SolvedLaf Project Bot/Trainer

Posts 1–8 of 8 · Page 1 of 1
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
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 ,_,
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();
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
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.
Quote Originally Posted by Eternity 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
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