Lightbulb[TUTORIAL] 27.7.X2 AS3 Client to FSOD

Posts 91–105 of 157 · Page 7 of 11
Well I can't really explain it any better. I start the server.exe and wserver.exe then I go to the client source folder go into out and open the client, but then i get the language error.

EDIT - Haha, I was using port 8080 and I forgot to change it. Stupid mistake sorry.
Thanks. DD
I don't know how do i update the dat0.xml and dat1.xml can someone send me updated files of those? Please.
Finally, what is the solution for the error RIGHT_CLICK (flex sdk 4.6.0) or the error Sprite (flex sdk 4.9.1) plz ? I have both

Edit:

For 4.6.0:
C:\...\src\com\company\assembleegameclient\map\map overlay\SpeechBalloon.as
-> Error88, 37) [WebMain]: Error code: 1119: Access of possibly undefined property RIGHT_CLICK through a reference with static type Class.

For 4.9.1:
C:\...\src\WebMain.as
-> Error59, 30) [WebMain]: Error code: 1017: The definition of base class Sprite was not found.
Oh it's okey, i have found
Just update the playerglobal.swc for resolve the RIGHT_CLICK error
I succesfully compiled the client, but when I start it, it only shows a black screen. I am sure I did everything that the tutorial said and I am sure I didn't change anything else(I tried it again with a fresh client to be sure). The Server/wServer doesn't show any errors and I don't know what could be wrong. Please help.
Im getting an error on visual when I try to rebuild solution.. anyone know why? It has to do with the PacketIds.cs
Could anyone tell me what FSOD is?
Quote Originally Posted by balieboy View Post
Could anyone tell me what FSOD is?
fabiano swagger of doom source.
Quote Originally Posted by WintersQ View Post
For those of you that are unaware, there has been a much better way to work with RotMG clients ever since DECA made the seriously critical mistake of releasing clients that weren't ran through SecureSWF. It made creating a working source code with ActionScript 3 a breeze as well as being much easier to understand due to no obfuscation. The benefits of having such a client is obvious.

You should never need to use RABCDAsm, JPEXS. or any other decompiler to edit the client from this point forward when you can simply edit the actual source code and compile your own version at will.

With that said, I'm going to show you right now how to obtain the absolute cleanest RotMG source code ever created and get it connecting to your FSOD server. This tutorial only covers the basic requirements needed to connect to your private server.

Section A (The Client)

You'll need IntelliJ, Flex SDK 4.9.1 and a working FSOD server to get started here.

Step 1:

Go to github and search for "RotMG_Client_27.7.X2". Download it, fork it, you choose. It is highly recommended to use this as the base of all future projects.

Step 2:

Open the project up in IntelliJ, navigate to com/company/assembleegameclient/parameters/Parameters.as.

Search for this:

Code:
public static const RSA_PUBLIC_KEY:String
Replace the ENTIRE line with this RSA key:

Code:
public static const RSA_PUBLIC_KEY:String = ((((("-----BEGIN PUBLIC KEY-----\n" + "MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQCbqweYUxzW0IiCwuBAzx6Htskr") + "hWW+B0iX4LMu2xqRh4gh52HUVu9nNiXso7utTKCv/HNK19v5xoWp3Cne23sicp2o") + "VGgKMFSowBFbtr+fhsq0yHv+JxixkL3WLnXcY3xREz7LOzVMoybUCmJzzhnzIsLP") + "iIPdpI1PxFDcnFbdRQIDAQAB\n") + "-----END PUBLIC KEY-----");
Step 3:

Navigate to kabam/rotmg/ messaging/impl/data/ObjectData.as

Find this:

Code:
this.objectType_ = _arg_1.readShort();
Change to this:

Code:
this.objectType_ = _arg_1.readUnsignedShort();
Step 4:

Navigate to kabam/rotmg/ messaging/impl/GameServerConnectionConcrete.as

Find this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + "0");
Change to this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + Parameters.MINOR_VERSION);
Step 5:

Navigate to kabam/rotmg/application/impl/ProductionSetup.as

Find this:

Code:
 private const SERVER:String =;
Change the realmofthemadgodhrd URL to your Domain Name/IP address, or localhost.

