looks like they encrypted their shit.
    I could look further into it but I don't got time fo' dat.

    If you think it would be useful I could probably make an account cracker

    - - - Updated - - -

    Lol nvm, can create

  3. #3
    bongy97's Avatar
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    Quote Originally Posted by Oliboli8769 View Post
    After a quick check, looks like they encrypted their shit.
    I could look further into it but I don't got time fo' dat.

    If you think it would be useful I could probably make an account cracker

    - - - Updated - - -

    Lol nvm, can create
    Hie oli. i gonna send u a part of my stuff for u to check ,_,

  4. #4
    Oliboli8769's Avatar
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    Quote Originally Posted by bongy97 View Post
    Hie oli. i gonna send u a part of my stuff for u to check ,_,
    Cool, I'll be on my email now.

    - - - Updated - - -

    On topic:
    Quickly pulled together this loader code for anyone interested - the game SWF is 'packed'/'encrypted' or some shit into "LP_Game_V13.6.html"
    but it doesn't seem to matter. Only issue now is the domain policy issues when trying to log in, cba to work that out so you can :]
    Ignore the comments, used my tutorial loader code as a base.

    Code:
    import flash.events.Event;
    
    //Comments by Oliboli8769
    
    Security.allowDomain("*");
    //URLs as Strings used for easiness
    var sURL1 = "http://aqworldscdn.aq.com/game/";
    var sURL2 = "http://cdn.aqworlds.com/game/";
    var sFile; //used to store game version string
    var versionLoader: URLLoader;
    var Game: Object;
    var swfContext: LoaderContext;
    var swfLoader: Loader;
    var swfRequest: URLRequest;
    
    GetVersion(); //starts game load
    
    function GetVersion() {
    	//checks for most recent game version from ASP file
    	versionLoader = new URLLoader();
    	versionLoader.addEventListener(Event.COMPLETE, onVersionComplete); //adds event listener for when the ASP is loaded
    	versionLoader.load(new URLRequest("http://lafproject.net/gamefiles/buscaclient.php")); //same as http://aqworldscdn.aq.com/game/gameversion.asp
    }
    function onVersionComplete(param1: Event) {
    	//ASP file has now been fully loaded
    	//var version:String = param1.data;
    	//trace(version);
    	var vars: URLVariables;
    	vars = new URLVariables(param1.target.data); //reads variables held on loaded ASP
    	if (vars.status == "success") //checks the 'status' var on ASP
    	{
    		//after confirmation
    		sFile = vars.sFile; //reads game version linkage and saves as the variable sFile
    		LoadGame(); //now the version is found, we can load the game
    	}
    }
    function LoadGame() {
    	swfContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
    	swfLoader = new Loader();
    	swfRequest = new URLRequest("http://lafproject.net/gamefiles/" + sFile); //using sFile from before as updated game linkage
    	swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameComplete); //adds event listener for the game load
    	swfLoader.contentLoaderInfo.addEventListener(flash.events.ProgressEvent.PROGRESS, onGameProgress); //adds event listener for how much the game has loaded
    	swfLoader.load(swfRequest, swfContext);
    	stage.quality = StageQuality.LOW; //sets stage quality to low, possibly reducing lag (optional)
    }
    function onGameComplete(loadEvent: Event) {
    	stage.addChildAt(loadEvent.currentTarget.content, 0); //adds the loaded game content to the stage
    	loadEvent.currentTarget.content.y = 0.0;
    	loadEvent.currentTarget.content.x = 0.0;
    	Game = Object(loadEvent.currentTarget.content); //stores loaded content onto the Object Game
    	//Game.params.sURL2 = sURL2;
    	Game.params.sTitle = "Who's Laffing Now?";
    }
    function onGameProgress(arg1: flash.events.ProgressEvent): void {
    	//this can be used for progress bars/loaders before trainers
    	var percentage: *= arg1.bytesLoaded / arg1.bytesTotal;
    	trace(percentage * 100); //traces how much the game has loaded as a percentage
    	return;
    }
    function SendPacket(packet: String) {
    	var args: Array = new Array;
    	var tempArg: String = "";
    	var var1: String = "";
    	var done1: Boolean = false;
    	var var2: String = "";
    	var done2: Boolean = false;
    	var done3: Boolean = false;
    	var done4: Boolean = false;
    
