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In need of a functioning salvage function

Discussion on In need of a functioning salvage function within the GW Bots forum part of the Guild Wars category.

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Old 02/17/2020, 00:35   #16
 
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Quote:
Originally Posted by sadusten View Post
Code:
SalvageNonWeapon(2992, 819)
Sleep(5000)


Func SalvageNonWeapon($kit_id, $item_id)
"$kit_id" is the ItemID of the Salvage Kit, "$item_id" is the ItemID of the item you want to salvage. Both IDs you gave are ModelIDs.

However, i integrated this code to my GWA2 like this:
Code:
;~ Description: Salvage the material out of a trophy. Will not work on 'Type' <> 30.
Func SalvageTrophy($aItem, $aBagsToUse = 16)
    Local $lOffset[4] = [0, 0x18, 0x2C, 0x690]
    Local $lSalvageSessionID = MemoryReadPtr($mBasePointer, $lOffset)

	If IsDllStruct($aItem) = 0 Then
		Local $lItemID = $aItem
	Else
		Local $lItemID = DllStructGetData($aItem, 'ID')
	EndIf

	If DllStructGetData(GetItemByItemID($lItemID), 'Type') <> 30 Then Return

	Local $lSalvageKit = FindSalvageKit($aBagsToUse)
	If $lSalvageKit = 0 Then Return

    Return SendPacket(0x10, $HEADER_SALVAGE_INITIATE, $lSalvageSessionID[1], $lSalvageKit, $lItemID)
EndFunc   ;==>SalvageTrophy
Now I have the problem, that if I run my code,
Code:
SalvageTrophy(GetItemBySlot(1, 1))
it will crash around 3 of 4 times und run smooth ~ 1 time. If it works, I can salvage as many items as i want. When I restart GW it might work again or it crashes (most of the time it crashes, though). I can't find a pattern there and if i catch the packets that are getting sent it is exactly the same as the packets sent when i manually salvage the item.
Does somebody of you know what is happening here?
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Old 02/17/2020, 03:00   #17
 
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Quote:
Originally Posted by smiley232 View Post
"$kit_id" is the ItemID of the Salvage Kit, "$item_id" is the ItemID of the item you want to salvage. Both IDs you gave are ModelIDs.

However, i integrated this code to my GWA2 like this:
Code:
;~ Description: Salvage the material out of a trophy. Will not work on 'Type' <> 30.
Func SalvageTrophy($aItem, $aBagsToUse = 16)
    Local $lOffset[4] = [0, 0x18, 0x2C, 0x690]
    Local $lSalvageSessionID = MemoryReadPtr($mBasePointer, $lOffset)

	If IsDllStruct($aItem) = 0 Then
		Local $lItemID = $aItem
	Else
		Local $lItemID = DllStructGetData($aItem, 'ID')
	EndIf

	If DllStructGetData(GetItemByItemID($lItemID), 'Type') <> 30 Then Return

	Local $lSalvageKit = FindSalvageKit($aBagsToUse)
	If $lSalvageKit = 0 Then Return

    Return SendPacket(0x10, $HEADER_SALVAGE_INITIATE, $lSalvageSessionID[1], $lSalvageKit, $lItemID)
EndFunc   ;==>SalvageTrophy
Now I have the problem, that if I run my code,
Code:
SalvageTrophy(GetItemBySlot(1, 1))
it will crash around 3 of 4 times und run smooth ~ 1 time. If it works, I can salvage as many items as i want. When I restart GW it might work again or it crashes (most of the time it crashes, though). I can't find a pattern there and if i catch the packets that are getting sent it is exactly the same as the packets sent when i manually salvage the item.
Does somebody of you know what is happening here?
First thing that comes to mind since it does successfully work at times is that you are salvaging too fast. Salvaging just like buying from a mat trader is very angry about the speed at which you do it. So you may need to add more delay to the rate you are salvaging.
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Old 02/17/2020, 12:00   #18
 
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If it crashes, it crashes when I try to salvage the very first item (for testing i literally salvage only 1 item per click). It will not salvage this item then. I know the standard salvage approach, so it is either a very stupid mistake on my end or something with the api is broken.

//edit:
I've found the pattern: When I (manually) salvage at least one item before calling "SalvageTrophy()" it will work as intended. When I call it without salvaging before, it will crash.
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Old 02/17/2020, 14:27   #19
 
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Quote:
Originally Posted by smiley232 View Post
If it crashes, it crashes when I try to salvage the very first item (for testing i literally salvage only 1 item per click). It will not salvage this item then. I know the standard salvage approach, so it is either a very stupid mistake on my end or something with the api is broken.

