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[Release] 1v1 Pk Event for Elite-CoEmu

Discussion on [Release] 1v1 Pk Event for Elite-CoEmu within the CO2 PServer Guides & Releases forum part of the CO2 Private Server category.

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Old   #1
 
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[Release] 1v1 Pk Event for Elite-CoEmu

Here is my first event ive coded. Its a 1 v 1 Pk Event where the winner gets a prize

First add a new .cs file in Structures/features folder and name it what ever u want.

Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;

using WorldServer.Networking;
using WorldServer.Packets;
using WorldServer.Handlers;

namespace WorldServer.Structures
{
    public partial class Struct
    {
        public class _1v1
        {
            public static bool IsOn = false;
            public static int CharID1 = 0;
            public static int CharID2 = 0;
            public static bool IsReady1 = false;
            public static bool IsReady2 = false;
            public static Thread EventTimer;

            public static void Start()//Starts the Event
            {
                if (World.ClientPool.ContainsKey(CharID1) && World.ClientPool.ContainsKey(CharID2))
                {
                    IsOn = true;
                    ClientSocket CSocket1 = World.ClientPool[CharID1];
                    ClientSocket CSocket2 = World.ClientPool[CharID2];
                    CSocket1.Client.Invincible = true;
                    CSocket2.Client.Invincible = true;

                    EventTimer = new Thread(EventThread);
                    EventTimer.Start();

                }
            }
            public static void End(int WinnerID)//Stops and awards prize to winner then resets event
            {
                
                
                ClientSocket CSocket = World.ClientPool[WinnerID];
                 ClientSocket CSocket2 = null;

                if(WinnerID == Struct._1v1.CharID1)
                    CSocket2 = World.ClientPool[Struct._1v1.CharID2];
                else
                    CSocket2 = World.ClientPool[Struct._1v1.CharID1];

                Handler.CPs(10000, CSocket);

                Handler.Teleport(1002, 430, 380, 0, CSocket);
                Handler.Teleport(1002, 430, 380, 0, CSocket2);

                CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", "Congrats to "+World.ClientPool[WinnerID].Client.Name+" he/she has won the 1v1 Pk Event and is rewarded 10k CPs", ChatType.Center), 0);
                Database.EventLog("1v1 Pk Event", CSocket);

                CSocket.Client.PreviousMap = 1002;
                CSocket2.Client.PreviousMap = 1002;

                IsOn = false;
                IsReady1 = false;
                IsReady2 = false;
                CharID1 = 0;
                CharID2 = 0;

            }
            public static void EventThread(object state)//thread to handle event
            {
                while (true)
                {
                    if (IsOn)
                    {
                        ClientSocket CSocket1 = World.ClientPool[CharID1];
                        ClientSocket CSocket2 = World.ClientPool[CharID2];

                        if (CSocket1.Client.dead)
                        {
                            End(CSocket2.Client.ID);
                            Thread.CurrentThread.Abort();
                            return;
                        }
                        else if (CSocket2.Client.dead)
                        {
                            End(CSocket1.Client.ID);
                            Thread.CurrentThread.Abort();
                            return;
                        }
                        Thread.Sleep(100);
                    }
                    else
                    {
                        Thread.CurrentThread.Abort();
                    }
                }
            }
        }
   }
}
Here is an auto invite timer just add this to the oldstyle.cs This will be sent to both player asking if they are ready to battle or not and if not u can request another minute to get ready

Code:
#region 1v1 Pk Event
                    case 420000:
                        {
                            if (Struct._1v1.CharID1 == CSocket.Client.ID || Struct._1v1.CharID2 == CSocket.Client.ID)
                            {
                                if (LinkBack == 0)
                                {
                                    Text("Are you ready to start the 1v1 Pk Event?", CSocket);
                                    Link("Yes", 1, CSocket);
                                    Link("Give me another Minute.", 2, CSocket);
                                    //Face(255, CSocket); 
                                    End(CSocket);
                                }
                                else if (LinkBack == 1)
                                {
                                    if (Struct._1v1.CharID1 == CSocket.Client.ID)
                                    {
                                        Struct._1v1.IsReady1 = true;
                                    }
                                    else if (Struct._1v1.CharID2 == CSocket.Client.ID)
                                    {
                                        Struct._1v1.IsReady2 = true;
                                    }
                                    if (Struct._1v1.IsReady1 && Struct._1v1.IsReady2)
                                    {
                                        ClientSocket CSocket1 = World.ClientPool[Struct._1v1.CharID1];
                                        ClientSocket CSocket2 = World.ClientPool[Struct._1v1.CharID2];