Find this:

Code:
private const ENCRYPTED:String
Change the "https" to "http".

Save All, Rebuild Project

Section B (The Server)


Step 1:

Navigate to wserver/PacketIds.cs and replace the entire thing with this:

Code:
namespace wServer
{
    public enum PacketID : byte
    {
        FAILURE = 0, //slotid: 1
        CREATE_SUCCESS = 58, //slotid: 2
        CREATE = 48, //slotid: 3
        PLAYERSHOOT = 41, //slotid: 4
        MOVE = 24, //slotid: 5
        PLAYERTEXT = 9, //slotid: 6
        TEXT = 34, //slotid: 7
        SHOOT2 = 1, //slotid: 8
        DAMAGE = 52, //slotid: 9
        UPDATE = 44, //slotid: 10
        UPDATEACK = 96, //slotid: 11
        NOTIFICATION = 20, //slotid: 12
        NEW_TICK = 31, //slotid: 13
        INVSWAP = 64, //slotid: 14
        USEITEM = 3, //slotid: 15
        SHOW_EFFECT = 78, //slotid: 16
        HELLO = 86, //slotid: 17
        GOTO = 92, //slotid: 18
        INVDROP = 97, //slotid: 19
        INVRESULT = 18, //slotid: 20
        RECONNECT = 68, //slotid: 21
        PING = 8, //slotid: 22
        PONG = 83, //slotid: 23
        MAPINFO = 28, //slotid: 24
        LOAD = 63, //slotid: 25
        PIC = 88, //slotid: 26
        SETCONDITION = 36, //slotid: 27
        TELEPORT = 5, //slotid: 28
        USEPORTAL = 23, //slotid: 29
        DEATH = 12, //slotid: 30
        BUY = 77, //slotid: 31
        BUYRESULT = 56, //slotid: 32
        AOE = 7, //slotid: 33
        GROUNDDAMAGE = 84, //slotid: 34
        PLAYERHIT = 37, //slotid: 35
        ENEMYHIT = 94, //slotid: 36
        AOEACK = 89, //slotid: 37
        SHOOTACK = 10, //slotid: 38
        OTHERHIT = 6, //slotid: 39
        SQUAREHIT = 59, //slotid: 40
        GOTOACK = 99, //slotid: 41
        EDITACCOUNTLIST = 87, //slotid: 42
        ACCOUNTLIST = 53, //slotid: 43
        QUESTOBJID = 4, //slotid: 44
        CHOOSENAME = 25, //slotid: 45
        NAMERESULT = 62, //slotid: 46
        CREATEGUILD = 11, //slotid: 47
        CREATEGUILDRESULT = 95, //slotid: 48
        GUILDREMOVE = 75, //slotid: 49
        GUILDINVITE = 85, //slotid: 50
        ALLYSHOOT = 49, //slotid: 51
        SHOOT = 90, //slotid: 52
        REQUESTTRADE = 82, //slotid: 53
        TRADEREQUESTED = 51, //slotid: 54
        TRADESTART = 74, //slotid: 55
        CHANGETRADE = 101, //slotid: 56
        TRADECHANGED = 38, //slotid: 57
        ACCEPTTRADE = 26, //slotid: 58
        CANCELTRADE = 22, //slotid: 59
        TRADEDONE = 35, //slotid: 60
        TRADEACCEPTED = 100, //slotid: 61
        CLIENTSTAT = 57, //slotid: 62
        CHECKCREDITS = 27, //slotid: 63
        ESCAPE = 16, //slotid: 64
        FILE = 33, //slotid: 65
        INVITEDTOGUILD = 14, //slotid: 66
        JOINGUILD = 67, //slotid: 67
        CHANGEGUILDRANK = 81, //slotid: 68
        PLAYSOUND = 17, //slotid: 69
        GLOBAL_NOTIFICATION = 40, //slotid: 70
        RESKIN = 46, //slotid: 71
        PETYARDCOMMAND = 79, //slotid: 72
        PETCOMMAND = 47, //slotid: 73
        UPDATEPET = 39, //slotid: 74
        NEWABILITYUNLOCKED = 76, //slotid: 75
        UPGRADEPETYARDRESULT = 21, //slotid: 76
        EVOLVEPET = 69, //slotid: 77
        REMOVEPET = 50, //slotid: 78
        HATCHEGG = 30, //slotid: 79
        ENTER_ARENA = 45, //slotid: 80
        ARENANEXTWAVE = 65, //slotid: 81
        ARENADEATH = 55, //slotid: 82
        LEAVEARENA = 15, //slotid: 83
        VERIFYEMAILDIALOG = 80, //slotid: 84
        RESKIN2 = 13, //slotid: 85
        PASSWORDPROMPT = 61, //slotid: 86
        VIEWQUESTS = 91, //slotid: 87
        TINKERQUEST = 98, //slotid: 88
        QUESTFETCHRESPONSE = 60, //slotid: 89
        QUESTREDEEMRESPONSE = 93, //slotid: 90
        PET_CHANGE_FORM_MSG = 42,
        KEY_INFO_REQUEST = 66,
        KEY_INFO_RESPONSE = 19
    }
}
Step 2:

