Register for your free account! | Forgot your password?

Go Back   elitepvpers > MMORPGs > Conquer Online 2 > CO2 Private Server
You last visited: Today at 19:07

  • Please register to post and access all features, it's quick, easy and FREE!

Advertisement



Up to date vending packet

Discussion on Up to date vending packet within the CO2 Private Server forum part of the Conquer Online 2 category.

Reply
 
Old   #1
 
InfamousNoone's Avatar
 
elite*gold: 20
Join Date: Jan 2008
Posts: 2,012
Received Thanks: 2,885
Up to date vending packet

Anyone have an up-to-date vending-item packet (0x454) with the latest patch? I'd appreciate as recent as possible.

Cheers.
InfamousNoone is offline  
Old 04/26/2011, 02:59   #2
 
{ Angelius }'s Avatar
 
elite*gold: 0
Join Date: Aug 2010
Posts: 992
Received Thanks: 1,110
its not (0x454) any more its a generalData subtype is 111
{ Angelius } is offline  
Old 04/26/2011, 03:49   #3
 
InfamousNoone's Avatar
 
elite*gold: 20
Join Date: Jan 2008
Posts: 2,012
Received Thanks: 2,885
A 0x271a is not big enough (let alone the suitable type) to hold vending-item info.



Someone that knows what they're talking about?
InfamousNoone is offline  
Old 04/26/2011, 04:18   #4
 
{ Angelius }'s Avatar
 
elite*gold: 0
Join Date: Aug 2010
Posts: 992
Received Thanks: 1,110
Quote:
Originally Posted by InfamousNoone View Post
A 0x271a is not big enough (let alone the suitable type) to hold vending-item info.



Someone that knows what they're talking about?
than you need the packet 2030

an im not giving you anymore info cus you just sounded like a (F*** *etard)
{ Angelius } is offline  
Old 04/26/2011, 04:45   #5
 
elite*gold: 0
Join Date: Jun 2009
Posts: 787
Received Thanks: 314
Quote:
Originally Posted by InfamousNoone View Post
A 0x271a is not big enough (let alone the suitable type) to hold vending-item info.



Someone that knows what they're talking about?
it's now in an 0x434 packet.
_tao4229_ is offline  
Old 04/26/2011, 04:50   #6
 
InfamousNoone's Avatar
 
elite*gold: 20
Join Date: Jan 2008
Posts: 2,012
Received Thanks: 2,885
Quote:
Originally Posted by { Angelius } View Post
than you need the packet 2030

an im not giving you anymore info cus you just sounded like a (F*** *etard)
Yes, I definitely need a 2030 (0x7EE) packet. Oh wait, that's a Spawn NPC Entity packet! How someone can be so incompetent is a joke. I mean I'm fine with someone making a mistake, but when you start insulting the opposing the party, you better know what you're talking about.

Quote:
Originally Posted by _tao4229_ View Post
it's now in an 0x434 packet.
Bad trolling bro.
InfamousNoone is offline  
Old 04/26/2011, 05:06   #7
 
elite*gold: 0
Join Date: Jun 2009
Posts: 787
Received Thanks: 314
Quote:
Originally Posted by InfamousNoone View Post
Yes, I definitely need a 2030 (0x7EE) packet. Oh wait, that's a Spawn NPC Entity packet! How someone can be so incompetent is a joke. I mean I'm fine with someone making a mistake, but when you start insulting the opposing the party, you better know what you're talking about.


Bad trolling bro.
bet u get that packet sometime when ur vending!
_tao4229_ is offline  
Old 04/26/2011, 05:10   #8
 
elite*gold: 21
Join Date: Jul 2005
Posts: 9,193
Received Thanks: 5,380
To answer the question as to which packet it's using though...


0x454 is still used.

I have NO idea if this is the correct structure (it's a few patches old and I never tested. I just have it laying around my comp)

Length: 56 + 8

uint UID 4
uint BoothID 8
uint Cost 12
uint ID 16
ushort Dura 20
ushort MaxDura 22
uint Currency 24
byte gem1 32
byte gem2 33
byte plus 36
byte bless 27
byte enchant 29
uint progress 40
uint color 48
uint composition 52


Sorry about all the unknowns. I didn't structure it though.
pro4never is offline  
Old 04/26/2011, 07:17   #9
 
{ Angelius }'s Avatar
 
elite*gold: 0
Join Date: Aug 2010
Posts: 992
Received Thanks: 1,110
**** i really need to start sleeping like a normal human again !

any ways my bad i dident pay attention to what you exactly asked for so sorry about that but still i dident like your answer lol

here is the right stru but without the refinery/w.e thing which im not sure if its included at this point .

