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[Discusson] The 8.2 taming system .
Discussion on [Discusson] The 8.2 taming system . within the Rappelz Private Server forum part of the Rappelz category.
06/25/2013, 11:04
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#1
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[Discusson] The 8.2 taming system .
Hi epvpers
Here in this topic I would like to discuss the new taming system in 8.2 and if there is a way we can simulate it using the current 8.1 files .
At first we should insert new entries to the SummonResource for each monster model , and that's what gala did as I noticed the size of (db_creature.rdb) has changed from 0.15 MB to 2.18 MB . I think there is no problem in this part . Yes , this rdb's structure has changed but it isn't that hard to get the values for an 8.1 server by just ignoring new columns if there are any .
Next is creature cards part , which is a really problematic part .
The first idea to think of is creating custom cards for every creature model in the game . Looking at the number of monsters' models in game , the previous idea seems hard / needs much time .
So what I suggest is the idea that was done by gala . That idea is creating one custom card to get all those monsters in . The problem is , while every model has a different id , the card must change it's summon id depending on the monster you are taming . I thought about a simple lua code for that which I got it's idea from this command (prints the summon id of your creature in the chat) :
Code:
cprint(get_creature_value( handle, "job"))
And this is what I came out with , but unfortunately this didn't work :
Code:
set_creature_value( handle, "job", value)
Searching a bit , I found a thread written by (mongreldogg) offering the ability to use sql queries from lua through his program . Although the program was unsecure \ causes lag as c1ph3r said , but I tried it anyway and unfortunately it also didn't work using this query :
Code:
UPDATE Telecaster.dbo.Summon
SET code = xxx
After getting through this , the random skills part is way easier in my opinion .
But now we are stuck at the (change summon id) part if we are to make it the (GALA) way . Or we can think of a unique way to get this 8.2 taming system working .
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06/25/2013, 13:12
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#2
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Now that there are stack-able empties a new tamed card is inserted when it tames.
This is a change from the old system and may have something to do with inserting a card with a summon ID already attached.
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06/25/2013, 13:53
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#3
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Quote:
Originally Posted by thndr
Now that there are stack-able empties a new tamed card is inserted when it tames.
This is a change from the old system and may have something to do with inserting a card with a summon ID already attached.
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Well , I don't think so . I searched the 8.2 items rdb but it has no creature card that has a new summon id . This makes us certain they have a command that changes the creatures summon id .
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06/25/2013, 15:27
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#4
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Ill have t look into it some more later when I am in front of my Database but maybe they were working with an SMP to set the summon ID
We also need to look at the monster resource, we know how they set tamable, but we need to look into how they set tamable to the specific card item IDs
That may have something to do with an SMP for setting summon ID as well.
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06/25/2013, 19:47
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#5
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Quote:
Originally Posted by thndr
with an SMP for setting
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What does the acronym SMP stand for?
From what I could fetch, they don't directly set an id from db_monster to db_creature. Maybe a server-side script uses a big switch/case on the db_monster number (the field after the taming_id).
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06/26/2013, 02:43
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#6
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I dont know what here is the theme but maybe it helps this what i understand let think me
here is my spupid comment
in 8.2 it give 4 new Tables in rdb they call
1 db_monsteraffiliationdetailresource.rdb with rdb i think in EnhangeFX or SkilltreeResource the best results
2 db_monsteraffiliationresource.rdb Its look like 3 Columns in EnhangeFX open rdb
3 db_monsterspeciesresource.rdb I think 4 Columns under the EnhangeFX open it looks like 4 Columns an in the other to but EnhangeFX likes Best results
4 db_summonrandomskill.rdb In EnhangeFX open RDB i THink its the best results no errors by open it under Enhangefx rdb but not completly
I hope it is little helpfull and i have the topic a little understand
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06/26/2013, 04:04
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#7
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New rdb files structures (structorian), with the content and the string ids output as strings. db_creature.rdb use all those files.