Navigate to wserver/networking/Client.cs

Change Server_Version to "27.7.X2"

Save All, Clean Solution, Build Solution.

-----------------------------------------------

At this point your client will connect to your FSOD server but there are some things you need to know.

1) Functions like the Friends List and Pet Reskins will not work on FSOD for obvious reasons. It's up to you to either code them in or take them out of the client...

2) You should download the latest en.txt and replace the one in your server/app/Languages directory.

3) You should update dat0.xml and dat1.xml with any new items from the client XML's.

4) Remote textures are off by default in the client.

-----------------------------------------------

I take no credit for any of this. The guy that made this doesn't post here. All thanks should go to him for providing this high quality client source.
Will the newest Flex version work? I can't find the old one.
Quote Originally Posted by WintersQ View Post
For those of you that are unaware, there has been a much better way to work with RotMG clients ever since DECA made the seriously critical mistake of releasing clients that weren't ran through SecureSWF. It made creating a working source code with ActionScript 3 a breeze as well as being much easier to understand due to no obfuscation. The benefits of having such a client is obvious.

You should never need to use RABCDAsm, JPEXS. or any other decompiler to edit the client from this point forward when you can simply edit the actual source code and compile your own version at will.

With that said, I'm going to show you right now how to obtain the absolute cleanest RotMG source code ever created and get it connecting to your FSOD server. This tutorial only covers the basic requirements needed to connect to your private server.

Section A (The Client)

You'll need IntelliJ, Flex SDK 4.9.1 and a working FSOD server to get started here.

Step 1:

Go to github and search for "RotMG_Client_27.7.X2". Download it, fork it, you choose. It is highly recommended to use this as the base of all future projects.

Step 2:

Open the project up in IntelliJ, navigate to com/company/assembleegameclient/parameters/Parameters.as.

Search for this:

Code:
public static const RSA_PUBLIC_KEY:String
Replace the ENTIRE line with this RSA key:

Code:
public static const RSA_PUBLIC_KEY:String = ((((("-----BEGIN PUBLIC KEY-----\n" + "MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQCbqweYUxzW0IiCwuBAzx6Htskr") + "hWW+B0iX4LMu2xqRh4gh52HUVu9nNiXso7utTKCv/HNK19v5xoWp3Cne23sicp2o") + "VGgKMFSowBFbtr+fhsq0yHv+JxixkL3WLnXcY3xREz7LOzVMoybUCmJzzhnzIsLP") + "iIPdpI1PxFDcnFbdRQIDAQAB\n") + "-----END PUBLIC KEY-----");
Step 3:

Navigate to kabam/rotmg/ messaging/impl/data/ObjectData.as

Find this:

Code:
this.objectType_ = _arg_1.readShort();
Change to this:

Code:
this.objectType_ = _arg_1.readUnsignedShort();
Step 4:

Navigate to kabam/rotmg/ messaging/impl/GameServerConnectionConcrete.as

Find this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + "0");
Change to this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + Parameters.MINOR_VERSION);
Step 5:

Navigate to kabam/rotmg/application/impl/ProductionSetup.as

Find this:

Code:
 private const SERVER:String =;
Change the realmofthemadgodhrd URL to your Domain Name/IP address, or localhost.

Find this:

Code:
private const ENCRYPTED:String
Change the "https" to "http".

Save All, Rebuild Project

Section B (The Server)


Step 1:

Navigate to wserver/PacketIds.cs and replace the entire thing with this:

Code:
namespace wServer
{
    public enum PacketID : byte
    {
        FAILURE = 0, //slotid: 1
        CREATE_SUCCESS = 58, //slotid: 2
        CREATE = 48, //slotid: 3
        PLAYERSHOOT = 41, //slotid: 4
        MOVE = 24, //slotid: 5
        PLAYERTEXT = 9, //slotid: 6
        TEXT = 34, //slotid: 7
        SHOOT2 = 1, //slotid: 8
        DAMAGE = 52, //slotid: 9
        UPDATE = 44, //slotid: 10
        UPDATEACK = 96, //slotid: 11
        NOTIFICATION = 20, //slotid: 12
        NEW_TICK = 31, //slotid: 13
        INVSWAP = 64, //slotid: 14
        USEITEM = 3, //slotid: 15
        SHOW_EFFECT = 78, //slotid: 16
        HELLO = 86, //slotid: 17
        GOTO = 92, //slotid: 18
        INVDROP = 97, //slotid: 19
        INVRESULT = 18, //slotid: 20
        RECONNECT = 68, //slotid: 21
        PING = 8, //slotid: 22
        PONG = 83, //slotid: 23
        MAPINFO = 28, //slotid: 24
        LOAD = 63, //slotid: 25
        PIC = 88, //slotid: 26
        SETCONDITION = 36, //slotid: 27
        TELEPORT = 5, //slotid: 28
        USEPORTAL = 23, //slotid: 29
        DEATH = 12, //slotid: 30
        BUY = 77, //slotid: 31
        BUYRESULT = 56, //slotid: 32
        AOE = 7, //slotid: 33
        GROUNDDAMAGE = 84, //slotid: 34
        PLAYERHIT = 37, //slotid: 35
        ENEMYHIT = 94, //slotid: 36
        AOEACK = 89, //slotid: 37
        SHOOTACK = 10, //slotid: 38
        OTHERHIT = 6, //slotid: 39
        SQUAREHIT = 59, //slotid: 40
        GOTOACK = 99, //slotid: 41
        EDITACCOUNTLIST = 87, //slotid: 42
        ACCOUNTLIST = 53, //slotid: 43
        QUESTOBJID = 4, //slotid: 44
        CHOOSENAME = 25, //slotid: 45
        NAMERESULT = 62, //slotid: 46
        CREATEGUILD = 11, //slotid: 47
        CREATEGUILDRESULT = 95, //slotid: 48
        GUILDREMOVE = 75, //slotid: 49
        GUILDINVITE = 85, //slotid: 50
        ALLYSHOOT = 49, //slotid: 51
        SHOOT = 90, //slotid: 52
        REQUESTTRADE = 82, //slotid: 53
        TRADEREQUESTED = 51, //slotid: 54
        TRADESTART = 74, //slotid: 55
        CHANGETRADE = 101, //slotid: 56
        TRADECHANGED = 38, //slotid: 57
        ACCEPTTRADE = 26, //slotid: 58
        CANCELTRADE = 22, //slotid: 59
        TRADEDONE = 35, //slotid: 60
        TRADEACCEPTED = 100, //slotid: 61
        CLIENTSTAT = 57, //slotid: 62
        CHECKCREDITS = 27, //slotid: 63
        ESCAPE = 16, //slotid: 64
        FILE = 33, //slotid: 65
        INVITEDTOGUILD = 14, //slotid: 66
        JOINGUILD = 67, //slotid: 67
        CHANGEGUILDRANK = 81, //slotid: 68
        PLAYSOUND = 17, //slotid: 69
        GLOBAL_NOTIFICATION = 40, //slotid: 70
        RESKIN = 46, //slotid: 71
        PETYARDCOMMAND = 79, //slotid: 72
        PETCOMMAND = 47, //slotid: 73
        UPDATEPET = 39, //slotid: 74
        NEWABILITYUNLOCKED = 76, //slotid: 75
        UPGRADEPETYARDRESULT = 21, //slotid: 76
        EVOLVEPET = 69, //slotid: 77
        REMOVEPET = 50, //slotid: 78
        HATCHEGG = 30, //slotid: 79
        ENTER_ARENA = 45, //slotid: 80
        ARENANEXTWAVE = 65, //slotid: 81
        ARENADEATH = 55, //slotid: 82
        LEAVEARENA = 15, //slotid: 83
        VERIFYEMAILDIALOG = 80, //slotid: 84
        RESKIN2 = 13, //slotid: 85
        PASSWORDPROMPT = 61, //slotid: 86
        VIEWQUESTS = 91, //slotid: 87
        TINKERQUEST = 98, //slotid: 88
        QUESTFETCHRESPONSE = 60, //slotid: 89
        QUESTREDEEMRESPONSE = 93, //slotid: 90
        PET_CHANGE_FORM_MSG = 42,
        KEY_INFO_REQUEST = 66,
        KEY_INFO_RESPONSE = 19
    }
}
Step 2:

Navigate to wserver/networking/Client.cs

Change Server_Version to "27.7.X2"

Save All, Clean Solution, Build Solution.

-----------------------------------------------

At this point your client will connect to your FSOD server but there are some things you need to know.

1) Functions like the Friends List and Pet Reskins will not work on FSOD for obvious reasons. It's up to you to either code them in or take them out of the client...

2) You should download the latest en.txt and replace the one in your server/app/Languages directory.

3) You should update dat0.xml and dat1.xml with any new items from the client XML's.

4) Remote textures are off by default in the client.

-----------------------------------------------

I take no credit for any of this. The guy that made this doesn't post here. All thanks should go to him for providing this high quality client source.
How do I open the SDK in InteliJ?
Quote Originally Posted by WintersQ View Post
For those of you that are unaware, there has been a much better way to work with RotMG clients ever since DECA made the seriously critical mistake of releasing clients that weren't ran through SecureSWF. It made creating a working source code with ActionScript 3 a breeze as well as being much easier to understand due to no obfuscation. The benefits of having such a client is obvious.

You should never need to use RABCDAsm, JPEXS. or any other decompiler to edit the client from this point forward when you can simply edit the actual source code and compile your own version at will.

With that said, I'm going to show you right now how to obtain the absolute cleanest RotMG source code ever created and get it connecting to your FSOD server. This tutorial only covers the basic requirements needed to connect to your private server.

Section A (The Client)

You'll need IntelliJ, Flex SDK 4.9.1 and a working FSOD server to get started here.

Step 1:

Go to github and search for "RotMG_Client_27.7.X2". Download it, fork it, you choose. It is highly recommended to use this as the base of all future projects.

Step 2:

Open the project up in IntelliJ, navigate to com/company/assembleegameclient/parameters/Parameters.as.

