|
You last visited: Today at 12:06
Advertisement
Monsters parsing and stat calculations
Discussion on Monsters parsing and stat calculations within the Nostale forum part of the MMORPGs category.
05/10/2018, 15:35
|
#1
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Monsters parsing and stat calculations
Hello, I'm writing this topic today because recently I have been doing some research on NosTale .dat files, here I will give informations about the monster.dat (and some calculations for the statistics), I will also share maybe other information about the different files.
This information can be useful for referencing monsters not just for private servers.
You can also contribute to the research since it is not complete.
The information we need in the monster.dat file:
Quote:
RACE <RaceType> NotImportant
HP/MP <HpSup> <MpSup>
EXP <ExpSup> <JobExpSup>
ETC <ETCVal1> NotImportant....
PETINFO ? ? ? ?
WINFO <AttackType> 0 <WeaponUpgrade>
WEAPON <WeaponLevel> NotImportant <WeaponDamageMin> <WeaponDamageMax> <WeaponHitRate> <WeaponCriticalRate> <WeaponCriticalDamage>
AINFO 0 <ArmorUpgrade>
ARMOR <ArmorLevel> <ArmorCloseDefence> <ArmorDistanceDefence> <ArmorMagicalDefence> <ArmorDodge>
|
NotImportant = for this topic
The values of petinfo go into the calculation only if the monster is a pet/partner, I do not have all the information yet so I will not give them for the moment.
ETCVal1 (thanks @  ):
Code:
if ETCVal1 < 0 : Monsters don't show their information
if (ETCVal1 & 1) > 0 : Monsters can't move
if (ETCVal1 & 2) > 0 : Monsters can collect (like Ice flower)
if (ETCVal1 & 4) > 0 : Monsters can't receive debuff
if (ETCVal1 & 8) > 0 : Monsters can be catched
if (ETCVal1 & 1024) > 0 : Monsters regen mp
if (ETCVal1 & 2048) > 0 : Monsters can't be moved (by a skill for example)
Basic calculation
HP: HpAlgo + HpSup
Mp: MpAlgo + MpSup
Exp:
Lvl < 18 = lvl * 60 + ExpSup
else lvl * 70 + ExpSup
JobExp: 120 + JobExpSup
DamageMin: DamageMinAlgo + WeaponDamageMin
DamageMax: DamageMaxAlgo +WeaponDamageMax
HitRate: HitRateAlgo + WeaponHitRate
CriticalRate: 4 + WeaponCriticalRate
CriticalDamage: 70 + WeaponCriticalDamage
CloseDefence: CloseDefenceAlgo + ArmorCloseDefence
DistanceDefence: DistanceDefenceAlgo + ArmorDistanceDefence
MagicalDefence: MagicalDefenceAlgo + ArmorMagicalDefence
Dodge: DodgeAlgo + ArmorDodge
Algorithms, they are not optimized.
Level, is the WeaponLevel or ArmorLevel for algo's
Algo for RaceType: 0
HP (From wild only if the monster is not a pet/partner):
Code:
static public int CalculMonstersHp(int Race, int Level, bool FromWild)
{
double hp = 1;
switch (Race)
{
case 0: //OK
{
hp = 138;
int hpUp = 17;
for (int i = 0; i < Level; i++)
{
hpUp++;
hp += hpUp;
}
}
break;
...
}
if (FromWild)
{
if (Level <= 71)
{
if (Level > 36)
hp += hp / 5.0;
if (Level > 51)
hp += (hp / 4.0);
if (Level > 61)
hp += (hp / 5.0);
}
else if (Level > 71 && Level <= 81)
hp += hp * 1.5;
else if (Level > 81)
hp += hp * 2.5;
}
return (int)hp;
}
Mp:
Code:
static public int CalculMonstersMp(int Race, int Level)
{
int mp = 1;
switch (Race)
{
case 0: //OK
{
mp = 10;
if (Level > 1)
{
int mpUp = 5;
for (int i = 0; i < Level - 1; i++)
{
mp += mpUp;
if ((i + 1) % 4.0 == 0)
{
mp++;
mpUp += 2;
}
}
}
}
break;
...
