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[Release]Fixed SS/FB System
Discussion on [Release]Fixed SS/FB System within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.
02/02/2010, 00:49
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#31
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When I changed public class MyMath - public static class MyMath you can't attack anything on my server and it spams an error in the console which goes to this line
Code:
GetMobTargets(Single);
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02/02/2010, 03:30
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#32
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Quote:
Originally Posted by walmartboi
It's not other areas in the source, it's in what he posted:
Code:
public static List<coords> bresenham(int x0, int y0, int x1, int y1)
{
List<coords> ThisLine = new List<coords>();
int dy = y1 - y0;
int dx = x1 - x0;
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; } else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; } else { stepx = 1; }
dy <<= 1;
dx <<= 1;
[COLOR="Red"]ThisLine.Add(x0, y0);[/COLOR]
if (dx > dy)
{
int fraction = dy - (dx >> 1);
while (x0 != x1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
[COLOR="Red"]ThisLine.Add(x0, y0);[/COLOR]
}
}
else
{
int fraction = dx - (dy >> 1);
while (y0 != y1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
[COLOR="Red"]ThisLine.Add(x0, y0);[/COLOR]
}
}
return ThisLine;
}
Marked the errors in red.
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change those with this one
Quote:
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ThisLine.Add(new coords((ushort)x0, (ushort)y0));
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02/02/2010, 08:42
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#33
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Posts: 378
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No, it's all good, I got mine working perfectly + added a few more angles that were missed in the initial algorithm.
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02/05/2010, 00:47
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#34
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Join Date: Jan 2008
Posts: 1,042
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I rarely ever say this but, this is actually a very good release.
Albeit, very different to my implementation, but still, nice to see something useful released.
Also take a look at the DDA line algorithm that TQ uses for fastblade and scentsword.
It can be found in the EO Source - 'BaseFunc.cpp - DDALine'
However the above needs converting to C#
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02/05/2010, 01:00
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#35
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Join Date: Oct 2009
Posts: 8,783
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Quote:
Originally Posted by © Haydz
I rarely ever say this but, this is actually a very good release.
Albeit, very different to my implementation, but still, nice to see something useful released.
Also take a look at the DDA line algorithm that TQ uses for fastblade and scentsword.
It can be found in the EO Source - 'BaseFunc.cpp - DDALine'
However the above needs converting to C#
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Wow.
Coming from you that means alot.
Seriously.
Thanks haydz:]
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02/05/2010, 03:22
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#36
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It's work perfectly without errors. Dudes try to learn copy & paste ^^
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02/05/2010, 09:27
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#37
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Posts: 71
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wow its works perfect thankz
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02/08/2010, 23:48
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#38
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Join Date: Aug 2009
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Very nice dude, keep it up!
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02/08/2010, 23:55
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#39
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Posts: 700
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lol **** you just released the most important fix for the source. >.<
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02/10/2010, 10:55
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#40
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Join Date: May 2008
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ive error ,
Quote:
foreach (Character C in World.H_Chars.Values)
{
if (C.Alive && (C != User || Info.Damageing == DamageType.HealHP || Info.Damageing == DamageType.HealMP))
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, C.Loc.X, C.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(C.Loc.X, C.Loc.Y)) || Info.Targetting != TargetType.Linear)
if (C.PKAble(User.PKMode, User) && !PlayerTargets.Contains(C) && !World.NoPKMaps.Contains(User.Loc.Map) || Info.ExtraEff == ExtraEffect.UnMount)
if (Game.World.NoPKMaps.Contains(User.Loc.Map) && GetDamage(C) == 0 || !Game.World.NoPKMaps.Contains(User.Loc.Map) || (Info.ExtraEff == ExtraEffect.UnMount && C.StatEff.Contains(StatusEffectEn.Ride)) && C.Equips.Steed.Plus < User.Equips.Steed.Plus)
if (true)
PlayerTargets.Add(C, GetDamage(C));
}
}
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} expected
ive added it, but it doesnt working sorry guys im a newbie gimme answer please
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02/10/2010, 12:58
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#41
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Join Date: Feb 2010
Posts: 180
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Great Release bro +
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02/20/2010, 11:11
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#42
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The call is ambiguous between the following methods or properties: 'NewestCOServer.MyMath.LineCoords(ushort, ushort, ushort, ushort, byte)' and 'NewestCOServer.MyMath.LineCoords(ushort, ushort, ushort, ushort, byte)'
Anyone wanna help? I got 4 of those errors lol
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02/20/2010, 14:05
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#43
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Join Date: Feb 2010
Posts: 180
Received Thanks: 82
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Error on every coords , HELP MEH :*(
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02/25/2010, 03:18
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#44
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Join Date: May 2009
Posts: 884
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Quote:
Originally Posted by .Arco
Big credits to saint for showing me the geometry behind this.