Quote:
value | offset
UInt32(Item.UID, 4
UInt32(boothUID, 8
UInt32(Price, 12
UInt32(Item.ID, 16
UInt16(Item.Dura, 20
UInt16(Item.MaxDura, 22
Byte(moneytype, 24
UInt32(Item.Composition, 28
Byte(Item.Soc1, 32
Byte(Item.Soc2, 33
Byte(Item.Plus, 41
Byte(Item.Bless, 42
Byte(Item.Enchant, 44
UInt32(Item.Color, 56
UInt16(1, 72
{ Angelius } is offline  
Old 04/26/2011, 08:54   #10
 
elite*gold: 0
Join Date: Oct 2009
Posts: 768
Received Thanks: 550
On version 5381 (no big update made recently by TQ) this packet works just fine for me:

PHP Code:
    public class BoothItem WriterInterfaces.IPacket
    
{
        
byte[] Buffer;

        public 
BoothItem(bool Create)
        {
            if (
Create)
            {
                
Buffer = new byte[92];
                
WriteUInt16(840Buffer);
                
WriteUInt16(11082Buffer);
            }
        }
        public 
uint UID
        
{
            
get { return BitConverter.ToUInt32(Buffer4); }
            
set WriteUInt32(value4Buffer); }
        }
        public 
uint BoothID
        
{
            
get { return BitConverter.ToUInt32(Buffer8); }
            
set WriteUInt32(value8Buffer); }
        }
        public 
uint Cost
        
{
            
get { return BitConverter.ToUInt32(Buffer12); }
            
set WriteUInt32(value12Buffer); }
        }
        public 
uint ID
        
{
            
get { return BitConverter.ToUInt32(Buffer16); }
            
set WriteUInt32(value16Buffer); }
        }
        public 
ushort Durability
        
{
            
get { return BitConverter.ToUInt16(Buffer20); }
            
set WriteUInt16(value20Buffer); }
        }
        public 
ushort MaximDurability
        
{
            
get { return BitConverter.ToUInt16(Buffer22); }
            
set WriteUInt16(value22Buffer); }
        }
        public 
uint CostType
        
{
            
get { return BitConverter.ToUInt32(Buffer24); }
            
set WriteUInt32(value24Buffer); }
        }
        public 
uint SocketProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer28); }
            
set WriteUInt32(value28Buffer); }
        }
        public 
Enums.Gem SocketOne
        
{
            
get { return (Enums.Gem)Buffer[32]; }
            
set Buffer[32] = (byte)value; }
        }
        public 
Enums.Gem SocketTwo
        
{
            
get { return (Enums.Gem)Buffer[33]; }
            
set Buffer[33] = (byte)value; }
        }
        public 
Enums.ItemEffect Effect
        
{
            
get { return (Enums.ItemEffect)BitConverter.ToUInt16(Buffer34); }
            
set WriteUInt16((ushort)value34Buffer); }
        }
        public 
byte Plus
        
{
            
get { return Buffer[41]; }
            
set Buffer[41] = value; }
        }
        public 
byte Bless
        
{
            
get { return Buffer[42]; }
            
set Buffer[42] = value; }
        }
        public 
bool Bound
        
{
            
get { return Buffer[43] == false true; }
            
set Buffer[43] = (byte)(value 0); }
        }
        public 
byte Enchant
        
{
            
get { return Buffer[44]; }
            
set Buffer[44] = value; }
        }
        public 
bool Suspicious
        
{
            
get { return Buffer[53] == false true; }
            
set Buffer[53] = (byte)(value 0); }
        }
        public 
byte Lock
        
{
            
get { return Buffer[54]; }
            
set Buffer[54] = value; }
        }
        public 
Enums.Color Color
        
{
            
get { return (Enums.Color)BitConverter.ToUInt32(Buffer56); }
            
set WriteUInt32((uint)value56Buffer); }
        }
        public 
uint PlusProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer60); }
            