}
return mp;
}
DamageMin:
Code:
static public int CalculMonstersAttackMin(int Race, int Level, int WeaponClass)
{
int attack = 1;
switch (Race)
{
case 0: //OK
{
attack = 27;
for (int i = 0; i < Level; i++)
{
if (i % 5.0 == 0)
attack += 5;
else
attack += 4;
}
attack -= WeaponClass * 5;
}
break;
...
}
return attack;
}
DamageMax:
Code:
static public int CalculMonstersAttackMax(int Race, int Level, int WeaponClass)
{
int attack = 1;
switch (Race)
{
case 0: //OK
{
attack = 35;
for (int i = 0; i < Level; i++)
{
if (i % 5.0 == 0)
attack += 5;
else
attack += 6;
}
attack -= WeaponClass * 5;
}
break;
}
return attack;
}
HitRate:
Code:
static public int CalculMonstersHitRate(int Race, int Level, int WeaponClass)
{
int hitRate = 1;
switch (Race)
{
case 0: //OK
{
hitRate = 22;
for (int i = 0; i < Level; i++)
{
hitRate += 5;
}
if (WeaponClass == 1)
hitRate += 6 + Level;
else if (WeaponClass == 2)
hitRate = 70;
}
break;
...
}
return hitRate;
}
CloseDefence:
Code:
static public int CalculMonstersCloseDefence(int Race, int Level, int WeaponClass)
{
int defence = 1;
switch (Race)
{
case 0: //OK
{
defence = 15;
for (int i = 0; i < Level; i++)
{
if (i == 7 || i == 19 || i == 57 || i == 69)
defence += 3;
else if (i == 32 || i == 44 || i == 82 || i == 94)
defence += 4;
else
{
if (i % 2.0 == 0)
defence += 3;
else
defence += 2;
}
}
}
break;
}
return defence;
}
DistanceDefence (must changed but work to lvl 99):
Code:
static public int CalculMonstersDistanceDefence(int Race, int Level, int WeaponClass)
{
int defence = 1;
switch (Race)
{
case 0: //OK
{
defence = 14;
for (int i = 0; i < Level; i++)
{
if (i == 0 || i == 1 || i >= 3 && i <= 9 || i >= 13 && i <= 15 || i >= 21 && i <= 23 || i >= 27 && i <= 29 || i >= 35 && i <= 37 || i >= 41 && i <= 43 || i >= 49 && i <= 51 || i >= 55 && i <= 57 || i >= 63 && i <= 65 || i >= 71 && i <= 73 || i >= 77 && i <= 79 || i >= 85 && i <= 87 || i >= 91 && i <= 95 || i == 44 || i == 45)
defence += 3;
else if (i % 2.0 == 0)
defence += 2;
else
defence += 4;
}
}
break;
}
return defence;
}
MagicalDefence:
Code:
static public int CalculMonstersMagicDefence(int Race, int Level, int WeaponClass)
{
int defence = 1;
switch (Race)
{
case 0: //OK
{
defence = 10;
for (int i = 0; i < Level; i++)
{
if (i == 19 || i == 69)
defence += 3;
else if (i == 44 || i == 94)
defence += 4;
else
{
if (i % 2.0 == 0)
defence += 3;
else
defence += 2;
}
}
}
break;
}
return defence;
}
Dodge:
Code:
static public int CalculMonstersDodge(int Race, int Level, int WeaponClass)
{
int dodge = 1;
switch (Race)
{
case 0:
{
dodge = 26;
for (int i = 0; i < Level; i++)
{
dodge += 5;
}
}
break;
...
}
return dodge;
}
I have algorithms for other types of monsters, I will share them when they are checked.
These algorithms aren't perfect but they work, I will change this topic when I have time to look for other information, you can also contribute too on this topic or on github:
Documentation repository from @  :
I wrote this topic quickly, I will change it surely when I'm back home
|
|
|
05/10/2018, 22:14
|
#2
|
elite*gold: 0
Join Date: Jul 2014
Posts: 283
Received Thanks: 317
|
Code:
$mobs[$vnum]['ETC']['cantWalk'] = ($etc & 1) ? true : false;
$mobs[$vnum]['ETC']['canCollect'] = ($etc & 2) ? true : false;
$mobs[$vnum]['ETC']['cantDebuff'] = ($etc & 4) ? true : false;
$mobs[$vnum]['ETC']['canCatch'] = ($etc & 8) ? true : false;
$mobs[$vnum]['ETC']['canRegenMp'] = ($etc & 1024) ? true : false;
$mobs[$vnum]['ETC']['cantVoke'] = ($etc & 2048) ? true : false;
$mobs[$vnum]['ETC']['?boss-ish'] = ($etc & 1073741824) ? true : false;
$mobs[$vnum]['ETC']['cantTargetInfo'] = ($etc & 2147483648) ? true : false;
some more ETCVal1, they're bit flags packed into an int.