db_monsteraffiliationresource.rdb
Code:
// computed by sadkingbilly
[byteorder=littleendian]
struct FILE
{
str date [len=8];
[hidden] str [len=(0x80-8)];
u32 count;
child ENTRY [count=count];
}
// Other/Beast/Ain/Spirit/Angel/Devil/Mecca/Dragon/Undead/Mortal
struct ENTRY
{
u32 index;
u32 value1;
u32 name_id;
}
Code:
1 0 6509 Other
2 1 6510 Beast
3 2 6511 Ain
4 3 6512 Spirit
5 4 6513 Angel
6 5 6514 Devil
7 6 6515 Mecca
8 7 6516 Dragon
9 8 6517 Undead
10 9 6518 Mortal
db_monsteraffiliationdetailresource.rdb
Code:
// computed by sadkingbilly
[byteorder=littleendian]
struct FILE
{
str date [len=8];
[hidden] str [len=(0x80-8)];
u32 count;
child ENTRY [count=count];
}
// More precise than db_monsteraffiliationresource_rdb.strs: ain-bird, ain-fish, ain-mammal, etc..
struct ENTRY
{
u32 id;
u32 value1;
u32 name_id;
str icon_tamable[len=0x100];
str icon_untamable[len=0x100];
str icon_tamed[len=0x100];
}
Code:
1 1 8140 Bird<(version:8.2)> common_mark_monster_type_able_01_beastbird common_mark_monster_type_unable_01_beastbird common_mark_monster_type_use_01_beastbird
2 2 8141 Reptile-type<(version:8.2)> common_mark_monster_type_able_02_beastreptile common_mark_monster_type_unable_02_beastreptile common_mark_monster_type_use_02_beastreptile
3 3 8142 Fish<(version:8.2)> common_mark_monster_type_able_03_beastfish common_mark_monster_type_unable_03_beastfish common_mark_monster_type_use_03_beastfish
4 4 8143 Mammal-type<(version:8.2)> common_mark_monster_type_able_04_beastmammal common_mark_monster_type_unable_04_beastmammal common_mark_monster_type_use_04_beastmammal
5 5 8144 Demonic-type<(version:8.2)> common_mark_monster_type_able_05_beastdevil common_mark_monster_type_unable_05_beastdevil common_mark_monster_type_use_05_beastdevil
6 6 8145 The heavens-type<(version:8.2)> common_mark_monster_type_able_06_beastangel common_mark_monster_type_unable_06_beastangel common_mark_monster_type_use_06_beastangel
7 7 8146 Mutant-type<(version:8.2)> common_mark_monster_type_able_07_beastdifworld common_mark_monster_type_unable_07_beastdifworld common_mark_monster_type_use_07_beastdifworld
8 8 8147 Mutant-race<(version:8.2)> common_mark_monster_type_able_08_ainmodify common_mark_monster_type_unable_08_ainmodify common_mark_monster_type_use_08_ainmodify
9 9 8148 Bird race<(version:8.2)> common_mark_monster_type_able_09_ainbird common_mark_monster_type_unable_09_ainbird common_mark_monster_type_use_09_ainbird
10 10 8149 Fish race<(version:8.2)> common_mark_monster_type_able_10_ainfish common_mark_monster_type_unable_10_ainfish common_mark_monster_type_use_10_ainfish
11 11 8150 Mammal race<(version:8.2)> common_mark_monster_type_able_11_ainearth common_mark_monster_type_unable_11_ainearth common_mark_monster_type_use_11_ainearth
12 12 8151 Undiscovered world's race<(version:8.2)> common_mark_monster_type_able_12_aindifworld common_mark_monster_type_unable_12_aindifworld common_mark_monster_type_use_12_aindifworld
13 13 8152 Spirit common_mark_monster_type_able_13_spirit common_mark_monster_type_unable_13_spirit common_mark_monster_type_use_13_spirit
14 14 8153 Angel common_mark_monster_type_able_14_angel common_mark_monster_type_unable_14_angel common_mark_monster_type_use_14_angel
15 15 8154 Demon common_mark_monster_type_able_15_devil common_mark_monster_type_unable_15_devil common_mark_monster_type_use_15_devil
16 16 8155 Meca common_mark_monster_type_able_16_mechanic common_mark_monster_type_unable_16_mechanic common_mark_monster_type_use_16_mechanic
17 17 8156 Dragon common_mark_monster_type_able_17_dragon common_mark_monster_type_unable_17_dragon common_mark_monster_type_use_17_dragon
18 18 8157 Undead common_mark_monster_type_able_18_undead common_mark_monster_type_unable_18_undead common_mark_monster_type_use_18_undead
19 19 8158 Human common_mark_monster_type_able_19_human common_mark_monster_type_unable_19_human common_mark_monster_type_use_19_human
20 20 8159 Non-type<(version:8.2)> common_mark_monster_type_able_20_notaffily common_mark_monster_type_unable_20_notaffily common_mark_monster_type_use_20_notaffily
db_monsterspeciesresource.rdb
Code:
// computed by sadkingbilly
[byteorder=littleendian]
struct FILE
{
str date [len=8];
[hidden] str [len=(0x80-8)];
u32 count;
child ENTRY [count=count];
}
// Associated with item model: Poultry/Yeti/Salamander/Wyverns/Etc...