    	var i: Number = 1;
    
    	while (i < packet.length) {
    		if (packet.charAt(i) != "%") {
    			if (done1 && !done2) {
    				var1 += packet.charAt(i);
    			} else if (done1 && done2 && !done3) {
    				var2 += packet.charAt(i);
    			} else if (done1 && done2 && done3 && done4) {
    				tempArg += packet.charAt(i);
    			}
    		} else {
    			if (!done1) {
    				done1 = true;
    			} else if (done1 && !done2) {
    				done2 = true;
    			} else if (done1 && done2 && !done3) {
    				done3 = true;
    			} else if (done1 && done2 && done3 && !done4) {
    				done4 = true;
    			} else if (done1 && done2 && done3 && done4) {
    				args.push(tempArg);
    				tempArg = "";
    			}
    		}
    
    		i++;
    	}
    
    	var room: String = Game.world.curRoom;
    
    	switch (var2) {
    		case "afk":
    			room = "1";
    			break;
    		case "hi":
    			room = "1";
    			break;
    		case "gar":
    			room = "1";
    			break;
    		case "cmd":
    			room = "1";
    			break;
    	}
    
    	trace("Zone Master: " + var1);
    	trace("Packet Type: " + var2);
    	trace("Arguements: " + args);
    	Game.world****otClass.sfc.sendXtMessage(var1, var2, args, "str", room);
    }
    stop();

  5. #5
    Kiling_Machine4321's Avatar
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    Quote Originally Posted by Oliboli8769 View Post
    Cool, I'll be on my email now.

    - - - Updated - - -

    On topic:
    Quickly pulled together this loader code for anyone interested - the game SWF is 'packed'/'encrypted' or some shit into "LP_Game_V13.6.html"
    but it doesn't seem to matter. Only issue now is the domain policy issues when trying to log in, cba to work that out so you can :]
    Ignore the comments, used my tutorial loader code as a base.

    Code:
    import flash.events.Event;
    
    //Comments by Oliboli8769
    
    Security.allowDomain("*");
    //URLs as Strings used for easiness
    var sURL1 = "http://aqworldscdn.aq.com/game/";
    var sURL2 = "http://cdn.aqworlds.com/game/";
    var sFile; //used to store game version string
    var versionLoader: URLLoader;
    var Game: Object;
    var swfContext: LoaderContext;
    var swfLoader: Loader;
    var swfRequest: URLRequest;
    
    GetVersion(); //starts game load
    
    function GetVersion() {
    	//checks for most recent game version from ASP file
    	versionLoader = new URLLoader();
    	versionLoader.addEventListener(Event.COMPLETE, onVersionComplete); //adds event listener for when the ASP is loaded
    	versionLoader.load(new URLRequest("http://lafproject.net/gamefiles/buscaclient.php")); //same as http://aqworldscdn.aq.com/game/gameversion.asp
    }
    function onVersionComplete(param1: Event) {
    	//ASP file has now been fully loaded
    	//var version:String = param1.data;
    	//trace(version);
    	var vars: URLVariables;
    	vars = new URLVariables(param1.target.data); //reads variables held on loaded ASP
    	if (vars.status == "success") //checks the 'status' var on ASP
    	{
    		//after confirmation
    		sFile = vars.sFile; //reads game version linkage and saves as the variable sFile
    		LoadGame(); //now the version is found, we can load the game
    	}
    }
    function LoadGame() {
    	swfContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
    	swfLoader = new Loader();
    	swfRequest = new URLRequest("http://lafproject.net/gamefiles/" + sFile); //using sFile from before as updated game linkage
    	swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameComplete); //adds event listener for the game load
    	swfLoader.contentLoaderInfo.addEventListener(flash.events.ProgressEvent.PROGRESS, onGameProgress); //adds event listener for how much the game has loaded
    	swfLoader.load(swfRequest, swfContext);
    	stage.quality = StageQuality.LOW; //sets stage quality to low, possibly reducing lag (optional)
    }
    function onGameComplete(loadEvent: Event) {
    	stage.addChildAt(loadEvent.currentTarget.content, 0); //adds the loaded game content to the stage
    	loadEvent.currentTarget.content.y = 0.0;
    	loadEvent.currentTarget.content.x = 0.0;
    	Game = Object(loadEvent.currentTarget.content); //stores loaded content onto the Object Game
    	//Game.params.sURL2 = sURL2;
    	Game.params.sTitle = "Who's Laffing Now?";
    }
    function onGameProgress(arg1: flash.events.ProgressEvent): void {
    	//this can be used for progress bars/loaders before trainers
    	var percentage: *= arg1.bytesLoaded / arg1.bytesTotal;
    	trace(percentage * 100); //traces how much the game has loaded as a percentage
    	return;
    }
    function SendPacket(packet: String) {
    	var args: Array = new Array;
    	var tempArg: String = "";
    	var var1: String = "";
    	var done1: Boolean = false;
    	var var2: String = "";
    	var done2: Boolean = false;
    	var done3: Boolean = false;
    	var done4: Boolean = false;
    