i was working with .dat files, here are my results (in polish, but also some english)
|
|
|
05/10/2018, 22:39
|
#3
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Quote:
Originally Posted by Bejine
Code:
$mobs[$vnum]['ETC']['cantWalk'] = ($etc & 1) ? true : false;
$mobs[$vnum]['ETC']['canCollect'] = ($etc & 2) ? true : false;
$mobs[$vnum]['ETC']['cantDebuff'] = ($etc & 4) ? true : false;
$mobs[$vnum]['ETC']['canCatch'] = ($etc & 8) ? true : false;
$mobs[$vnum]['ETC']['canRegenMp'] = ($etc & 1024) ? true : false;
$mobs[$vnum]['ETC']['cantVoke'] = ($etc & 2048) ? true : false;
$mobs[$vnum]['ETC']['?boss-ish'] = ($etc & 1073741824) ? true : false;
$mobs[$vnum]['ETC']['cantTargetInfo'] = ($etc & 2147483648) ? true : false;
some more ETCVal1, they're bit flags packed into an int.
i was working with .dat files, here are my results (in polish, but not also some english)

|
I will watch and update the topic during the day
|
|
|
05/11/2018, 02:07
|
#4
|
elite*gold: 0
Join Date: Aug 2014
Posts: 40
Received Thanks: 24
|
All entities except for a player have some equipment already, if you have a look at the WEAPON Level as an example let say pet level 1 will have EQ for level 1 but only a weapon and armour (no gloves & shoes)
You can have a look at the list from lv 1 to lv 99 of weapon stats
All the stats are the same as equipment of an adventurer
The WeaponDamageMin and WeaponDamageMax is just an addition, you can have a look at this with some kind of a pet for example a Chicken
At lv 1 the base damage is 12~12 (20~28 from a weapon) (32~40 with weapon)
every level it increases by 1
so at the level 49 it will be 60~60 (173~259 from a weapon) (233~319 with a weapon)
If you want to know how base stat would look like, have a look at adventurer from lv 1
But keep it in mind, some mobs, pets, npcs have base stats of damage as an example on lv 1
10~10
12~12
7~7
some even may have negative values (but i did not confirm it, but I think that's very unlikley)
but some pets may have stats like a happy sheep (pet) on lv 1 (37 ~ 35)
Some pets do have an algorithm for their stats e.g. every 4 lv increase dmg by 5~5 while all the other by 4~6.
I was even able to save 1 account so I am able to have a look at the stats of a partner with decreased level (when we obtain partner Tom he will always be at lv 34 but I was able to drop his level to about lv 30)
And it is no longer possible to make a partner to be our pet, and the same way around with a pet to be a partner.
|
|
|
05/11/2018, 02:57
|
#5
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Quote:
Originally Posted by SC909
All entities except for a player have some equipment already, if you have a look at the WEAPON Level as an example let say pet level 1 will have EQ for level 1 but only a weapon and armour (no gloves & shoes)
You can have a look at the list from lv 1 to lv 99 of weapon stats
All the stats are the same as equipment of an adventurer
The WeaponDamageMin and WeaponDamageMax is just an addition, you can have a look at this with some kind of a pet for example a Chicken
At lv 1 the base damage is 12~12 (20~28 from a weapon) (32~40 with weapon)
every level it increases by 1
so at the level 49 it will be 60~60 (173~259 from a weapon) (233~319 with a weapon)
If you want to know how base stat would look like, have a look at adventurer from lv 1
But keep it in mind, some mobs, pets, npcs have base stats of damage as an example on lv 1
10~10
12~12
7~7
some even may have negative values (but i did not confirm it, but I think that's very unlikley)
but some pets may have stats like a happy sheep (pet) on lv 1 (37 ~ 35)
Some pets do have an algorithm for their stats e.g. every 4 lv increase dmg by 5~5 while all the other by 4~6.