                                        Handler.Teleport(1507, 92, 116, 0, CSocket1);
                                        Handler.Teleport(1507, 99, 110, 0, CSocket2);

                                        Struct._1v1.Start();

                                    }
                                }
                                else if (LinkBack == 2)
                                {
                                    System.Timers.Timer T = new System.Timers.Timer();
                                    T.Interval = 60000;
                                    T.AutoReset = false;
                                    T.Elapsed += delegate 
                                    {
                                        if (World.ClientPool.ContainsKey(CSocket.Client.ID))
                                        {
                                            CSocket.Client.LastNPC = 420000;
                                            Text("Are you ready to start the 1v1 Pk Event?", CSocket);
                                            Link("Yes", 1, CSocket);
                                            Link("Give me another Minute.", 2, CSocket);
                                            //Face(255, CSocket); 
                                            End(CSocket);

                                            ClientSocket CSocket1 = null;

                                            if (Struct._1v1.CharID1 == CSocket.Client.ID)
                                                CSocket1 = World.ClientPool[Struct._1v1.CharID2];
                                            else
                                                CSocket1 = World.ClientPool[Struct._1v1.CharID1];

                                            CSocket1.Send(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", "Your oppenent for the 1v1 Pk Event is taking another minute to get ready!", Struct.ChatType.Center));
                                        }

                                    };
                                    T.Start();
                                }
                            }
                            break;
                        }
                    #endregion
Then add this npc General Bravery to sign up for the event
Code:
#region GeneralBravery
                    case 31:
                        {
                            if (LinkBack == 0)
                            {
                                Text("Welcome "+CSocket.Client.Name+", I manage all of the Pk Events.", CSocket);
                                Text("Which Event would u like to know about?", CSocket);
                                Link("1 v 1", 10, CSocket);
                                Link("Just passing by.", 255, CSocket);
                                Face(7, CSocket);
                                End(CSocket);
                            }
                            else if (LinkBack == 10)
                            {
                                Text("The 1v1 Events is an Event where any 2 Players can enter the Event and", CSocket);
                                Text("the winner of the event will be rewarded Cps.", CSocket);
                                if (Struct._1v1.CharID1 != 0 && Struct._1v1.CharID2 != 0)
                                {
                                    Text("There is currently a Match Going On", CSocket);
                                    Link("Tell me the Rules", 11, CSocket);
                                    Link("Never Mind", 255, CSocket);
                                    
                                    Face(7, CSocket);
                                    End(CSocket);
                                }
                                else
                                {
                                    if (Struct._1v1.CharID1 == 0)
                                        Text("Player 1:", CSocket);
                                    else
                                        Text("Player 1: "+World.ClientPool[Struct._1v1.CharID1].Client.Name+"", CSocket);
                                    if (Struct._1v1.CharID2 == 0)
                                        Text("Player 2:", CSocket);
                                    else
                                        Text("Player 2: " + World.ClientPool[Struct._1v1.CharID2].Client.Name + "", CSocket);

                                    if (Struct._1v1.CharID1 != CSocket.Client.ID && Struct._1v1.CharID2 != CSocket.Client.ID)
                                        Link("Sign Me Up.", 12, CSocket);
                                    else
                                        Link("Take me off list", 13, CSocket);
                                    Link("Never Mind", 255, CSocket);
                                    Face(7, CSocket);
                                    End(CSocket);
                                }
                                