set WriteUInt32(value60Buffer); }
        }
        public 
ushort StackSize
        
{
            
get { return BitConverter.ToUInt16(Buffer72); }
            
set WriteUInt16(value72Buffer); }
        }
        public 
uint PurificationID
        
{
            
get { return BitConverter.ToUInt32(Buffer76); }
            
set WriteUInt32(value76Buffer); }
        }
        public 
byte[] ToArray()
        {
            return 
Buffer;
        }

        public 
void Deserialize(byte[] buffer)
        {
            
Buffer buffer;
        }

        public 
void Send(Client.GameState client)
        {
            
client.Send(Buffer);
        }

        public 
override int GetHashCode()
        {
            return (int)
this.UID;
        }

        public 
void Fill(Game.ConquerStructures.BoothItem itemuint boothID)
        {
            
UID item.Item.UID;
            
BoothID boothID;
            
Cost item.Cost;
            
ID item.Item.ID;
            
Durability item.Item.Durability;
            
MaximDurability item.Item.MaximDurability;
            
CostType = (byte)item.Cost_Type;
            
SocketOne item.Item.SocketOne;
            
SocketTwo item.Item.SocketTwo;
            
Effect item.Item.Effect;
            
Plus item.Item.Plus;
            
Bless item.Item.Bless;
            
Enchant item.Item.Enchant;
            
SocketProgress item.Item.SocketProgress;
            
Color item.Item.Color;
            
PlusProgress item.Item.PlusProgress;
            
StackSize item.Item.StackSize;
            
PurificationID item.Item.Purification.PurificationItemID;
        }
        public 
void Fill(ConquerItem itemuint boothID)
        {
            
UID item.UID;
            
BoothID boothID;
            
ID item.ID;
            
Durability item.Durability;
            
MaximDurability item.MaximDurability;
            
Buffer[24] = (byte)4
            
Buffer[26] = (byte)item.Position
            
SocketOne item.SocketOne;
            
SocketTwo item.SocketTwo;
            
Effect item.Effect;
            
Plus item.Plus;
            
Bound item.Bound;
            
Bless item.Bless;
            
Enchant item.Enchant;
            
Lock item.Lock;
            
SocketProgress item.SocketProgress;
            
Color item.Color;
            
PlusProgress item.PlusProgress;
            
StackSize item.StackSize;
            
PurificationID item.Purification.PurificationItemID;
        }
    } 
Still, the item effect offset changed and I couldn't find it ... yet.
-impulse- is offline  
Thanks
2 Users
Old 04/26/2011, 13:44   #11
 
elite*gold: 0
Join Date: Mar 2011
Posts: 165
Received Thanks: 17
Quote:
Originally Posted by -impulse- View Post
On version 5381 (no big update made recently by TQ) this packet works just fine for me:

PHP Code:
    public class BoothItem WriterInterfaces.IPacket
    
{
        
byte[] Buffer;

        public 
BoothItem(bool Create)
        {
            if (
Create)
            {
                
Buffer = new byte[92];
                
WriteUInt16(840Buffer);
                
WriteUInt16(11082Buffer);
            }
        }
        public 
uint UID
        
{
            
get { return BitConverter.ToUInt32(Buffer4); }
            
set WriteUInt32(value4Buffer); }
        }
        public 
uint BoothID
        
{
            
get { return BitConverter.ToUInt32(Buffer8); }
            
set WriteUInt32(value8Buffer); }
        }
        public 
uint Cost
        
{
            
get { return BitConverter.ToUInt32(Buffer12); }
            
set WriteUInt32(value12Buffer); }
        }
        public 
uint ID
        
{
            
get { return BitConverter.ToUInt32(Buffer16); }
            
set WriteUInt32(value16Buffer); }
        }
        public 
ushort Durability
        
{
            
get { return BitConverter.ToUInt16(Buffer20); }
            
set WriteUInt16(value20Buffer); }
        }
        public 
ushort MaximDurability
        
{
            
get { return BitConverter.ToUInt16(Buffer22); }
            
set WriteUInt16(value22Buffer); }
        }
        public 
uint CostType
        
{
            
get { return BitConverter.ToUInt32(Buffer24); }
            
set WriteUInt32(value24Buffer); }
        }
        public 
uint SocketProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer28); }
            
set WriteUInt32(value28Buffer); }
        }
        public 
Enums.Gem SocketOne
        
{
            
get { return (Enums.Gem)Buffer[32]; }
            
set Buffer[32] = (byte)value; }
        }
        public 
Enums.Gem SocketTwo
        
{
            
get { return (Enums.Gem)Buffer[33]; }
            
set Buffer[33] = (byte)value; }
        }
        public 
Enums.ItemEffect Effect
        