Search for this:

Code:
public static const RSA_PUBLIC_KEY:String
Replace the ENTIRE line with this RSA key:

Code:
public static const RSA_PUBLIC_KEY:String = ((((("-----BEGIN PUBLIC KEY-----\n" + "MIGfMA0GCSqGSIb3DQEBAQUAA4GNADCBiQKBgQCbqweYUxzW0IiCwuBAzx6Htskr") + "hWW+B0iX4LMu2xqRh4gh52HUVu9nNiXso7utTKCv/HNK19v5xoWp3Cne23sicp2o") + "VGgKMFSowBFbtr+fhsq0yHv+JxixkL3WLnXcY3xREz7LOzVMoybUCmJzzhnzIsLP") + "iIPdpI1PxFDcnFbdRQIDAQAB\n") + "-----END PUBLIC KEY-----");
Step 3:

Navigate to kabam/rotmg/ messaging/impl/data/ObjectData.as

Find this:

Code:
this.objectType_ = _arg_1.readShort();
Change to this:

Code:
this.objectType_ = _arg_1.readUnsignedShort();
Step 4:

Navigate to kabam/rotmg/ messaging/impl/GameServerConnectionConcrete.as

Find this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + "0");
Change to this:

Code:
_local_2.buildVersion_ = ((Parameters.BUILD_VERSION + ".") + Parameters.MINOR_VERSION);
Step 5:

Navigate to kabam/rotmg/application/impl/ProductionSetup.as

Find this:

Code:
 private const SERVER:String =;
Change the realmofthemadgodhrd URL to your Domain Name/IP address, or localhost.

Find this:

Code:
private const ENCRYPTED:String
Change the "https" to "http".

Save All, Rebuild Project

Section B (The Server)


Step 1:

Navigate to wserver/PacketIds.cs and replace the entire thing with this:

Code:
namespace wServer
{
    public enum PacketID : byte
    {
        FAILURE = 0, //slotid: 1
        CREATE_SUCCESS = 58, //slotid: 2
        CREATE = 48, //slotid: 3
        PLAYERSHOOT = 41, //slotid: 4
        MOVE = 24, //slotid: 5
        PLAYERTEXT = 9, //slotid: 6
        TEXT = 34, //slotid: 7
        SHOOT2 = 1, //slotid: 8
        DAMAGE = 52, //slotid: 9
        UPDATE = 44, //slotid: 10
        UPDATEACK = 96, //slotid: 11
        NOTIFICATION = 20, //slotid: 12
        NEW_TICK = 31, //slotid: 13
        INVSWAP = 64, //slotid: 14
        USEITEM = 3, //slotid: 15
        SHOW_EFFECT = 78, //slotid: 16
        HELLO = 86, //slotid: 17
        GOTO = 92, //slotid: 18
        INVDROP = 97, //slotid: 19
        INVRESULT = 18, //slotid: 20
        RECONNECT = 68, //slotid: 21
        PING = 8, //slotid: 22
        PONG = 83, //slotid: 23
        MAPINFO = 28, //slotid: 24
        LOAD = 63, //slotid: 25
        PIC = 88, //slotid: 26
        SETCONDITION = 36, //slotid: 27
        TELEPORT = 5, //slotid: 28
        USEPORTAL = 23, //slotid: 29
        DEATH = 12, //slotid: 30
        BUY = 77, //slotid: 31
        BUYRESULT = 56, //slotid: 32
        AOE = 7, //slotid: 33
        GROUNDDAMAGE = 84, //slotid: 34
        PLAYERHIT = 37, //slotid: 35
        ENEMYHIT = 94, //slotid: 36
        AOEACK = 89, //slotid: 37
        SHOOTACK = 10, //slotid: 38
        OTHERHIT = 6, //slotid: 39
        SQUAREHIT = 59, //slotid: 40
        GOTOACK = 99, //slotid: 41
        EDITACCOUNTLIST = 87, //slotid: 42
        ACCOUNTLIST = 53, //slotid: 43
        QUESTOBJID = 4, //slotid: 44
        CHOOSENAME = 25, //slotid: 45
        NAMERESULT = 62, //slotid: 46
        CREATEGUILD = 11, //slotid: 47
        CREATEGUILDRESULT = 95, //slotid: 48
        GUILDREMOVE = 75, //slotid: 49
        GUILDINVITE = 85, //slotid: 50
        ALLYSHOOT = 49, //slotid: 51
        SHOOT = 90, //slotid: 52
        REQUESTTRADE = 82, //slotid: 53
        TRADEREQUESTED = 51, //slotid: 54
        TRADESTART = 74, //slotid: 55
        CHANGETRADE = 101, //slotid: 56
        TRADECHANGED = 38, //slotid: 57
        ACCEPTTRADE = 26, //slotid: 58
        CANCELTRADE = 22, //slotid: 59
        TRADEDONE = 35, //slotid: 60
        TRADEACCEPTED = 100, //slotid: 61
        CLIENTSTAT = 57, //slotid: 62
        CHECKCREDITS = 27, //slotid: 63
        ESCAPE = 16, //slotid: 64
        FILE = 33, //slotid: 65
        INVITEDTOGUILD = 14, //slotid: 66
        JOINGUILD = 67, //slotid: 67
        CHANGEGUILDRANK = 81, //slotid: 68
        PLAYSOUND = 17, //slotid: 69
        GLOBAL_NOTIFICATION = 40, //slotid: 70
        RESKIN = 46, //slotid: 71
        PETYARDCOMMAND = 79, //slotid: 72
        PETCOMMAND = 47, //slotid: 73
        UPDATEPET = 39, //slotid: 74
        NEWABILITYUNLOCKED = 76, //slotid: 75
        UPGRADEPETYARDRESULT = 21, //slotid: 76
        EVOLVEPET = 69, //slotid: 77
        REMOVEPET = 50, //slotid: 78
        HATCHEGG = 30, //slotid: 79
        ENTER_ARENA = 45, //slotid: 80
        ARENANEXTWAVE = 65, //slotid: 81
        ARENADEATH = 55, //slotid: 82
        LEAVEARENA = 15, //slotid: 83
        VERIFYEMAILDIALOG = 80, //slotid: 84
        RESKIN2 = 13, //slotid: 85
        PASSWORDPROMPT = 61, //slotid: 86
        VIEWQUESTS = 91, //slotid: 87
        TINKERQUEST = 98, //slotid: 88
        QUESTFETCHRESPONSE = 60, //slotid: 89
        QUESTREDEEMRESPONSE = 93, //slotid: 90
        PET_CHANGE_FORM_MSG = 42,
        KEY_INFO_REQUEST = 66,
        KEY_INFO_RESPONSE = 19
    }
}
Step 2:

Navigate to wserver/networking/Client.cs

Change Server_Version to "27.7.X2"

Save All, Clean Solution, Build Solution.

-----------------------------------------------

At this point your client will connect to your FSOD server but there are some things you need to know.

1) Functions like the Friends List and Pet Reskins will not work on FSOD for obvious reasons. It's up to you to either code them in or take them out of the client...

2) You should download the latest en.txt and replace the one in your server/app/Languages directory.

3) You should update dat0.xml and dat1.xml with any new items from the client XML's.

4) Remote textures are off by default in the client.

-----------------------------------------------

I take no credit for any of this. The guy that made this doesn't post here. All thanks should go to him for providing this high quality client source.
Why does it connect me to prod?
Why do you quote the whole text? Also, maybe you didn't do it right? I can help on Discrd, with the client.
Quote Originally Posted by WintersQ View Post

At this point your client will connect to your FSOD server but there are some things you need to know.
Kk im not that smart but how do you make it into a swf?
AS3 Client just goes on a black screen, despite adding localhost, i only did add the new XMLs from prod into assets so after it gets recompiled on the new .swf i get like 200+ warnings with no error through, things like _local_4 _local_3 and _local_1 (i think) are part of the warnings.

dat1.xml has the new XMLs also.
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