I was even able to save 1 account so I am able to have a look at the stats of a partner with decreased level (when we obtain partner Tom he will always be at lv 34 but I was able to drop his level to about lv 30)
And it is no longer possible to make a partner to be our pet, and the same way around with a pet to be a partner.
|
Hello, so the algorithms are based on <RaceType>, however when you have a pet/partner, if in PETINFO the values are not 0 (as for the happy sheep), the algorithms change according to these values (so the stat are not the same as a savage monster).
|
|
|
05/11/2018, 05:31
|
#6
|
elite*gold: 0
Join Date: Aug 2014
Posts: 40
Received Thanks: 24
|
Quote:
Originally Posted by NT Z0ltar
Hello, so the algorithms are based on <RaceType>, however when you have a pet/partner, if in PETINFO the values are not 0 (as for the happy sheep), the algorithms change according to these values (so the stat are not the same as a savage monster).
|
I'll have a deeper look into PETINFO regarding those stats
I've just checked PETINFO 12 0 0 0 on 3 pets (Baron Scratch, Sir Purcival and Boxer Bushtail)
They have the same base dmg stats (30~30 on lv 1 and 261~261 on lvl 94)
|
|
|
05/11/2018, 10:25
|
#7
|
elite*gold: 48
Join Date: Jan 2010
Posts: 647
Received Thanks: 1,789
|
I would like to suggest everyone that wanna contribute on Nostale informations sharing
That we make a documentation repository.
It's open to suggestions / PR
(I really think using a documentation software is more "user friendly" than having to retrieve information through elitepvpers threads)
If anyone wanna contribute, just do it.
I will write all useful informations we've found around Nostale on this repository.
Feel free to help nostale scene
|
|
|
05/11/2018, 15:59
|
#8
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Quote:
Originally Posted by SC909
I'll have a deeper look into PETINFO regarding those stats
I've just checked PETINFO 12 0 0 0 on 3 pets (Baron Scratch, Sir Purcival and Boxer Bushtail)
They have the same base dmg stats (30~30 on lv 1 and 261~261 on lvl 94)
|
Hp/mp, and defenses are also concerned by these values, if you have the same stat with the same PETINFO it's normal, for example, the Santa Bushi have PETINFO 0 0 0 0, and with these values, all stats are basic (like a savage monster with the RaceType 2)
|
|
|
05/15/2018, 06:21
|
#9
|
elite*gold: 0
Join Date: Aug 2014
Posts: 40
Received Thanks: 24
|
PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.
PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>
item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.
PETINFO 10 10 0 5
delay 5000 4 #guri^400^npc_id
you can make 10 tries (successful and unsuccessful)
a message about waiting time will appear after trying to collect from the same entity for the eleventh time. This time is calculated from the first successful or unsuccessful collection.
so it would look something like this
1st: success or not, timer started (10 seconds)
...
...
11th: if did 11th try in less than 10 seconds (a message will appear)
PETINFO 1162 8 1 0
When using this object, it will remove x8 of 1162 from our inventory
delay 12000 4 #guri^400^npc_id
PETINFO 3 20 0 12
3 tries for 20 seconds
PETINFO 1 30 1 15
delay 15000 4 #guri^400^3038
1 try for 30 seconds
will also remove an item
PETINFO 1 17999 1 5
If we collect from a chest, it will disappear for 30 minutes, while we will be able to collect from it again just after 29 minutes and 59.9 seconds
delay 7000 9 #guri^1501^9761^4^1875^1346
delay 7000 9 #guri^1501^npc_id^4^item_id^1346
The collection time is a bit off.
And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
|
|
|
05/15/2018, 08:40
|
#10
|
elite*gold: 48
Join Date: Jan 2010
Posts: 647
Received Thanks: 1,789
|
Quote:
Originally Posted by SC909
PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.
PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>
item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.
PETINFO 10 10 0 5
delay 5000 4 #guri^400^npc_id
you can make 10 tries (successful and unsuccessful)
a message about waiting time will appear after trying to collect from the same entity for the eleventh time. This time is calculated from the first successful or unsuccessful collection.
so it would look something like this
1st: success or not, timer started (10 seconds)
...
...