{
            
get { return (Enums.ItemEffect)BitConverter.ToUInt16(Buffer34); }
            
set WriteUInt16((ushort)value34Buffer); }
        }
        public 
byte Plus
        
{
            
get { return Buffer[41]; }
            
set Buffer[41] = value; }
        }
        public 
byte Bless
        
{
            
get { return Buffer[42]; }
            
set Buffer[42] = value; }
        }
        public 
bool Bound
        
{
            
get { return Buffer[43] == false true; }
            
set Buffer[43] = (byte)(value 0); }
        }
        public 
byte Enchant
        
{
            
get { return Buffer[44]; }
            
set Buffer[44] = value; }
        }
        public 
bool Suspicious
        
{
            
get { return Buffer[53] == false true; }
            
set Buffer[53] = (byte)(value 0); }
        }
        public 
byte Lock
        
{
            
get { return Buffer[54]; }
            
set Buffer[54] = value; }
        }
        public 
Enums.Color Color
        
{
            
get { return (Enums.Color)BitConverter.ToUInt32(Buffer56); }
            
set WriteUInt32((uint)value56Buffer); }
        }
        public 
uint PlusProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer60); }
            
set WriteUInt32(value60Buffer); }
        }
        public 
ushort StackSize
        
{
            
get { return BitConverter.ToUInt16(Buffer72); }
            
set WriteUInt16(value72Buffer); }
        }
        public 
uint PurificationID
        
{
            
get { return BitConverter.ToUInt32(Buffer76); }
            
set WriteUInt32(value76Buffer); }
        }
        public 
byte[] ToArray()
        {
            return 
Buffer;
        }

        public 
void Deserialize(byte[] buffer)
        {
            
Buffer buffer;
        }

        public 
void Send(Client.GameState client)
        {
            
client.Send(Buffer);
        }

        public 
override int GetHashCode()
        {
            return (int)
this.UID;
        }

        public 
void Fill(Game.ConquerStructures.BoothItem itemuint boothID)
        {
            
UID item.Item.UID;
            
BoothID boothID;
            
Cost item.Cost;
            
ID item.Item.ID;
            
Durability item.Item.Durability;
            
MaximDurability item.Item.MaximDurability;
            
CostType = (byte)item.Cost_Type;
            
SocketOne item.Item.SocketOne;
            
SocketTwo item.Item.SocketTwo;
            
Effect item.Item.Effect;
            
Plus item.Item.Plus;
            
Bless item.Item.Bless;
            
Enchant item.Item.Enchant;
            
SocketProgress item.Item.SocketProgress;
            
Color item.Item.Color;
            
PlusProgress item.Item.PlusProgress;
            
StackSize item.Item.StackSize;
            
PurificationID item.Item.Purification.PurificationItemID;
        }
        public 
void Fill(ConquerItem itemuint boothID)
        {
            
UID item.UID;
            
BoothID boothID;
            
ID item.ID;
            
Durability item.Durability;
            
MaximDurability item.MaximDurability;
            
Buffer[24] = (byte)4
            
Buffer[26] = (byte)item.Position
            
SocketOne item.SocketOne;
            
SocketTwo item.SocketTwo;
            
Effect item.Effect;
            
Plus item.Plus;
            
Bound item.Bound;
            
Bless item.Bless;
            
Enchant item.Enchant;
            
Lock item.Lock;
            
SocketProgress item.SocketProgress;
            
Color item.Color;
            
PlusProgress item.PlusProgress;
            
StackSize item.StackSize;
            
PurificationID item.Purification.PurificationItemID;
        }
    } 
Still, the item effect offset changed and I couldn't find it ... yet.