//edit:
I've found the pattern: When I (manually) salvage at least one item before calling "SalvageTrophy()" it will work as intended. When I call it without salvaging before, it will crash.
Makes me wonder if the salvage session location in memory isn't initialized until a previous function call. I would check what the values are at the memory before and after you do a manual salvage. It may be in a null state or bad values.
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Old 02/17/2020, 19:09   #20
 
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Quote:
Originally Posted by smiley232 View Post
If it crashes, it crashes when I try to salvage the very first item (for testing i literally salvage only 1 item per click). It will not salvage this item then. I know the standard salvage approach, so it is either a very stupid mistake on my end or something with the api is broken.

//edit:
I've found the pattern: When I (manually) salvage at least one item before calling "SalvageTrophy()" it will work as intended. When I call it without salvaging before, it will crash.

i will quote myself from another post:

Quote:
Originally Posted by Zvend
u will probably get kicked with code 007 or get a crash when u send a salvage packet for a weapon. thats why some items can be salvaged only into materials.
For weapons u get a packet back from the Gameserver, which contains the the array of the mods.
So if you send the salvage packet for a weapon, then u get some packets back, where ur client cannot handle it, bcs it was not prepared for the incoming packets.
you will need to prepare a few things clientside before sending the final packet for weapon salvaging. Thats why GWA2 hooked the function, which also sends the right packet. There is a workaround for that where u block the incoming packets and just send the salvage packet. but thats nasty and will only update the inventory when changing the map and will also probably crash when the bot tries to do sth with the item or the invisible items u got through the salvage.
i am not sure if the packet is enqueued correctly in GWA2. Seems like there is just more not working fine.
i was able to enqueue the salvage packets without any problems with GWCA.
so u gotta need to fix the 2 patterns and the asm.
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Old 02/22/2020, 12:47   #21
 
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Oh my...anyone have a Func _Gwen_Read() laying around.... holy smokes
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Old 02/22/2020, 20:20   #22
 
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Quote:
Originally Posted by phat34 View Post
Oh my...anyone have a Func _Gwen_Read() laying around.... holy smokes
My API is called Gwen. and if u know the naming convention in autoit its mostlikely to call funcs _UDF_FuncName().

if u wanna know:
GW + Zvend = Gwend but Gwen is better, since my name is pronounced Zven
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Old 02/25/2020, 11:29   #23
 
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That’s hot I think
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Old 02/28/2020, 17:00   #24
 
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I did use smiley232's salvagetrophy() function by salvaging with getitembyslot(1,1) but i though i'd make it salvage anywhere in bag or bank, wich i now have, and its working kinda neat, still have to do 1 manually salvage before running the function to avoid crash ofc. It salvages my roots without any problem continously, but the problem i have when trying to salvage my bramble bows is that it wants to salvage the purples & the golds, and i've been trying to make it not do that by having it only returning the amount of bows of white+blues inside the GetBowsCount(), and also blocking purple&gold out of the SalvageBramles() It basically doesnt go past if it finds a gold/purple bow, am i returning it wrong? or what am i missing here, anybody got a clue?



Code:
;Outandfarming()
inventory()

Func inventory()
	out("Salvaging")
	While GetRootCount() > 0
		SalvageRoots(GetItemIDfromMobelID(819))
		Sleep(getping() + 800)
		If findsalvagekit() = 0 Then
			out("Salvage kit")
			If getgoldcharacter() < 100 Then
				out("Golds")
				withdrawgold(100)
				Sleep(getping() + 1250)
			EndIf
			buyitem(2, 1, 100)
			findsalvagekit()
			Sleep(getping() + 1250)
		EndIf
	WEnd

	While GetBowsCount() > 0
		SalvageBrambles(GetItemIDfromMobelID($modeid_breambellong))
		Sleep(getping() + 800)
		SalvageBrambles(GetItemIDfromMobelID($modeid_breambelshort))
		Sleep(getping() + 800)
		SalvageBrambles(GetItemIDfromMobelID($modeid_breambelflat))
		Sleep(getping() + 800)
		SalvageBrambles(GetItemIDfromMobelID($modeid_breambelhorn))
		Sleep(getping() + 800)
		;SAME AS FIBER WATCH OUT (RECURVE)-->
		SalvageBrambles(GetItemIDfromMobelID($modeid_breambelrecurve))
		Sleep(getping() + 800)
	WEnd
EndFunc   ;==>inventory