11th: if did 11th try in less than 10 seconds (a message will appear)
PETINFO 1162 8 1 0
When using this object, it will remove x8 of 1162 from our inventory
delay 12000 4 #guri^400^npc_id
PETINFO 3 20 0 12
3 tries for 20 seconds
PETINFO 1 30 1 15
delay 15000 4 #guri^400^3038
1 try for 30 seconds
will also remove an item
PETINFO 1 17999 1 5
If we collect from a chest, it will disappear for 30 minutes, while we will be able to collect from it again just after 29 minutes and 59.9 seconds
delay 7000 9 #guri^1501^9761^4^1875^1346
delay 7000 9 #guri^1501^npc_id^4^item_id^1346
The collection time is a bit off.
And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
|
Thanks for all your informations.
Actually, i don't have much free time to document it.
If someone could write all that (including images and scoped explaination as it is on this thread) and make a pull request with that, we will gladly accept it.
Thanks by advance,
Blowa.
|
|
|
05/15/2018, 16:23
|
#11
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Quote:
Originally Posted by SC909
PETINFO seems to have nothing to do with stats of all entities.
From what i see PETINFO can tell us about requirements of some entities.
PETINFO <item_id> <amount> <remove> 0
PETINFO <tries> <r_time> <remove> <f_time>
item_id = required item.
amount = amount of that item.
remove = if it's 1, it will remove specified item and amount of it.
tries = how many tries we can do.
r_time = how long it will take to reset the timer.
f_time = how long it takes to collect.
PETINFO 10 10 0 5
delay 5000 4 #guri^400^npc_id
you can make 10 tries (successful and unsuccessful)
a message about waiting time will appear after trying to collect from the same entity for the eleventh time. This time is calculated from the first successful or unsuccessful collection.
so it would look something like this
1st: success or not, timer started (10 seconds)
...
...
11th: if did 11th try in less than 10 seconds (a message will appear)
PETINFO 1162 8 1 0
When using this object, it will remove x8 of 1162 from our inventory
delay 12000 4 #guri^400^npc_id
PETINFO 3 20 0 12
3 tries for 20 seconds
PETINFO 1 30 1 15
delay 15000 4 #guri^400^3038
1 try for 30 seconds
will also remove an item
PETINFO 1 17999 1 5
If we collect from a chest, it will disappear for 30 minutes, while we will be able to collect from it again just after 29 minutes and 59.9 seconds
delay 7000 9 #guri^1501^9761^4^1875^1346
delay 7000 9 #guri^1501^npc_id^4^item_id^1346
The collection time is a bit off.
And that concludes the meaning of PETINFO.
Meanwhile I will continue to work on pet stats, this means writing down stats of all pets I will be able to get my hands on.
|
Yes, but these values as I said it enters the calculation of the nosmates stats only if the monster have an owner, you can see that with a lvl 7 Happy Wooly will not have the same stats as the one in the wild, and his petinfo : PETINFO 0 8 1 50
|
|
|
05/15/2018, 18:19
|
#12
|
elite*gold: 0
Join Date: Aug 2014
Posts: 40
Received Thanks: 24
|
Quote:
Originally Posted by NT Z0ltar
Yes, but these values as I said it enters the calculation of the nosmates stats only if the monster have an owner, you can see that with a lvl 7 Happy Wooly will not have the same stats as the one in the wild, and his petinfo : PETINFO 0 8 1 50
So maybe 1 in PETINFO is for the dodge and hitrate the value increases by 5 (+ 1) for each level after level 1 instead of 5:
Code:
HitRate = HitRateCalculation + HitRateFromPetInfo * (Level-1)
Dodge = DodgeCalculation + DodgeFromPetInfo * (Level-1)
(it's not necessarily true, there are tests to be done)
|
At first there is no enough data to support every stat of a pet, if you are able to check 2 pets, then I would suggest having a look at
VNUM 156
VNUM 2610
they are the same pet Brown Bushtail, one is a 67 lvl mob on Midgard, after subtracting his min damage addition and weapon damage from the complete value, his base damage is 109 while a pet has 161. The same can be said with HP MP and other stats.