    	var i: Number = 1;
    
    	while (i < packet.length) {
    		if (packet.charAt(i) != "%") {
    			if (done1 && !done2) {
    				var1 += packet.charAt(i);
    			} else if (done1 && done2 && !done3) {
    				var2 += packet.charAt(i);
    			} else if (done1 && done2 && done3 && done4) {
    				tempArg += packet.charAt(i);
    			}
    		} else {
    			if (!done1) {
    				done1 = true;
    			} else if (done1 && !done2) {
    				done2 = true;
    			} else if (done1 && done2 && !done3) {
    				done3 = true;
    			} else if (done1 && done2 && done3 && !done4) {
    				done4 = true;
    			} else if (done1 && done2 && done3 && done4) {
    				args.push(tempArg);
    				tempArg = "";
    			}
    		}
    
    		i++;
    	}
    
    	var room: String = Game.world.curRoom;
    
    	switch (var2) {
    		case "afk":
    			room = "1";
    			break;
    		case "hi":
    			room = "1";
    			break;
    		case "gar":
    			room = "1";
    			break;
    		case "cmd":
    			room = "1";
    			break;
    	}
    
    	trace("Zone Master: " + var1);
    	trace("Packet Type: " + var2);
    	trace("Arguements: " + args);
    	Game.world****otClass.sfc.sendXtMessage(var1, var2, args, "str", room);
    }
    stop();
    How ? lolol

  6. #6
    cuckold cancer 8=D's Avatar
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    Quote Originally Posted by Oliboli8769 View Post
    Cool, I'll be on my email now.

    - - - Updated - - -

    On topic:
    Quickly pulled together this loader code for anyone interested - the game SWF is 'packed'/'encrypted' or some shit into "LP_Game_V13.6.html"
    but it doesn't seem to matter. Only issue now is the domain policy issues when trying to log in, cba to work that out so you can :]
    Ignore the comments, used my tutorial loader code as a base.

    Code:
    import flash.events.Event;
    
    //Comments by Oliboli8769
    
    Security.allowDomain("*");
    //URLs as Strings used for easiness
    var sURL1 = "http://aqworldscdn.aq.com/game/";
    var sURL2 = "http://cdn.aqworlds.com/game/";
    var sFile; //used to store game version string
    var versionLoader: URLLoader;
    var Game: Object;
    var swfContext: LoaderContext;
    var swfLoader: Loader;
    var swfRequest: URLRequest;
    