Func GetItemIDfromMobelID($aModelID)
	For $i = 1 To 16
		For $j = 1 To DllStructGetData(GetBag($i), 'slots')
			Local $item = GetItemBySlot($i, $j)
			If DllStructGetData($item, 'ModelId') == $aModelID Then Return DllStructGetData($item, 'Id')
		Next
	Next
EndFunc   ;==>GetItemIDfromMobelID


;REGION DRAGON ROOTS
Func SalvageRoots($aitem, $aBagsToUse = 16)
	Local $lOffset[4] = [0, 0x18, 0x2C, 0x690]
	Local $lSalvageSessionID = MemoryReadPtr($mBasePointer, $lOffset)
	If IsDllStruct($aitem) = 0 Then
		Local $lItemID = $aitem
	Else
		Local $lItemID = DllStructGetData($aitem, 'ID')
	EndIf
	If DllStructGetData(GetItemByItemID($lItemID), 'Type') <> 30 Then Return
	Local $lSalvageKit = findsalvagekit() ;FindSalvageKit($aBagsToUse)
	If $lSalvageKit = 0 Then Return
	Return SendPacket(0x10, $HEADER_SALVAGE_MATS, $lSalvageSessionID[1], $lSalvageKit, $lItemID)
EndFunc   ;==>SalvageRoots

Func GetRootCount()
	Local $AAMOUNTROOTS = 0
	Local $item
	Local $i
	Local $bag
	Local $SLOT
	For $bag = 1 To 16
		For $SLOT = 1 To DllStructGetData(GetBag($bag), 'Slots')
			Local $item = GetItemBySlot($bag, $SLOT)


			;DRAGON ROOTS
			If DllStructGetData($item, 'ModelID') == $modelid_dragonroots Then
				$AAMOUNTROOTS += DllStructGetData($item, "Quantity")
			Else
				ContinueLoop
			EndIf
		Next
	Next
	Return $AAMOUNTROOTS
EndFunc   ;==>GetRootCount



;REGION BRAMBLES
Func SalvageBrambles($aitem, $aBagsToUse = 16)
	Local $lOffset[4] = [0, 0x18, 0x2C, 0x690]
	Local $lSalvageSessionID = MemoryReadPtr($mBasePointer, $lOffset)
	If IsDllStruct($aitem) = 0 Then
		Local $lItemID = $aitem
	Else
		Local $lItemID = DllStructGetData($aitem, 'ID')
	EndIf
	If DllStructGetData(GetItemByItemID($lItemID), 'Type') <> 5 Then Return
	Local $itemrarity = getrarity($aitem)

	If $itemrarity = $rarity_gold Or $itemrarity = $rarity_purple Then Return
	

	Local $lSalvageKit = findsalvagekit() ;FindSalvageKit($aBagsToUse)
	If $lSalvageKit = 0 Then Return
	Return SendPacket(0x10, $HEADER_SALVAGE_MATS, $lSalvageSessionID[1], $lSalvageKit, $lItemID)
EndFunc   ;==>SalvageBrambles

Func GetBowsCount()
	Local $AAMOUNTBOWS = 0
	Local $item
	Local $i
	Local $bag
	Local $SLOT
	For $bag = 1 To 16
		For $SLOT = 1 To DllStructGetData(GetBag($bag), 'Slots')
			Local $item = GetItemBySlot($bag, $SLOT)
			Local $M = DllStructGetData($item, 'ModelID')
			Local $T = DllStructGetData($item, "Type")
			Local $lRarity = getrarity($item)

			;BRAMBLE BOWS
			If $M = $modeid_breambelshort Or $M = $modeid_breambelrecurve Or $M = $modeid_breambellong Or $M = $modeid_breambelhorn Or $M = $modeid_breambelflat And $T = 5 Then
				If $lRarity = $rarity_blue Or $lRarity = $rarity_white Then
					$AAMOUNTBOWS += DllStructGetData($item, "Quantity")
				else
					ContinueLoop
				EndIf
			EndIf
		Next
	Next
	Return $AAMOUNTBOWS
EndFunc   ;==>GetBowsCount
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Old 02/29/2020, 02:07   #25
 