What Bound Item has to do with this packet geez? What use of having bound item in this Packet when it can't be put due to client check? is TQ really f*cking stupid or this is your mistake?
iStefan is offline  
Old 04/26/2011, 13:54   #12
 
_Emme_'s Avatar
 
elite*gold: 1142
Join Date: Aug 2006
Posts: 2,464
Received Thanks: 1,162
Quote:
Originally Posted by iStefan View Post
What Bound Item has to do with this packet geez? What use of having bound item in this Packet when it can't be put due to client check? is TQ really f*cking stupid or this is your mistake?
Because boothitem packet structure is used for other features as well and not only vending, for example equipment viewing.
_Emme_ is offline  
Thanks
1 User
Old 04/26/2011, 14:07   #13
 
elite*gold: 0
Join Date: Mar 2011
Posts: 165
Received Thanks: 17
Quote:
Originally Posted by EmmeTheCoder View Post
Because boothitem packet structure is used for other features as well and not only vending, for example equipment viewing.
I see Thanks.
iStefan is offline  
Old 04/26/2011, 18:08   #14
 
_DreadNought_'s Avatar
 
elite*gold: 28
Join Date: Jun 2010
Posts: 2,225
Received Thanks: 868
Hail the almighty InfamousNoone.

#Offtopic
You planning on making a server by any chance?
_DreadNought_ is offline  
Old 04/26/2011, 21:45   #15
 
InfamousNoone's Avatar
 
elite*gold: 20
Join Date: Jan 2008
Posts: 2,012
Received Thanks: 2,885
Quote:
Originally Posted by _DreadNought_ View Post
Hail the almighty InfamousNoone.

#Offtopic
You planning on making a server by any chance?
Nope.

Quote:
Originally Posted by -impulse- View Post
On version 5381 (no big update made recently by TQ) this packet works just fine for me:

PHP Code:
    public class BoothItem WriterInterfaces.IPacket
    
{
        
byte[] Buffer;

        public 
BoothItem(bool Create)
        {
            if (
Create)
            {
                
Buffer = new byte[92];
                
WriteUInt16(840Buffer);
                
WriteUInt16(11082Buffer);
            }
        }
        public 
uint UID
        
{
            
get { return BitConverter.ToUInt32(Buffer4); }
            
set WriteUInt32(value4Buffer); }
        }
        public 
uint BoothID
        
{
            
get { return BitConverter.ToUInt32(Buffer8); }
            
set WriteUInt32(value8Buffer); }
        }
        public 
uint Cost
        
{
            
get { return BitConverter.ToUInt32(Buffer12); }
            
set WriteUInt32(value12Buffer); }
        }
        public 
uint ID
        
{
            
get { return BitConverter.ToUInt32(Buffer16); }
            
set WriteUInt32(value16Buffer); }
        }
        public 
ushort Durability
        
{
            
get { return BitConverter.ToUInt16(Buffer20); }
            
set WriteUInt16(value20Buffer); }
        }
        public 
ushort MaximDurability
        
{
            
get { return BitConverter.ToUInt16(Buffer22); }
            
set WriteUInt16(value22Buffer); }
        }
        public 
uint CostType
        
{
            
get { return BitConverter.ToUInt32(Buffer24); }
            
set WriteUInt32(value24Buffer); }
        }
        public 
uint SocketProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer28); }
            
set WriteUInt32(value28Buffer); }
        }
        public 
Enums.Gem SocketOne
        
{
            
get { return (Enums.Gem)Buffer[32]; }
            
set Buffer[32] = (byte)value; }
        }
        public 
Enums.Gem SocketTwo
        
{
            
get { return (Enums.Gem)Buffer[33]; }
            
set Buffer[33] = (byte)value; }
        }
        public 
Enums.ItemEffect Effect
        
{
            
get { return (Enums.ItemEffect)BitConverter.ToUInt16(Buffer34); }
            
set WriteUInt16((ushort)value34Buffer); }
        }
        public 
byte Plus
        
{
            
get { return Buffer[41]; }
            
set Buffer[41] = value; }
        }
        public 
byte Bless
        
{
            
get { return Buffer[42]; }
            
set Buffer[42] = value; }
        }
        public 
bool Bound
        
{
            
get { return Buffer[43] == false true; }
            
set Buffer[43] = (byte)(value 0); }
        }
        public 
byte Enchant
        
{
            
get { return Buffer[44]; }
            
set Buffer[44] = value; }
        }
        public 
bool Suspicious
        
{
            
get { return Buffer[53] == false true; }
            
set Buffer[53] = (byte)(value 0); }
        }
        public 
byte Lock
        
{
            
get { return Buffer[54]; }
            
set Buffer[54] = value; }
        }
        public 
Enums.Color Color
        
{
            
get { return (Enums.Color)BitConverter.ToUInt32(Buffer56); }
            
set WriteUInt32((uint)value56Buffer); }
        }
        public 
uint PlusProgress
        
