ROTMG AIO Tool 3.4: Auto Client Building

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ROTMG AIO Tool 3.4: Auto Client Building
ROTMG All-In-One Tool

3.4 Notes:
Added embedded settings and a few other tweaks. I also made several small tweaks to reflect people suggestions. Suggestions actually get done if you make them!

**You have to turn off Hardware acceleration in you options and then reset your client for the HPBars Hack to work**

Current Features
  • Coding
  • Auto Nexus Percent Changer
  • Client Launcher
  • Add Hacks
  • Mod Selector




Screen Shots:

Item Select:


Client Launcher:


Coding Tool:


Auto-Nexus Changer:


Automatic Hacking Updater:


Automatic Hacking Settings:


Instructions:
First off you need to understand how this is intended to work. You need to download the .zip folder and extract all of the contents to one location on you computer. Everything is based off of the Application.Startuppath so if you move part of it around it will not work. There will be the actual application, a clients folder, a play folder with flash projector and a batchfile, and a folder called RABCDasm with all of the injected code and the contents of RABCDasm's Github.

Play:
The clients folder it intended to have all of your clients in it and this tool will automatically load all of the files in that directory to a drop down list. The play button will launch the client with Adobe flash Projector.

Coding:
This has a few features. It lets you select a client and either decompile it or get the .bin files. All of the created files will go to a new folder called Coding. It also has self explanatory boxes for recompile and swfbinreplace. Look at the batchfiles in the RABCDasm folder if you are confused.

Nexus:
Works exactly like the Hexer. Please not that it will work the best if you put the smallest input possible for current value. i.e .3 not 0.300

Add Hacks:
Please let me know what you think! So far I have all of the hacks that you see in the listbox pictured and in the list below. All you have to do is work from top to bottom first selecting an swf. Next choose all of the hacks that you want. Note that you can click and drag to select these as well as using shift/ctrl. If everything is setup correctly click check, and then add hacks.

Your finished client will be named: [Version]_AIOTool.swf

The show updates button will now popup a .txt file in notepad and all of the line numbers match the MOD Selector. I also have it write all of the updated code into the .txt file as well called Linesandfiles in the Startup directory

Current Auto Updating Hacks:

  • Connect to Production: This must be selected in order to connect to the production servers. Otherwise you will connect to Testing
  • Force Low Quality: Your client will default to low quality for better fps
  • No Quest Delay: By default there is a delay time between your active quests. This removes that so you always have a quest Marker
  • FPS Cap to 60: This increases your cap fps to 60 rather than 30
  • JNoob's Lava Walls Hack V2: This hack makes it so that you cannot walk onto a lava tile unless you are holding down left click
  • Numerical HP/MP/Fame
  • Auto Nexus (30%): Send you to Nexus when your health reaches 30 percent
  • Disable Confuse
  • Disable Drunk
  • Disable Blind
  • Disable Hallucinating
  • Disable Unstable
  • Disable Darkness
  • Sw Tile Hack:
  • Disable Flow Particle
  • HP Bars
  • SW No Slow
  • SW Speed Hack
  • SW Odom Style
  • Remove Loading Screen
  • Spammable Notifications
  • No Ally Projectiles
  • Round Net Jitter to a hundreth
  • Recon V2
  • Add Proxy Server



Mod Selector:
In addition to the hacks above I also rewrote the Mod Selector code (with permission from nilly) for this tool. All you have to do to utilize this feature is to add in current mod selector files or ones you have created into the folder called */Mods. It uses the exact same file structure

Example Usage:



EX (19.4.0):
Code:
Code:
Connect to Production:
Line: 480
_-1ow\_-0JK.class.asasm

Force Low Quality:
Line: 249
WebMain.class.asasm

No Quest Delay:
Line: 309
com\company\assembleegameclient\map\Quest.class.asasm

Updated Code:
      jump                L36

Change FPS Cap to 60fps:
Line: 249
WebMain.class.asasm

LavaWalls Hack V2:
Line: 3155
com\company\assembleegameclient\objects\Player.class.asasm

Code Added:
#set mouseClass     com.company.assembleegameclient.game:_-1P6
#set mouseClicked   _-1YP

Numerical HP/MP/Fame:
Line: 1523
com\company\assembleegameclient\ui\StatusBar.class.asasm