struct ENTRY
{
u32 index;
u32 id;
u32 name_id;
}
Code:
1 1 8160 Ent<(version:8.2)>
2 2 8161 Dragon<(version:8.2)>
3 3 8162 Astaroth<(version:8.2)>
4 4 8163 For test<(version:8.2)>
5 5 8164 Ornitho<(version:8.2)>
6 6 8165 Lydian<(version:8.2)>
7 7 8166 Poultry<(version:8.2)>
8 8 8167 Tortus<(version:8.2)>
9 9 8168 Pantera<(version:8.2)>
10 10 8169 Orc<(version:8.2)>
11 11 8170 Yeti<(version:8.2)>
12 12 8171 Skeleton<(version:8.2)>
13 13 8172 Red pixie<(version:8.2)>
14 14 8173 Blue pixie<(version:8.2)>
15 15 8174 Siren<(version:8.2)>
16 16 8175 Imp<(version:8.2)>
17 17 8176 Hawkman<(version:8.2)>
18 18 8177 Salamander<(version:8.2)>
19 19 8178 Wyvern<(version:8.2)>
20 20 8179 Kentarous<(version:8.2)>
21 21 8180 Angel<(version:8.2)>
22 22 8181 Dungeon core<(version:8.2)>
23 23 8182 Switch rock<(version:8.2)>
24 24 8183 Goblin<(version:8.2)>
25 25 8184 Luminous<(version:8.2)>
26 26 8185 Wampee<(version:8.2)>
27 27 8186 Lapika<(version:8.2)>
28 28 8187 Anatema <(version:8.2)>
29 29 8188 Basil<(version:8.2)>
30 30 8189 Zombie<(version:8.2)>
31 31 8190 Lizard<(version:8.2)>
32 32 8191 Lump orc<(version:8.2)>
33 33 8192 Stone cold<(version:8.2)>
34 34 8193 Eye<(version:8.2)>
35 35 8194 Bullock<(version:8.2)>
36 36 8195 Finnedman<(version:8.2)>
37 37 8196 Finlet<(version:8.2)>
38 38 8197 Fox<(version:8.2)>
39 39 8198 Bloody moss<(version:8.2)>
40 40 8199 Zlata<(version:8.2)>
41 41 8200 Claybeast<(version:8.2)>
42 42 8201 Dinosaur<(version:8.2)>
43 43 8202 Taranida<(version:8.2)>
44 44 8203 Primal Scream<(version:8.2)>
45 45 8204 Frog<(version:8.2)>
46 46 8205 Yak<(version:8.2)>
47 47 8206 Megaloceros<(version:8.2)>
48 48 8207 Guardian<(version:8.2)>
49 49 8208 Trap<(version:8.2)>
50 50 8209 Marduka<(version:8.2)>
51 51 8210 Crustalino<(version:8.2)>
52 52 8211 Likirus<(version:8.2)>
53 53 8212 Abhuva<(version:8.2)>
54 54 8213 Oforia<(version:8.2)>
55 55 8214 Takin<(version:8.2)>
56 56 8215 Soul Seeker<(version:8.2)>
57 57 8216 Clay Beast<(version:8.2)>
58 58 8217 Tamias<(version:8.2)>
59 59 8218 Moon rabbit<(version:8.2)>
60 60 8219 Cucuri<(version:8.2)>
61 61 8220 Megaloceros<(version:8.2)>
62 62 8221 Harpy<(version:8.2)>
63 63 8222 Naga<(version:8.2)>
64 64 8223 Bear<(version:8.2)>
65 65 8224 Costume<(version:8.2)>
66 66 8225 Pumpkin Head<(version:8.2)>
67 67 8226 Cerberus<(version:8.2)>
68 68 8227 Wolf<(version:8.2)>
69 69 8228 Unicorn<(version:8.2)>
70 70 8229 Dark Soul<(version:8.2)>
71 71 8230 Cruelty Bashal<(version:8.2)>
72 72 8231 Dun Fear<(version:8.2)>
73 73 8232 Betrayal<(version:8.2)>
74 74 8233 Liquidlust<(version:8.2)>
75 75 8234 Likirus<(version:8.2)>
76 76 8235 Priest<(version:8.2)>
77 77 8236 Guard<(version:8.2)>
78 78 8237 Kirin<(version:8.2)>
79 79 8238 Ashmaw the Devourer<(version:8.2)>
80 80 8239 Sand Lord Kynish<(version:8.2)>
81 81 8240 Ultimate bear<(version:8.2)>
82 82 8241 Koala<(version:8.2)>
83 83 8242 Baron Madius<(version:8.2)>
84 84 8243 Kraken<(version:8.2)>
85 85 8244 Gnoll<(version:8.2)>
86 86 8245 High Priest Zombie<(version:8.2)>
87 87 8246 Pirate zombie<(version:8.2)>
88 88 8247 Old man<(version:8.2)>
89 89 8248 Pirate zombie<(version:8.2)>
90 90 8249 Zombie knight<(version:8.2)>
91 91 8250 Silex the Giant<(version:8.2)>
92 92 8251 Poln<(version:8.2)>