I will have a closer look at 2 different pets that have the same PETINFO values, as it is hard to tell what base value it is on 1st level.
|
|
|
05/15/2018, 18:44
|
#13
|
elite*gold: 0
Join Date: Mar 2016
Posts: 104
Received Thanks: 104
|
Quote:
Originally Posted by SC909
At first there is no enough data to support every stat of a pet, if you are able to check 2 pets, then I would suggest having a look at
VNUM 156
VNUM 2610
they are the same pet Brown Bushtail, one is a 67 lvl mob on Midgard, after subtracting his min damage addition and weapon damage from the complete value, his base damage is 109 while a pet has 161. The same can be said with HP MP and other stats.
I will have a closer look at 2 different pets that have the same PETINFO values, as it is hard to tell what base value it is on 1st level.
|
The midgard bushtail is considered as a wild monster, so it has basic values and the values of PETINFO do not count in the calculations (it's not a pet, it's a monster), values only change if the monster is captured, this is the example of the wooly lv. 7.
You can see too the bushtail with vnum 157 (gladiator) have PETINFO 16 0 0 0 and it's the nosmate with the most HP (but if it's not captured, its hp will be the same as any other bushtail)
|
|
|
05/15/2018, 20:30
|
#14
|
elite*gold: 0
Join Date: Aug 2014
Posts: 40
Received Thanks: 24
|
Quote:
Originally Posted by NT Z0ltar
The midgard bushtail is considered as a wild monster, so it has basic values and the values of PETINFO do not count in the calculations (it's not a pet, it's a monster), values only change if the monster is captured, this is the example of the wooly lv. 7.
You can see too the bushtail with vnum 157 (gladiator) have PETINFO 16 0 0 0 and it's the nosmate with the most HP (but if it's not captured, its hp will be the same as any other bushtail)
|
I've already looked at gladiator bushtail and chick norris as they have the first value of PETINFO the same, but chick norris has the second value a 5.
Chick Norris stats are a bit off, thats why I will have a look again at something similar later on.
|
|
|
06/02/2018, 21:05
|
#15
|
elite*gold: 48
Join Date: Jan 2010
Posts: 647
Received Thanks: 1,789
|
I'll be implementing all those datas within this ChickenAPI plugin :
It's open to Pull Requests
|
|
|
 |
Similar Threads
|
[Release] How to change stat points per level and working stat resets
04/08/2017 - Shaiya PServer Guides & Releases - 20 Replies
A tutorial on how to change Ultimate Mode stat points and make stat resets give the changed stats back
Things you will need.
ollydbg 2.0 - http://www.ollydbg.de/odbg200.zip
ps_game.exe not to be confused with game.exe can be found in server folder
SHAIYA_SERVER\SERVER\PSM_Client\Bin
Make a back up of your ps_game.exe before you edit it just incase you make a mistake.
|
[Buying] [H] Paypal [S] AK-47 Fire Serpent Stat, AWP Asiimov Stat, AWP Man-O-War Stat
03/09/2015 - Counter-Strike Trading - 3 Replies
Paypal AK-47 Fire Serpent Stat, AWP Asiimov Stat, AWP Man-O-War Stat
offer me here or in skype
|
[Selling] [Store] Stat AWP ASI, STAT M4 ASI, STAT FN Orion and Serpent FT
01/10/2015 - Counter-Strike Trading - 2 Replies
StatTrak™ AWP Asiimov FT
StatTrak™ M4A4 Asiimov FT
StatTrak™ USP-S Orion FN
StatTrak™ USP-S Orion FN Sticker: Headhunter (Foil)
AK-47 Fire Serpent FT
AK-47 Fire Serpent FT
Everything being sold for 80% of steam market price. I am only willing to sell to reputable people so if you barely have any rep I'm not trading with you even if you're going first.
Payment option: PayPal
|
Selling STAT AWP, m4, STAT FN Orion and serpents
01/09/2015 - Steam Trading - 0 Replies
StatTrak™ AWP Asiimov FT 92 Keys
StatTrak™ USP-S Orion FN 140 Keys or 5 FT AWP ASIMOVS
StatTrak™ USP-S Orion FN Sticker: Headhunter (Foil) 140 Keys
StatTrak™ M4A4 Asiimov FT 65 Keys
AK-47 Fire Serpent FT 42 Keys
AK-47 Fire Serpent FT
I am also taking PayPal but only from highly reputable people on the forum. 80% market price to PayPal.
|
All times are GMT +1. The time now is 12:06.
|
|