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Quote:
Originally Posted by sadusten View Post
I did use smiley232's salvagetrophy() function by salvaging with getitembyslot(1,1) but i though i'd make it salvage anywhere in bag or bank, wich i now have, and its working kinda neat, still have to do 1 manually salvage before running the function to avoid crash ofc. It salvages my roots without any problem continously, but the problem i have when trying to salvage my bramble bows is that it wants to salvage the purples & the golds, and i've been trying to make it not do that by having it only returning the amount of bows of white+blues inside the GetBowsCount(), and also blocking purple&gold out of the SalvageBramles() It basically doesnt go past if it finds a gold/purple bow, am i returning it wrong? or what am i missing here, anybody got a clue?
I dont know what u really tried to achieve there. The code is a real mess.
Here is sth with freehand from me what i would have done.
Maybe it helps you to understand how to code more effective

Code:
Func _GWA2_GetItemIsWeapon($Item)
	If Not $Item Then Return SetError(1, 0, False)

	Switch _GWA2_GetItemType($Item)
		Case $GWA2_ITEMTYPE_AXE, 	$GWA2_ITEMTYPE_BOW, 	$GWA2_ITEMTYPE_FOCUS, _
			 $GWA2_ITEMTYPE_HAMMER, $GWA2_ITEMTYPE_WAND, 	$GWA2_ITEMTYPE_SHIELD, _
			 $GWA2_ITEMTYPE_STAFF, 	$GWA2_ITEMTYPE_SWORD, 	$GWA2_ITEMTYPE_DAGGERS, _
			 $GWA2_ITEMTYPE_SCYTHE, $GWA2_ITEMTYPE_SPEAR
			Return True
		Case Else
			Return False
	EndSwitch
EndFunc

Func _GWA2_ManageItem($Item)
	Local $ModelID  = _GWA2_GetItemModelID($Item)
	Local $ExtraID  = _GWA2_GetItemExtraID($Item)
	Local $Type     = _GWA2_GetItemType($Item)
	Local $Quantity = _GWA2_GetItemQuantity($Item)
	Local $Rarity   = _GWA2_GetItemRarity($Item)
	Local $InvSpace = _GWA2_GetInventorySpace()
	Local $StoSpace = _GWA2_GetStorageSpace()

	;Salvage Hot Fix, Dont forget Rarity Checkup when removing this.
	If _GWA2_GetItemIsWeapon($Item) Then Return 0
	
	If $InvSpace <= 1 Then
		If $StoSpace <= 1 Then
			;3 stands for the amount of crap the bot shall sell to create room
			If Not _GWA2_SellCrap(3) Then Return -1
		Else
			;Stores some Item to the inventory while managing this
			If Not _GWA2_CacheItemsInStorage($StoSpace) Then Return -1
		EndIf
	EndIf
	
	Switch ($ModelID)
		
		Case $GWA2_ITEMMODEL_DRAGON_ROOTS ;, .... and more
			For $it = 1 To $Quantity
				_GWA2_SalvageItem($Item)
				Sleep(GetPing() * 2 + 125) ;You gotta play with this, lol
				
			Next
		Case $GWA2_ITEMMODEL_ECTOPLASM ;, ...
			_GWA2_StoreItem($Item)
			
		;etc...
		
	EndSwitch

	_GWA2_ResetCachedItems()

EndFunc

Func _GWA2_ManageInventory()
	Local $BagIndex, $Bag
	Local $Slot, $Item

	For $BagIndex = 1 To 4

		$Bag = _GWA2_GetBag($BagIndex)
		If Not $Bag Then ContinueLoop

		For $Slot = 1 To _GWA2_GetBagMaxSlots($Bag)

			$Item = _GWA2_GetItemBySlot($Bag, $Slot)
			If Not $Item Then ContinueLoop

			If _GWA2_ManageItem($Item) = -1 Then
				;You basicly dont want this to happen
				;But prepare for the worst case here:
				Return _GWA2_WorstCase_Inventory()
			EndIf

		Next
	Next
EndFunc
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Old 02/29/2020, 02:21   #26
 
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Quote:
Originally Posted by Zvend View Post
I dont know what u really tried to achieve there. The code is a real mess.
Here is sth with freehand from me what i would have done.
Maybe it helps you to understand how to code more effective

Code:
Func _GWA2_GetItemIsWeapon($Item)
	If Not $Item Then Return SetError(1, 0, False)