First go to MyMath.cs and search for
Code:
public static class MyMath
and over that put this:
Code:
public struct coords
{
public int X;
public int Y;
public coords(int x, int y)
{
this.X = x;
this.Y = y;
}
}
Next go to MyMath.cs and search for
Code:
static Random Rnd = new Random();
Under that insert this:
Code:
public static bool Contains(this coords[] Coords, coords Check)
{
foreach (coords Coord in Coords)
if (Coord.X == Check.X && Check.Y == Coord.Y)
return true;
return false;
}
public static List<coords> LineCoords(ushort userx, ushort usery, ushort shotx, ushort shoty, byte length)
{
double dir = Math.Atan2(shoty - usery, shotx - userx);
double f_x = (Math.Cos(dir) * length) + userx;
double f_y = (Math.Sin(dir) * length) + usery;
return bresenham(userx, usery, (int)f_x, (int)f_y);
}
public static void Add(this List<coords> Coords, int x, int y)
{
coords add = new coords((ushort)x, (ushort)y);
if (!Coords.Contains(add))
Coords.Add(add);
}
public static List<coords> bresenham(int x0, int y0, int x1, int y1)
{
List<coords> ThisLine = new List<coords>();
int dy = y1 - y0;
int dx = x1 - x0;
int stepx, stepy;
if (dy < 0) { dy = -dy; stepy = -1; } else { stepy = 1; }
if (dx < 0) { dx = -dx; stepx = -1; } else { stepx = 1; }
dy <<= 1;
dx <<= 1;
ThisLine.Add(x0, y0);
if (dx > dy)
{
int fraction = dy - (dx >> 1);
while (x0 != x1)
{
if (fraction >= 0)
{
y0 += stepy;
fraction -= dx;
}
x0 += stepx;
fraction += dy;
ThisLine.Add(x0, y0);
}
}
else
{
int fraction = dx - (dy >> 1);
while (y0 != y1)
{
if (fraction >= 0)
{
x0 += stepx;
fraction -= dy;
}
y0 += stepy;
fraction += dx;
ThisLine.Add(x0, y0);
}
}
return ThisLine;
}
Now open Skills.cs and go to this line:
Code:
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist) && GuildWars.War && User.MyGuild != GuildWars.LastWinner)
Replace all this:
Code:
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist) && GuildWars.War && User.MyGuild != GuildWars.LastWinner)
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.ThePole.EntityID, GetDamage(GuildWars.ThePole.CurHP));
if (GuildWars.War && !GuildWars.TheRightGate.Opened && (!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) <= Info.MaxDist))
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.TheRightGate.EntityID, GetDamage(GuildWars.TheRightGate.CurHP));
if (GuildWars.War && !GuildWars.TheLeftGate.Opened && (!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) <= Info.MaxDist))
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.TheLeftGate.EntityID, GetDamage(GuildWars.TheLeftGate.CurHP));
With this:
Code:
List<coords> Line = new List<coords>(5);
if (Info.Targetting == TargetType.Linear)
Line = MyMath.LineCoords(User.Loc.X, User.Loc.Y, AimX, AimY, 10);
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) <= Info.MaxDist) && GuildWars.War && User.MyGuild != GuildWars.LastWinner)
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(GuildWars.ThePole.Loc.X, GuildWars.ThePole.Loc.Y)) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.ThePole.EntityID, GetDamage(GuildWars.ThePole.CurHP));
if (GuildWars.War && !GuildWars.TheRightGate.Opened && (!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) <= Info.MaxDist))
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(GuildWars.TheRightGate.Loc.X, GuildWars.TheRightGate.Loc.Y)) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.TheRightGate.EntityID, GetDamage(GuildWars.TheRightGate.CurHP));
if (GuildWars.War && !GuildWars.TheLeftGate.Opened && (!RangeFromChar && MyMath.PointDistance(AimX, AimY, GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) <= Info.MaxDist || MyMath.PointDistance(User.Loc.X, User.Loc.Y, GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) <= Info.MaxDist))
if (Info.Targetting == TargetType.Sector && InSector(GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(GuildWars.TheLeftGate.Loc.X, GuildWars.TheLeftGate.Loc.Y)) || Info.Targetting != TargetType.Linear)
MiscTargets.Add(GuildWars.TheLeftGate.EntityID, GetDamage(GuildWars.TheLeftGate.CurHP));
Now still in Skills.cs, search for:
Code:
Hashtable MapMobs = (Hashtable)World.H_Mobs[User.Loc.Map];
Under that put this
Code:
List<coords> Line = new List<coords>(5);
if (Info.Targetting == TargetType.Linear)
Line = MyMath.LineCoords(User.Loc.X, User.Loc.Y, AimX, AimY, 10);
Now find this:
Code:
foreach (Mob M in MapMobs.Values)
{
if (M.Alive)