    GetVersion(); //starts game load
    
    function GetVersion() {
        //checks for most recent game version from ASP file
        versionLoader = new URLLoader();
        versionLoader.addEventListener(Event.COMPLETE, onVersionComplete); //adds event listener for when the ASP is loaded
        versionLoader.load(new URLRequest("http://lafproject.net/gamefiles/buscaclient.php")); //same as http://aqworldscdn.aq.com/game/gameversion.asp
    }
    function onVersionComplete(param1: Event) {
        //ASP file has now been fully loaded
        //var version:String = param1.data;
        //trace(version);
        var vars: URLVariables;
        vars = new URLVariables(param1.target.data); //reads variables held on loaded ASP
        if (vars.status == "success") //checks the 'status' var on ASP
        {
            //after confirmation
            sFile = vars.sFile; //reads game version linkage and saves as the variable sFile
            LoadGame(); //now the version is found, we can load the game
        }
    }
    function LoadGame() {
        swfContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
        swfLoader = new Loader();
        swfRequest = new URLRequest("http://lafproject.net/gamefiles/" + sFile); //using sFile from before as updated game linkage
        swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, onGameComplete); //adds event listener for the game load
        swfLoader.contentLoaderInfo.addEventListener(flash.events.ProgressEvent.PROGRESS, onGameProgress); //adds event listener for how much the game has loaded
        swfLoader.load(swfRequest, swfContext);
        stage.quality = StageQuality.LOW; //sets stage quality to low, possibly reducing lag (optional)
    }
    function onGameComplete(loadEvent: Event) {
        stage.addChildAt(loadEvent.currentTarget.content, 0); //adds the loaded game content to the stage
        loadEvent.currentTarget.content.y = 0.0;
        loadEvent.currentTarget.content.x = 0.0;
        Game = Object(loadEvent.currentTarget.content); //stores loaded content onto the Object Game
        //Game.params.sURL2 = sURL2;
        Game.params.sTitle = "Who's Laffing Now?";
    }
    function onGameProgress(arg1: flash.events.ProgressEvent): void {
        //this can be used for progress bars/loaders before trainers
        var percentage: *= arg1.bytesLoaded / arg1.bytesTotal;
        trace(percentage * 100); //traces how much the game has loaded as a percentage
        return;
    }
    function SendPacket(packet: String) {
        var args: Array = new Array;
        var tempArg: String = "";
        var var1: String = "";
        var done1: Boolean = false;
        var var2: String = "";
        var done2: Boolean = false;
        var done3: Boolean = false;
        var done4: Boolean = false;
    
        var i: Number = 1;
    
        while (i < packet.length) {
            if (packet.charAt(i) != "%") {
                if (done1 && !done2) {
                    var1 += packet.charAt(i);
                } else if (done1 && done2 && !done3) {
                    var2 += packet.charAt(i);
                } else if (done1 && done2 && done3 && done4) {
                    tempArg += packet.charAt(i);
                }
            } else {
                if (!done1) {
                    done1 = true;
                } else if (done1 && !done2) {
                    done2 = true;
                } else if (done1 && done2 && !done3) {
                    done3 = true;
                } else if (done1 && done2 && done3 && !done4) {
                    done4 = true;
                } else if (done1 && done2 && done3 && done4) {
                    args.push(tempArg);
                    tempArg = "";
                }
            }
    
            i++;
        }
    
        var room: String = Game.world.curRoom;
    
        switch (var2) {
            case "afk":
                room = "1";
                break;
            case "hi":
                room = "1";
                break;
            case "gar":
                room = "1";
                break;
            case "cmd":
                room = "1";
                break;
        }
    
        trace("Zone Master: " + var1);
        trace("Packet Type: " + var2);
        trace("Arguements: " + args);
        Game.world****otClass.sfc.sendXtMessage(var1, var2, args, "str", room);
    }
    stop();
    Hey @Oliboli8769 you can't assume he knows how to code or create a trainer. Help the guy out.

  7. #7
    Oliboli8769's Avatar
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    Quote Originally Posted by xaviar View Post

    Hey @Oliboli8769 you can't assume he knows how to code or create a trainer. Help the guy out.
    You can't assume I have time for such things
    I've already written a 2500 word tutorial, I think I've done enough - http://www.mpgh.net/forum/showthread.php?t=891807
    Plus, I wasn't addressing only him - there are others who know how to code:
    Quote Originally Posted by Oliboli8769 View Post
    for anyone interested

  8. #8
    Kiling_Machine4321's Avatar
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    I tried once but it epic fail

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