93 93 8252 Trap<(version:8.2)>
94 94 8253 Genie<(version:8.2)>
95 95 8254 Mystique Jinni<(version:8.2)>
96 96 8255 Crystal<(version:8.2)>
97 97 8256 Juple<(version:8.2)>
98 98 8257 Osiris<(version:8.2)>
99 99 8258 Lahigae<(version:8.2)>
100 100 8259 Plants<(version:8.2)>
101 101 8260 Fake witch<(version:8.2)>
102 102 8261 Ultimate Witch<(version:8.2)>
103 103 8262 Hector<(version:8.2)>
104 104 8263 Dark Soul<(version:8.2)>
105 105 8264 Fanatics<(version:8.2)>
106 106 8265 Death Tyrant<(version:8.2)>
107 107 8266 War-bee<(version:8.2)>
108 108 8267 Gold pixie<(version:8.2)>
109 109 8268 Scarecrow<(version:8.2)>
110 110 8269 Joker<(version:8.2)>
111 111 8270 Kainen<(version:8.2)>
112 112 8271 Kainen<(version:8.2)>
113 113 8272 Lucian the Corrupted<(version:8.2)>
114 114 8273 Eyes of punishment<(version:8.2)>
115 115 8274 Waste Shredder<(version:8.2)>
116 116 8275 Dark Eye Abomination<(version:8.2)>
117 117 8276 Ancient priest<(version:8.2)>
118 118 8277 Ancient knight<(version:8.2)>
119 119 8278 Ancient witch<(version:8.2)>
120 120 8279 Evil girl<(version:8.2)>
121 121 8280 Dragon<(version:8.2)>
122 122 8281 Cube<(version:8.2)>
123 123 8282 Vulcanus<(version:8.2)>
124 124 8283 War-bee<(version:8.2)>
125 125 8284 White Tiger<(version:8.2)>
126 126 8285 Ghost knight<(version:8.2)>
127 127 8286 Yaksa<(version:8.2)>
128 128 8287 Butkadah<(version:8.2)>
129 129 8288 Baphomet<(version:8.2)>
130 130 8289 Slaughter<(version:8.2)>
131 131 8290 Undine<(version:8.2)>
132 132 8291 Pyre<(version:8.2)>
133 133 8292 Dragon<(version:8.2)>
134 134 8293 Minotaur<(version:8.2)>
135 135 8294 Pick<(version:8.2)>
136 136 8295 Big-stone<(version:8.2)>
137 137 8296 Iron Knight<(version:8.2)>
138 138 8297 Satan soul stone<(version:8.2)>
139 139 8298 Witch worshiper<(version:8.2)>
140 140 8299 Basilisk<(version:8.2)>
141 141 8300 Medusa<(version:8.2)>
142 142 8301 Tarantula <(version:8.2)>
143 143 8302 Black widow<(version:8.2)>
144 144 8303 Euoplocephalus<(version:8.2)>
145 145 8304 Microraptor<(version:8.2)>
146 146 8305 Blood Slime<(version:8.2)>
147 147 8306 Bone dragon<(version:8.2)>
148 148 6509 Other
149 149 6674 Decorative Pet
150 150 8307 Spider<(version:8.2)>
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06/26/2013, 11:35
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#8
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@sadkingbilly: Nice work . This may help us figure how the new system works in 8.2 . But unfortunately I don't think we can use those in 8.1 as the GS & Client can't read new tables & rdb .
We are trying to create something near to this system . (You can find info here >  )
I think we can use another method but it has another problem . We can create one pet with any model and on it's summon it has a buff that changes it's shape like the transformation potions and for that we should create one buff for every model in StateResource .
This may solve the change in summon id (it actually doesn't change the summon id but the shape only) . But now we need to find something that gives the creature it's buff as soon as it's summoned .
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06/26/2013, 16:04
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#9
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Quote:
Originally Posted by Strange2010
Searching a bit , I found a thread written by (mongreldogg) offering the ability to use sql queries from lua through his program . Although the program was unsecure \ causes lag as c1ph3r said , but I tried it anyway and unfortunately it also didn't work using this query :
Code:
UPDATE Telecaster.dbo.Summon
SET code = ***
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Well, the reason why it didn't work is because the GS doesn't update that information automatically.
If you change the value in the DB while running the GS, it has to get the content from the table, but because it has all the necessary information saved in memory, it doesn't do this.
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06/29/2013, 21:38
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#10
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Quote:
Originally Posted by Xijezu
Well, the reason why it didn't work is because the GS doesn't update that information automatically.
If you change the value in the DB while running the GS, it has to get the content from the table, but because it has all the necessary information saved in memory, it doesn't do this.
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And I assume that's exactly why the dbo.Summon.code column went back to it's previous value right after I logged out ?
Does it resend the information in memory to the table dbo.Summon too ? I thought it only sends info to dbo.Character to update things like gold , chaos , job ..... etc .
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06/30/2013, 16:37
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#11
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Quote:
Originally Posted by Strange2010
And I assume that's exactly why the dbo.Summon.code column went back to it's previous value right after I logged out ?
Does it resend the information in memory to the table dbo.Summon too ? I thought it only sends info to dbo.Character to update things like gold , chaos , job ..... etc .
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Well, the GS works kinda like this:
>User logging in
>Reading Items, Characterinfo, Summoninfo, etc, saves them in array
>Update Summoninfo/Characterinfo/etc, updating them to DB again.
>User logging out
>Update Items, Characterinfo, Summoninfo, etc. to the values it has in the GS, doesn't matter if they're the same, still getting updated.
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06/30/2013, 16:43
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#12
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Quote:
Originally Posted by Xijezu
Well, the GS works kinda like this:
>User logging in
>Reading Items, Characterinfo, Summoninfo, etc, saves them in array
>Update Summoninfo/Characterinfo/etc, updating them to DB again.
>User logging out
>Update Items, Characterinfo, Summoninfo, etc. to the values it has in the GS, doesn't matter if they're the same, still getting updated.
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Which means it's impossible to change the summon's job (id) while the GS is running as it will always resend the information it stored on it's start to sql , right ?