                            }
                            else if (LinkBack == 11)
                            {
                                Text("The rules of the 1v1 are simple. So please obey them.", CSocket);
                                Text("Rule 1: Not allowed to use any Items while Match is Live.", CSocket);
                                Text("Rule 2: Any weapon skill and magic skill is allowed.", CSocket);
                                Text("Rule 3: No AimBots, SpeedHacks, or Bots", CSocket);
                                Text("If you Disconnect or Jump threw portal you will forfiet and the oppenent wins", CSocket);
                                Link("Ok Thanks.", 255, CSocket);
                                Face(7, CSocket);
                                End(CSocket);
                            }
                            else if (LinkBack == 12)
                            {
                                if (Struct._1v1.CharID1 == 0)
                                {
                                    Struct._1v1.CharID1 = CSocket.Client.ID;
                                    CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name +" has signed up for the 1v1 Pk Event and needs a component. Sign Up at GeneralBravery in TwinCity", Struct.ChatType.Center), 0);
                                }
                                else if (Struct._1v1.CharID2 == 0)
                                {
                                    if (CSocket.IPAdress == World.ClientPool[Struct._1v1.CharID1].IPAdress)
                                    {
                                        ErrorMsg("You cannot have multiple clients in this event!", CSocket);
                                    }
                                    else
                                    {
                                        Struct._1v1.CharID2 = CSocket.Client.ID;
                                        CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name + " has accepted " + World.ClientPool[Struct._1v1.CharID1].Client.Name + "'s 1v1 Challenge", Struct.ChatType.Center), 0);
                                    }
                                }
                                if (Struct._1v1.CharID1 != 0 && Struct._1v1.CharID2 != 0)
                                {
                                    ClientSocket CSocket1 = World.ClientPool[Struct._1v1.CharID1];
                                    ClientSocket CSocket2 = World.ClientPool[Struct._1v1.CharID2];
                                    CSocket1.Client.LastNPC = 420000;
                                    CSocket2.Client.LastNPC = 420000;
                                    Handler.NpcTalk(CSocket1, 420000, 0, null);
                                    Handler.NpcTalk(CSocket2, 420000, 0, null);
                                }
                            }
                            else if (LinkBack == 13)
                            {
                                if(Struct._1v1.CharID2 == 0)
                                {
                                    Struct._1v1.CharID1 = 0;
                                    Text("You have removed yourself from the 1v1 Event.", CSocket);
                                    Link("Ok Thanks.", 255, CSocket);
                                    Face(7, CSocket);
                                    End(CSocket);
                                    CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name + " has removed them self from the 1v1 Pk Event.", Struct.ChatType.Center), 0);
                                }
                            }
                            break;
                        }
                    #endregion
Now if you would like to set rules such as not allowed to use items during the event add this to the top useitem.cs
Code:
if (Struct._1v1.IsOn && Struct._1v1.CharID1 == CSocket.Client.ID || Struct._1v1.CharID2 == CSocket.Client.ID)
            {
                Delete = false;
                goto Jump;
            }
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Old 06/03/2010, 19:24   #2
 
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Very nice indeed.
+k
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Old 06/03/2010, 19:32   #3
 
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Also if u want to add a forfiet on disconnect add this to Networking/client.cs in the Disconnect() Bool right above
Code:
Database.SaveCharacter(Client);
Code:
if (Struct._1v1.CharID1 == Client.ID || Struct._1v1.CharID2 == Client.ID)
                        if (Struct._1v1.IsOn)
                        {
                            if (Struct._1v1.CharID1 == Client.ID)
                                Struct._1v1.End(Struct._1v1.CharID2);
                            if (Struct._1v1.CharID2 == Client.ID)
                                Struct._1v1.End(Struct._1v1.CharID1);
                        }
                        else
                        {
                            if (Struct._1v1.CharID1 == Client.ID)
                                Struct._1v1.CharID1 = 0;
                            if (Struct._1v1.CharID2 == Client.ID)
                                Struct._1v1.CharID2 = 0;
                        }
Forgot one more thing need to disable the invinciblity after u walk, jump, or attack on that map after u are teleported

so in Handlers/Character/Walk.cs & Jump.cs add this code to the very top of each void. Also add to PacketProcessor.cs in the Attack / 1022 packet subtype
Code:
if ((int)CSocket.Client.Map == 1507)
            {
                if (CSocket.Client.Invincible)
                    CSocket.Client.Invincible = false;
            }
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Old 06/03/2010, 23:16   #4
 
