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# Boots | ||
Wrapper for the Club Penguin flash client to make custom loading easier. | ||
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# How does it work? | ||
Using Flash's various built-in amenities it: | ||
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* Sets up usage of `ExternalInterface` calls | ||
* Creates a hook that is called every time a new SWF is loaded. | ||
* Waits for the global client components to load (shell, engine, interface, crumbs, airtower, etc). | ||
* Modifies various functions, static variables, etc after each component is loaded. | ||
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# What does it do? | ||
By default: | ||
* Gets rid of chat restrictions (case transformation, character restrictions, bumps up message length limit). | ||
* Replaces the login server information with data of your own choosing. | ||
* Sets up the game with your media server paths. | ||
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# What else can be done? | ||
A few examples: | ||
* You can modify the airtower as soon as it loads, meaning you can define custom messages and even reroute or remove default ones. | ||
* You can modify the login process - skip world selection, auto-login, etc. | ||
* You can modify crumbs on the fly. You can have the server define crumbs or even add new ones for individual players. | ||
* Modify anything accessible from the `_global` or `_levelN` contexts. | ||
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# But I can decompile what I need to change, why use this? | ||
A few different reasons: | ||
* This requires no decompilation whatsoever. | ||
* This is distributable, whereas any of Disney's SWFs are not. | ||
* Tracking changes across loads of decompiled files is difficult, this consolidates them and makes it easier. |