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[Discusson] The 8.2 taming system .

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Old   #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 .



Strange2010 is offline  
Old   #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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Quote:
Originally Posted by thndr View Post
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.
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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Old   #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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Quote:
Originally Posted by thndr View Post
with an SMP for setting
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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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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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)>
sadkingbilly is offline  
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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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Old   #9


 
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Quote:
Originally Posted by Strange2010 View Post
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 = ***
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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Quote:
Originally Posted by Xijezu View Post
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.
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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Old   #11


 
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Quote:
Originally Posted by Strange2010 View Post
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 .
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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Quote:
Originally Posted by Xijezu View Post
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.
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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Old   #13


 
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Quote:
Originally Posted by Strange2010 View Post
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 .
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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Quote:
Originally Posted by Strange2010 View Post
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 .
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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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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