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Only bad thing is that it's exploitable =(
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Old 06/04/2010, 04:18   #5
 
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Quote:
Originally Posted by kinshi88 View Post
Only bad thing is that it's exploitable =(
becuase there is a limiter? or what
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Old 06/04/2010, 04:42   #6
 
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Quote:
Originally Posted by t_dubble_uu View Post
becuase there is a limiter? or what
Just make 2 accounts.
Login with each, challenge each other, and just kill the other account over and over and keep getting prizes =O
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Old 06/04/2010, 04:46   #7
 
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Quote:
Originally Posted by kinshi88 View Post
Just make 2 accounts.
Login with each, challenge each other, and just kill the other account over and over and keep getting prizes =O
I added an ip check to the npc b4 u can signup
Code:
if (Struct._1v1.CharID1 == 0)
{
     Struct._1v1.CharID1 = CSocket.Client.ID;
     CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name +" has signed up for the 1v1 Pk Event and needs a component. Sign Up at GeneralBravery in TwinCity", Struct.ChatType.Center), 0);
}
else if (Struct._1v1.CharID2 == 0)
{
    [COLOR="Red"] if (CSocket.IPAdress == World.ClientPool[Struct._1v1.CharID1].IPAdress)
     {
          ErrorMsg("You cannot have multiple clients in this event!", CSocket);
     }[/COLOR]     else
     {
          Struct._1v1.CharID2 = CSocket.Client.ID;
          CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name + " has accepted " + World.ClientPool[Struct._1v1.CharID1].Client.Name + "'s 1v1 Challenge", Struct.ChatType.Center), 0);
    }
}
I do need to add a check for player 1 spot tho
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Old 06/04/2010, 04:54   #8
 
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Quote:
Originally Posted by t_dubble_uu View Post
I added an ip check to the npc b4 u can signup
Code:
if (Struct._1v1.CharID1 == 0)
{
     Struct._1v1.CharID1 = CSocket.Client.ID;
     CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name +" has signed up for the 1v1 Pk Event and needs a component. Sign Up at GeneralBravery in TwinCity", Struct.ChatType.Center), 0);
}
else if (Struct._1v1.CharID2 == 0)
{
    [COLOR="Red"] if (CSocket.IPAdress == World.ClientPool[Struct._1v1.CharID1].IPAdress)
     {
          ErrorMsg("You cannot have multiple clients in this event!", CSocket);
     }[/COLOR]     else
     {
          Struct._1v1.CharID2 = CSocket.Client.ID;
          CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name + " has accepted " + World.ClientPool[Struct._1v1.CharID1].Client.Name + "'s 1v1 Challenge", Struct.ChatType.Center), 0);
    }
}
I do need to add a check for player 1 spot tho
Best way to handle anything like this though is to have players bet on the fight. If not players always find a way around it.

My old 1v1 dueling system (fb/ss only counting hits, not dmg) I had players join a team, enter the name of the person they wanted to chalange (to avoid sending spam requests to enemies) and then added functionality for players to enter a custom cp bet/hit limit. The chalanged player would get a copy of the game rules set and be able to accept/deny. They would then go to a map, have a 10 second countdown and fight. First to X hits won then both players were kicked out of the map and the score was reported to the server.

It was a nice, simple system for handling this type of stuff. I never actually enabled the CP betting aspect of it (cause I wanted dynamic maps finished first so I could have like 5-10 dueling rooms setup that players would cycle through).