Hmmm , I think I should find another way .
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06/30/2013, 17:02
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#13
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Quote:
Originally Posted by Strange2010
Which means it's impossible to change the summon's job (id) while the GS is running as it will always resend the information it stored on it's start to sql , right ?
Hmmm , I think I should find another way .
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Well, except you're able to inject a function into the GS which update it's values when X happens (as example: I'll type //update into the chat, the function replaces the current stored values with the ones from the db), which might be a bit difficult to do, so:
Yes, you should find another way. ;p
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07/02/2013, 14:51
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#14
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Quote:
Originally Posted by Strange2010
Hi epvpers
Here in this topic I would like to discuss the new taming system in 8.2 and if there is a way we can simulate it using the current 8.1 files .
At first we should insert new entries to the SummonResource for each monster model , and that's what gala did as I noticed the size of (db_creature.rdb) has changed from 0.15 MB to 2.18 MB . I think there is no problem in this part . Yes , this rdb's structure has changed but it isn't that hard to get the values for an 8.1 server by just ignoring new columns if there are any .
Next is creature cards part , which is a really problematic part .
The first idea to think of is creating custom cards for every creature model in the game . Looking at the number of monsters' models in game , the previous idea seems hard / needs much time .
So what I suggest is the idea that was done by gala . That idea is creating one custom card to get all those monsters in . The problem is , while every model has a different id , the card must change it's summon id depending on the monster you are taming . I thought about a simple lua code for that which I got it's idea from this command (prints the summon id of your creature in the chat) :
Code:
cprint(get_creature_value( handle, "job"))
And this is what I came out with , but unfortunately this didn't work :
Code:
set_creature_value( handle, "job", value)
Searching a bit , I found a thread written by (mongreldogg) offering the ability to use sql queries from lua through his program . Although the program was unsecure \ causes lag as c1ph3r said , but I tried it anyway and unfortunately it also didn't work using this query :
Code:
UPDATE Telecaster.dbo.Summon
SET code = xxx
After getting through this , the random skills part is way easier in my opinion .
But now we are stuck at the (change summon id) part if we are to make it the (GALA) way . Or we can think of a unique way to get this 8.2 taming system working .
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Since 8.1 this won't work with the GS anymore. They removed the os.X functions from the lua parts.
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07/02/2013, 16:08
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#15
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well to be honest the change has to be in the Telecaster side as you can cahnge the ID of the summons there so maybe a person can make a LUA for the 8.1 that will have a randome math of ....-.... and what not ? maybe idk maybe with the 8.1 we cna also use this method to tame mobs to idk if this will work but its a idea i did have anyone realy good a setting functions and doing LUA work lets give it a try maybe ?
you would have to use a math like the Creature farm LUA so maybe it can be done just not sure how to write this im ok with LUA not great i dk all the comands to use for this so maybe some help here all
kinda like if mob id= ..... or .... or yadaydayda ok make a list of all the mobs for each type and if ya have the card too then do a randome math on the summons id on the card id ? maybe idk if this will work but maybe one of ya smart people can do and share with all who are giveing ideas would be nice this is the only curent way i see doing this realy
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help taming %80 !
02/12/2012 - Rappelz Private Server - 2 Replies
English:
What is the code I would like to make tameleme rate by 80%
Germany:
Was ich will, zu 80% des Codes Tameleme machen
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taming
08/08/2011 - Rappelz - 6 Replies
How is possible that more dressage success tame to 100 percent
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taming bug
05/04/2011 - Rappelz - 3 Replies
hi
mir wurde heut etwas erzählt von einem taming bug wo jemand zu 100% einen djinn tamen könnte. er bräuchte dazu lediglich 10 leere t4 pet karten und 4 leere djinn karten und einer würde 100% klappen.
ja ich weiss ich glaube auch nicht alles was man hört aber hat noch wer von einem solchen bug oder einem in der art gehört?
wenn ja schreibt bitte mal eure erfahrungen.
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Taming +5
01/22/2010 - Rappelz Trading - 0 Replies
Verkaufe eine Bändigen + 5 Karte auf dem Server Phönix pm me mit offer.
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