	Switch _GWA2_GetItemType($Item)
		Case $GWA2_ITEMTYPE_AXE, 	$GWA2_ITEMTYPE_BOW, 	$GWA2_ITEMTYPE_FOCUS, _
			 $GWA2_ITEMTYPE_HAMMER, $GWA2_ITEMTYPE_WAND, 	$GWA2_ITEMTYPE_SHIELD, _
			 $GWA2_ITEMTYPE_STAFF, 	$GWA2_ITEMTYPE_SWORD, 	$GWA2_ITEMTYPE_DAGGERS, _
			 $GWA2_ITEMTYPE_SCYTHE, $GWA2_ITEMTYPE_SPEAR
			Return True
		Case Else
			Return False
	EndSwitch
EndFunc

Func _GWA2_ManageItem($Item)
	Local $ModelID  = _GWA2_GetItemModelID($Item)
	Local $ExtraID  = _GWA2_GetItemExtraID($Item)
	Local $Type     = _GWA2_GetItemType($Item)
	Local $Quantity = _GWA2_GetItemQuantity($Item)
	Local $Rarity   = _GWA2_GetItemRarity($Item)
	Local $InvSpace = _GWA2_GetInventorySpace()
	Local $StoSpace = _GWA2_GetStorageSpace()

	;Salvage Hot Fix, Dont forget Rarity Checkup when removing this.
	If _GWA2_GetItemIsWeapon($Item) Then Return 0
	
	If $InvSpace <= 1 Then
		If $StoSpace <= 1 Then
			;3 stands for the amount of crap the bot shall sell to create room
			If Not _GWA2_SellCrap(3) Then Return -1
		Else
			;Stores some Item to the inventory while managing this
			If Not _GWA2_CacheItemsInStorage($StoSpace) Then Return -1
		EndIf
	EndIf
	
	Switch ($ModelID)
		
		Case $GWA2_ITEMMODEL_DRAGON_ROOTS ;, .... and more
			For $it = 1 To $Quantity
				_GWA2_SalvageItem($Item)
				Sleep(GetPing() * 2 + 125) ;You gotta play with this, lol
				
			Next
		Case $GWA2_ITEMMODEL_ECTOPLASM ;, ...
			_GWA2_StoreItem($Item)
			
		;etc...
		
	EndSwitch

	_GWA2_ResetCachedItems()

EndFunc

Func _GWA2_ManageInventory()
	Local $BagIndex, $Bag
	Local $Slot, $Item

	For $BagIndex = 1 To 4

		$Bag = _GWA2_GetBag($BagIndex)
		If Not $Bag Then ContinueLoop

		For $Slot = 1 To _GWA2_GetBagMaxSlots($Bag)

			$Item = _GWA2_GetItemBySlot($Bag, $Slot)
			If Not $Item Then ContinueLoop

			If _GWA2_ManageItem($Item) = -1 Then
				;You basicly dont want this to happen
				;But prepare for the worst case here:
				Return _GWA2_WorstCase_Inventory()
			EndIf

		Next
	Next
EndFunc
What i want to achive is to salvage dragon roots, and that works. I also want to salvage my bramble bows wich salvages into fiber aswell. But since you cannot salvage gold or purples without crashing, i want my func to skip those raritys. Your script looks even more complicated, atleast for me. My script finds the purple/gold bows, but doesnt salvage them, wich is good, but does not go past them to find blues and whites if they are in a slot below them.

are you saying i should call like this?
Code:
if $rarity = gold and $rarity = purple then
If _GWA2_GetItemIsWeapon($Item) Then Return 0
endif
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Old 02/29/2020, 02:33   #27
 
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Try to avoid while loops.. they re mostly the reason why ur code gets stuck
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Old 02/29/2020, 02:57   #28
 
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Quote:
Originally Posted by Zvend View Post
Try to avoid while loops.. they re mostly the reason why ur code gets stuck
okay ill give it a go tomorrow, thank you
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Old 02/29/2020, 04:55   #29
 
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We use while loops with deadlock timers to avoid the issues...

You need to iterate thought all the inventory in your bags and yes return zero when you get to the bramble bows.... then your for next loop should easily go to the next item... I will try to provide some example code but its readily available... search for a material buying/salvaging bot and you will find the code there...
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Old 02/29/2020, 13:03   #30
 
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Quote:
Originally Posted by phat34 View Post
We use while loops with deadlock timers to avoid the issues...

You need to iterate thought all the inventory in your bags and yes return zero when you get to the bramble bows.... then your for next loop should easily go to the next item... I will try to provide some example code but its readily available... search for a material buying/salvaging bot and you will find the code there...
If you know how many instances you need to go through, then never call while loops :X
Thats a really bad style
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