Simply check if both players have enough cp and then remove it before the fight starts. If someone dc's/leaves then they lose by default and the remaining player gets the bet + entry fee back. That way running/dcing or any other exploit and they lose the entry fee. Doesn't add anything to the economy, simply transfers it between players. The more ways to ADD to the overall economy and the sooner your economy becomes unstable/inflated. Ideally you want to balance resource consumption with supply and have a very high transfer of wealth between players.
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Old 06/04/2010, 06:33   #9
 
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Quote:
Originally Posted by t_dubble_uu View Post
I added an ip check to the npc b4 u can signup
Code:
if (Struct._1v1.CharID1 == 0)
{
     Struct._1v1.CharID1 = CSocket.Client.ID;
     CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name +" has signed up for the 1v1 Pk Event and needs a component. Sign Up at GeneralBravery in TwinCity", Struct.ChatType.Center), 0);
}
else if (Struct._1v1.CharID2 == 0)
{
    [COLOR="Red"] if (CSocket.IPAdress == World.ClientPool[Struct._1v1.CharID1].IPAdress)
     {
          ErrorMsg("You cannot have multiple clients in this event!", CSocket);
     }[/COLOR]     else
     {
          Struct._1v1.CharID2 = CSocket.Client.ID;
          CoPacket.ToServer(CoPacket.Chat(0, "SYSTEM", "ALLUSERS", CSocket.Client.Name + " has accepted " + World.ClientPool[Struct._1v1.CharID1].Client.Name + "'s 1v1 Challenge", Struct.ChatType.Center), 0);
    }
}
I do need to add a check for player 1 spot tho
PWNT!!!!
Thanks dude.
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Old 06/04/2010, 06:53   #10
 
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Quote:
Originally Posted by pro4never View Post
Best way to handle anything like this though is to have players bet on the fight. If not players always find a way around it.

My old 1v1 dueling system (fb/ss only counting hits, not dmg) I had players join a team, enter the name of the person they wanted to chalange (to avoid sending spam requests to enemies) and then added functionality for players to enter a custom cp bet/hit limit. The chalanged player would get a copy of the game rules set and be able to accept/deny. They would then go to a map, have a 10 second countdown and fight. First to X hits won then both players were kicked out of the map and the score was reported to the server.

It was a nice, simple system for handling this type of stuff. I never actually enabled the CP betting aspect of it (cause I wanted dynamic maps finished first so I could have like 5-10 dueling rooms setup that players would cycle through).

Simply check if both players have enough cp and then remove it before the fight starts. If someone dc's/leaves then they lose by default and the remaining player gets the bet + entry fee back. That way running/dcing or any other exploit and they lose the entry fee. Doesn't add anything to the economy, simply transfers it between players. The more ways to ADD to the overall economy and the sooner your economy becomes unstable/inflated. Ideally you want to balance resource consumption with supply and have a very high transfer of wealth between players.
Thats another way of doin it yes and sounds better i just released a basic version tho so ppl can learn and modify or make their own.
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Old 06/04/2010, 21:11   #11
 
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Quote:
Originally Posted by t_dubble_uu View Post
Thats another way of doin it yes and sounds better i just released a basic version tho so ppl can learn and modify or make their own.
You're addicted to threads
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Old 06/04/2010, 23:12   #12
 
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Quote:
Originally Posted by ImmuneOne View Post
You're addicted to threads
In a way i am but it is a MUST!!! if you wanna have a stable server, the more threads doing different work = less chance of complete server crash.
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Old 06/04/2010, 23:31   #13
 
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Quote:
Originally Posted by t_dubble_uu View Post
In a way i am but it is a MUST!!! if you wanna have a stable server, the more threads doing different work = less chance of complete server crash. : Overkill
Do you have any idea about what you just stated above here? Define stable.
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Old 06/05/2010, 00:10   #14
 
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ok then what if too many threads are made then there are too many threads and the threads just crash ?

Not many threads = less stability
too many threads = less stability
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Old 06/06/2010, 21:36   #15
 
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Quote:
Originally Posted by ImmuneOne View Post
Do you have any idea about what you just stated above here? Define stable.
Well in my definition it is the over reliability and performance of something.

Also if u havent noticed i do use a lot of threads yes but most are only running temperarly while that event or what ever is goin on. Now the other alternative tho using threads is timers, which can easily be converted to.
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