{
            
get { return BitConverter.ToUInt32(Buffer60); }
            
set WriteUInt32(value60Buffer); }
        }
        public 
ushort StackSize
        
{
            
get { return BitConverter.ToUInt16(Buffer72); }
            
set WriteUInt16(value72Buffer); }
        }
        public 
uint PurificationID
        
{
            
get { return BitConverter.ToUInt32(Buffer76); }
            
set WriteUInt32(value76Buffer); }
        }
        public 
byte[] ToArray()
        {
            return 
Buffer;
        }

        public 
void Deserialize(byte[] buffer)
        {
            
Buffer buffer;
        }

        public 
void Send(Client.GameState client)
        {
            
client.Send(Buffer);
        }

        public 
override int GetHashCode()
        {
            return (int)
this.UID;
        }

        public 
void Fill(Game.ConquerStructures.BoothItem itemuint boothID)
        {
            
UID item.Item.UID;
            
BoothID boothID;
            
Cost item.Cost;
            
ID item.Item.ID;
            
Durability item.Item.Durability;
            
MaximDurability item.Item.MaximDurability;
            
CostType = (byte)item.Cost_Type;
            
SocketOne item.Item.SocketOne;
            
SocketTwo item.Item.SocketTwo;
            
Effect item.Item.Effect;
            
Plus item.Item.Plus;
            
Bless item.Item.Bless;
            
Enchant item.Item.Enchant;
            
SocketProgress item.Item.SocketProgress;
            
Color item.Item.Color;
            
PlusProgress item.Item.PlusProgress;
            
StackSize item.Item.StackSize;
            
PurificationID item.Item.Purification.PurificationItemID;
        }
        public 
void Fill(ConquerItem itemuint boothID)
        {
            
UID item.UID;
            
BoothID boothID;
            
ID item.ID;
            
Durability item.Durability;
            
MaximDurability item.MaximDurability;
            
Buffer[24] = (byte)4
            
Buffer[26] = (byte)item.Position
            
SocketOne item.SocketOne;
            
SocketTwo item.SocketTwo;
            
Effect item.Effect;
            
Plus item.Plus;
            
Bound item.Bound;
            
Bless item.Bless;
            
Enchant item.Enchant;
            
Lock item.Lock;
            
SocketProgress item.SocketProgress;
            
Color item.Color;
            
PlusProgress item.PlusProgress;
            
StackSize item.StackSize;
            
PurificationID item.Purification.PurificationItemID;
        }
    } 
Still, the item effect offset changed and I couldn't find it ... yet.
Cheers.
InfamousNoone is offline  
Reply


Similar Threads Similar Threads
Vending Packet
03/08/2011 - CO2 Private Server - 6 Replies
I solved all my requests by my own rofl. This can be closed.
Vending Exploit
09/02/2010 - Battle of the Immortals - 8 Replies
People who move their stalls on top of each other and during vending are so common now but i havent been able to find a single thing on how to do it. Is it somethign to do with putting someone else on follow?
Vending /omg
12/20/2005 - Ragnarok Online - 1 Replies
Hallo, Ich habe jetzt schon mehrmals die scheiss shop.txt bearbeitet, aber immer wieder kommt die Fehlermeldung in deinen Shop fehlt ein Titel /omg. Bin ich jetzt gagga im Kopf? In der shop.txt soll in der ersten Zeile der Shopname stehen, oder liegt es wielleicht an den falschen Editor? Hat jemand davon Ahnuung? Gruß SiSa
Vending?
10/29/2004 - Ragnarok Online - 3 Replies
hi, i have revemu (0.95) i was wondering how i use my bot to vend (because when i try to vend regulary my bros a diff game and my rag crashes) ANY help appreciated ;) Iam new to vending with a bot ty all
Vending Bot?
09/23/2004 - Ragnarok Online - 2 Replies
Hallo mal wieder Wollte mal nachfragen, ob we nen guten Vending Bot kennt. Der soll nix anderes machen, als einloggen, zeugs aus ner txt datei in den Wagen tun und bei nem DC reconnecten. Kennt wer einen? Greets und Thanks



All times are GMT +1. The time now is 19:08.


Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
SEO by vBSEO ©2011, Crawlability, Inc.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Support | Contact Us | FAQ | Advertising | Privacy Policy | Terms of Service | Abuse
Copyright ©2025 elitepvpers All Rights Reserved.