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, M.Loc.X, M.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, M.Loc.X, M.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(M.Loc.X, M.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, M.Loc.X, M.Loc.Y) || Info.Targetting != TargetType.Linear)
if (User.PKMode == PKMode.PK || !M.NeedsPKMode && !MobTargets.Contains(M))
MobTargets.Add(M, GetDamage(M));
}
}
And replace it with this:
Code:
foreach (Mob M in MapMobs.Values)
{
if (M.Alive)
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, M.Loc.X, M.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, M.Loc.X, M.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(M.Loc.X, M.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(M.Loc.X, M.Loc.Y)) || Info.Targetting != TargetType.Linear)
if (User.PKMode == PKMode.PK || !M.NeedsPKMode && !MobTargets.Contains(M))
MobTargets.Add(M, GetDamage(M));
}
}
Next replace this:
Code:
foreach (Character C in World.H_Chars.Values)
{
if (C.Alive && (C != User || Info.Damageing == DamageType.HealHP || Info.Damageing == DamageType.HealMP))
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, C.Loc.X, C.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Linear)
if (C.PKAble(User.PKMode, User) && !PlayerTargets.Contains(C) && !World.NoPKMaps.Contains(User.Loc.Map) || Info.ExtraEff == ExtraEffect.UnMount)
if (Game.World.NoPKMaps.Contains(User.Loc.Map) && GetDamage(C) == 0 || !Game.World.NoPKMaps.Contains(User.Loc.Map) || (Info.ExtraEff == ExtraEffect.UnMount && C.StatEff.Contains(StatusEffectEn.Ride)) && C.Equips.Steed.Plus < User.Equips.Steed.Plus)
if (User.MyClient.GM && C.EntityID == User.EntityID || !User.MyClient.GM)
PlayerTargets.Add(C, GetDamage(C));
}
}
With:
Code:
foreach (Character C in World.H_Chars.Values)
{
if (C.Alive && (C != User || Info.Damageing == DamageType.HealHP || Info.Damageing == DamageType.HealMP))
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, C.Loc.X, C.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(C.Loc.X, C.Loc.Y)) || Info.Targetting != TargetType.Linear)
if (C.PKAble(User.PKMode, User) && !PlayerTargets.Contains(C) && !World.NoPKMaps.Contains(User.Loc.Map) || Info.ExtraEff == ExtraEffect.UnMount)
if (Game.World.NoPKMaps.Contains(User.Loc.Map) && GetDamage(C) == 0 || !Game.World.NoPKMaps.Contains(User.Loc.Map) || (Info.ExtraEff == ExtraEffect.UnMount && C.StatEff.Contains(StatusEffectEn.Ride)) && C.Equips.Steed.Plus < User.Equips.Steed.Plus)
if (true)
PlayerTargets.Add(C, GetDamage(C));
}
}
Then replace this:
Code:
foreach (NPC C in World.H_NPCs.Values)
{
if ((C.Flags == 21 || C.Flags == 22) && User.Level >= C.Level)
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, C.Loc.X, C.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && MyMath.PointDirecton(User.Loc.X, User.Loc.Y, AimX, AimY) == MyMath.PointDirecton(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Linear)
if (!NPCTargets.Contains(C))
NPCTargets.Add(C, GetDamage(C));
}
}
With:
Code:
List<coords> Line = new List<coords>(5);
if (Info.Targetting == TargetType.Linear)
Line = MyMath.LineCoords(User.Loc.X, User.Loc.Y, AimX, AimY, 10);
foreach (NPC C in World.H_NPCs.Values)
{
if ((C.Flags == 21 || C.Flags == 22) && User.Level >= C.Level)
{
if ((!RangeFromChar && MyMath.PointDistance(AimX, AimY, C.Loc.X, C.Loc.Y) <= Info.MaxDist) || MyMath.PointDistance(User.Loc.X, User.Loc.Y, C.Loc.X, C.Loc.Y) <= Info.MaxDist)
if (Info.Targetting == TargetType.Sector && InSector(C.Loc.X, C.Loc.Y) || Info.Targetting != TargetType.Sector)
if (Info.Targetting == TargetType.Linear && Line.Contains(new coords(C.Loc.X, C.Loc.Y)) || Info.Targetting != TargetType.Linear)
if (!NPCTargets.Contains(C))
NPCTargets.Add(C, GetDamage(C));
}
}
And bam that should be it!
If Saint posts on this thread people should thank him as well.
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I did this with NO errors and debugged it fine...when I get into the game I can fb/ss anything EXCEPT players lol...that's jus no fun...can anyone hlp me put it so that it attack players too >.>, and btw nice job .Arco!
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03/29/2010, 15:35
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#45
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elite*gold: 0
Join Date: Feb 2010
Posts: 378
Received Thanks: 86
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Great Job Arco =] Got it working on the first. Awesome release ^^, I don't think I could have figured that out any time soon. lol
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