AutoNexus:
Line: 4994
com\company\assembleegameclient\objects\Player.class.asasm

Updated Code:
charHp:     _-1Zl
charMaxHp:  _-7Z

Confuse:
Line: 2177
com\company\assembleegameclient\objects\GameObject.class.asasm

Drunk:
Line: 2124
com\company\assembleegameclient\objects\GameObject.class.asasm

Blind:
Line: 2078
com\company\assembleegameclient\objects\GameObject.class.asasm

Hallucinating:
Line: 2535
com\company\assembleegameclient\objects\GameObject.class.asasm

Unstable:
Line: 3053
com\company\assembleegameclient\objects\GameObject.class.asasm

Darkness:
Line: 3105
com\company\assembleegameclient\objects\GameObject.class.asasm

SW Tile Hack:
Line: 4751
com\company\assembleegameclient\objects\Player.class.asasm

No Necromancer Particles:
Line: 11871
_-9-\_-1Tu.class.asasm

HP Bars:
Line: 141
com/company/assembleegameclient/objects/Character.class.asasm

Updated Code: 
#set nsCharacter            "_-aB" ;found in com/company/assembleegameclient/objects/Character.class.asasm [protectedns ProtectedNamespace("_-Name")]
#set spnsGameObject         "_-1ZC"  ;found in com/company/assembleegameclient/objects/GameObject.class.asasm [protectedns ProtectedNamespace("_-Name")]
#set spnsBasicObject        "_-1LI"  ;found in com/company/assembleegameclient/objects/BasicObject.class.asasm [protectedns ProtectedNamespace("_-Name")]
#set graphicUtils           "_-gO"  ;is one of the classes found in com/company/util/ . File size about 30kb.
#set graphicUtilsCommands   "_-sc"  ;is a parameter of the above class [trait const QName(PackageNamespace(""), "_-Name") slotid 2 type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "int")>) end]
#set charPos                "_-1f2" ;may be 12S instead found in com/company/assembleegameclient/objects/BasicObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type TypeName(QName(PackageNamespace("__AS3__.vec"), "Vector")<QName(PackageNamespace(""), "Number")>) end]
#set charHealth "_-1Zl"              ;found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set charMaxHealth "_-7Z"          ;found in com/company/assembleegameclient/objects/GameObject.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set playerMana "_-0UA"              ;found in com/company/assembleegameclient/objects/Player.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "Number") value Integer(0) end]
#set playerMaxMana "_-1Yk"           ;found in com/company/assembleegameclient/objects/Player.class.asasm [trait slot QName(PackageNamespace(""), "_-Name") type QName(PackageNamespace(""), "int") value Integer(200) end]
#set gameBoard "_-1fA"               ;found in com/company/assembleegameclient/objects/GameObject.class.asasm as an argument to the draw function [param QName(PackageNamespace("com.company.assembleegameclient.map"), "_-Name")] 

Disable SW Slow Effect:
Line: 1889
com\company\assembleegameclient\objects\GameObject.class.asasm

Modify Speed in SW:
Line: 4805
com\company\assembleegameclient\objects\Player.class.asasm

Update Code:
#set Props    _-9B
#set Speed    _-0Ud

All Tiles SW Tiles are White and the trees have been replaced with Valentines

Remove Loading Screen:
Line: 129
_-01n\_-0eW.class.asasm

Allow Spammable Notifications:
Line: 368
_-0Ow\_-1pK.class.asasm

No Ally Projectiles:
Line: 3309
Line: 3922
com\company\assembleegameclient\objects\Projectile.class.asasm

Updated Code: 
#set ownBullet       _-0b3

Round Net Jitter:
Line: 657
_-9-\JitterWatcher.class.asasm

Reconnect with P:

Dispatch:
#set keyCodes: _-1Ay
File2Mod: com\company\assembleegameclient\game\_-1P6.class.asasm
Line: 3666

Var:
#set recon_event1: _-Vk
#set recon_event2: _-1DO
File2Mod: com\company\assembleegameclient\game\_-1P6.class.asasm
Line: 5366

Save:
#set hotkeyClass: _-1P6
File2Mod: _-9-\_-1Tu.class.asasm
Line: 16648

Add Local Host to Server List:

Function:
#set fullfunctionname: _-BF:_-0Q4/LocalhostServer
#set ServerNS: _-0XH
#set portProperty: _-09k
File2mod: _-BF\_-0Q4.class.asasm
Line: 278

Add:
File2mod: _-BF\_-0Q4.class.asasm
Line: 208

MOD: No Particles <-- Added
MOD: Reduced Particles <-- Added
MOD: Projectile Passes Cover <-- Added
MOD: Disable SS Debuffs <-- Added
MOD: No-Idle Time <-- Added
MOD: No-Clip <-- Added
MOD: jNoob Auto-Aim <-- Added
MOD: Fame and Inventory Viewer <-- Added
MOD: Fullscreen v2 <-- Added

If you want to modify one of the hacks like changing the nexus value to something else you can find the injected code as .txt files in the RABCDasm folder. Or if you just want to see what my code looks like for the hacks. Just don't change the file names

Virus Scans:
https://www.virustotal.com/en/file/b...is/1394821030/
http://virusscan.jotti.org/en/scanre...89c2c1b8185ccc

Hope everything makes since! Shoot me a PM or post here if you have suggestions for more tools. I am thinking of adding a few more hacks to be automatically updated as well as adding in some additional settings.
~Matt
ROTMG All in One Tool 3-12_mpgh.net.zip15.6 MB · 2,552 downloads Scanning…
Thanks. Hopefully this time it's clean
@ @maat7043
Why are your scans always wrong?
Quote Originally Posted by Lovroman View Post
@ @maat7043
Why are your scans always wrong?
Can you please explain "wrong"? I have no idea what that means. All I did was scan the zip file with jotti and virus total.
Quote Originally Posted by maat7043 View Post
Can you please explain "wrong"? I have no idea what that means. All I did was scan the zip file with jotti and virus total.
They always have different hashes.
Quote Originally Posted by Lovroman View Post

They always have different hashes.
I'm confused too! I made sure I scanned the same file twice. At the same time and posted the correct links. When you scan do you get different hashes?
Quote Originally Posted by maat7043 View Post
I'm confused too! I made sure I scanned the same file twice. At the same time and posted the correct links. When you scan do you get different hashes?
Wait, let me try.
They appear to be good now..I might have scanned the wrong file..Whoops, my bad.
So will the files be verified for download?
Just tested this for 19.5. All auto hacks working like a charm.
@Raple
@Lovroman
Any updates?
Quote Originally Posted by maat7043 View Post
Just tested this for 19.5. All auto hacks working like a charm.
@Raple
@Lovroman
Any updates?
I am completely positive I am scanning the correct file, and the file signatures are different.

I have no idea why you seem to have this problem, but both file signatures are completely wrong.
Please look into this.
Quote Originally Posted by Raple View Post


I am completely positive I am scanning the correct file, and the file signatures are different.

I have no idea why you seem to have this problem, but both file signatures are completely wrong.
Please look into this.
Is that a rule? I have no idea what could cause that
o.o im confused........................
Quote Originally Posted by Lunation View Post
o.o im confused........................
So are we lol
Quote Originally Posted by maat7043 View Post
So are we lol
The ONLY way for this to occur is if the files are different. Without comparing the signatures of the files you could easily rip malicious code out of the .NET project, compile, scan it (to be clean), re-add it, and then upload the malicious version w/ clean scans. Any removal, addition, or corruption of code will result in different hashes being returned.

You should understand this because of your work with MD5 signatures on the .swf themselves, it is the same principle.

Now, I'm not saying that is what is happening. Given the fact MPGH has been corrupting downloads with regular frequency - I'd put my $ on that being the case. But nonetheless, the rule is entirely logical and there shouldn't be any confusion as to why it exists.

Is it entirely effective? Fuck no LOL. Even malicious code in a .NET project is not going to be picked up by the vast majority of those scanners in regards to RotMG. Quite frankly, unless they are decompiling the source w/ Reflector or some similar program every time you release a new version (I am suspect this actually happens given past events here) then realistically it is a silly restriction to have in place - but the theory behind it is still sound and should make sense to anyone who has worked with these programs before..
Lol, so i dont see whats so different between this release, and the others...
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