Jump to content
  • 0

Question

Posted (edited)

Hi, I'm trying to create a npc for augment but it's not showing the items the player has in inventory what do I do?

 

error should be here


 Set<ItemInstance> invitems = player.getInventory().getItems();

 

is not listing inventory items


        

Edited by l2jkain

12 answers to this question

Recommended Posts

  • 0
Posted
8 minutes ago, Devlin said:

para (ItemInstance i: invites)

       i.blabla ();

 

É assim que você chama os itens?

yes 

 

Good, I'll try this way.


final Set <ItemInstance> invitems;

invitems = player.getInventory (). getItems ();

  • 0
Posted (edited)

No reasons it wouldn't work. That would mean all calls would fail also, notably your own player inventory (using tab button, should show nothing), GM packet to show inventories of other players, etc.

 

If it's empty, it means you didn't load the data. Log the content or the size of the _items, it's probably not empty. I guess your use of the content is wrong.

Edited by Tryskell
  • 0
Posted
11 hours ago, Tryskell said:

No reasons it wouldn't work. That would mean all calls would fail also, notably your own player inventory (using tab button, should show nothing), GM packet to show inventories of other players, etc.

 

If it's empty, it means you didn't load the data. Log the content or the size of the _items, it's probably not empty. I guess your use of the content is wrong.

 

Is not verification right?

 


/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.instance;

import java.util.StringTokenizer;

import net.sf.l2j.commons.random.Rnd;
import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.datatables.AugmentationData;
import net.sf.l2j.gameserver.model.L2Augmentation;
import net.sf.l2j.gameserver.model.actor.template.NpcTemplate;
import net.sf.l2j.gameserver.model.item.instance.ItemInstance;
import net.sf.l2j.gameserver.model.item.kind.Weapon;
import net.sf.l2j.gameserver.model.item.type.CrystalType;
import net.sf.l2j.gameserver.network.SystemMessageId;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.ExShowScreenMessage;
import net.sf.l2j.gameserver.network.serverpackets.ExShowScreenMessage.SMPOS;
import net.sf.l2j.gameserver.network.serverpackets.ExVariationCancelResult;
import net.sf.l2j.gameserver.network.serverpackets.ExVariationResult;
import net.sf.l2j.gameserver.network.serverpackets.InventoryUpdate;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.NpcHtmlMessage;
import net.sf.l2j.gameserver.network.serverpackets.SkillList;
import net.sf.l2j.gameserver.network.serverpackets.SocialAction;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.SystemMessage;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;

public final class FastAug extends Folk
{

    public FastAug(int objectId, NpcTemplate template)
    {
        super(objectId, template);
    }
    
    @Override
    public void onBypassFeedback(Player player, String command)
    {
        if(player==null)
            return;
        
        final StringTokenizer st = new StringTokenizer(command, " ");
        final String currentcommand = st.nextToken();
            
        final String letsSliptIt = currentcommand;
        final String[] nowTheId = letsSliptIt.split("-");
        
        final String OurSplititCommand = nowTheId[0];
        final String FinallyWeHaveObjectId = nowTheId[1];
        
        switch (OurSplititCommand)
        {
            case "showremlist":
                showListWindowForRemove(player);
                player.sendPacket(new ActionFailed());
                break;
            case "showauglist":
                showListWindow(player);
                player.sendPacket(new ActionFailed());
                break;
            case "tryremove":
                
                final ItemInstance itemToRem = player.getInventory().getItemByObjectId(Integer.parseInt(FinallyWeHaveObjectId));
                  
                 if(itemToRem == null )
                 {
                     player.sendPacket(new ActionFailed());
                     return;
                 }
                 
                if (itemToRem.isEquipped())
                {
                    player.disarmWeapons();
                    player.broadcastUserInfo();
                }

                itemToRem.removeAugmentation();
                
                player.sendPacket(new ExVariationCancelResult(1));

                InventoryUpdate iu = new InventoryUpdate();
                iu.addModifiedItem(itemToRem);
                player.sendPacket(iu);
                
                player.sendPacket(new SkillList());
                
                SystemMessage sm = SystemMessage.getSystemMessage(SystemMessageId.AUGMENTATION_HAS_BEEN_SUCCESSFULLY_REMOVED_FROM_YOUR_S1);
                sm.addItemName(itemToRem);
                player.sendPacket(sm);
                showListWindowForRemove(player);
                player.sendPacket(new ActionFailed());
                break;
                
            case "tryaug":
                if (player.getInventory().getInventoryItemCount(57, 0) < 200000)
                 {
                    player.sendMessage("You do not have enough adena!");
                    player.sendPacket(new ActionFailed());
                    return;
                 }
            
                 final ItemInstance itemToAug = player.getInventory().getItemByObjectId(Integer.parseInt(FinallyWeHaveObjectId));
                 
             
                 if(itemToAug == null )
                 {
                     player.sendPacket(new ActionFailed());
                     return;
                 }
                 
                if (itemToAug.isEquipped())
                {
                    player.disarmWeapons();
                    player.broadcastUserInfo();
                }
                
                 final L2Augmentation aug = AugmentationData.getInstance().generateRandomAugmentation(2,2);
                 itemToAug.setAugmentation(aug);
                                           
                final int stat12 = 0x0000FFFF & aug.getAugmentationId();
                final int stat34 = aug.getAugmentationId() >> 16;
                player.sendPacket(new ExVariationResult(stat12, stat34, 1));
                
                InventoryUpdate iua = new InventoryUpdate();
                iua.addModifiedItem(itemToAug);
                player.sendPacket(iua);
                
                StatusUpdate su = new StatusUpdate(player);
                su.addAttribute(StatusUpdate.CUR_LOAD, player.getCurrentLoad());
                player.sendPacket(su);
                
                showListWindow(player);
                
                player.getInventory().reduceAdena("FastAugh", 200000, player, null);

                player.sendPacket(SystemMessageId.THE_ITEM_WAS_SUCCESSFULLY_AUGMENTED);
                
                if(itemToAug.getAugmentation().getSkill()!=null)
                {
                   player.sendPacket(new ExShowScreenMessage("You have " + itemToAug.getAugmentation().getSkill().getName(), 5000, SMPOS.TOP_CENTER, true));
                   player.sendPacket(new SkillList());
                }

                player.sendPacket(new ActionFailed());
                break;    
            default: // Send a Server->Client packet ActionFailed to the Player
                player.sendPacket(new ActionFailed());
                return;
        }
        
        super.onBypassFeedback(player, command);
        
        player.sendPacket(new ActionFailed());
    }
    
    public void showListWindow(Player player)
    {
        NpcHtmlMessage nhm = new NpcHtmlMessage(5);
        StringBuilder tb = new StringBuilder("");
        String Rem = "RemoveAug";
        
        tb.append("<html><head><title>L2-Kamui</title></head><body>");
        tb.append("<center>");
        tb.append("<table width=\"250\" cellpadding=\"5\" bgcolor=\"000000\">");
        tb.append("<tr>");
        tb.append("<td width=\"45\" valign=\"top\" align=\"center\"><img src=\"L2ui_ch3.menubutton4\" width=\"38\" height=\"38\"></td>");
        tb.append("<td valign=\"top\"><font color=\"FF6600\">AugmentHelper</font>");
        tb.append("<br1><font color=\"00FF00ju\">" + player.getName() + "</font>, use this menu for fast augment :)<br1></td>");
        tb.append("</tr>");
        tb.append("</table>");
        tb.append("</center>");
        tb.append("<center>");
        tb.append("<br>");
                
        for (ItemInstance item : player.getInventory().getItems())
        {       
            if(item==null)
                continue;

            boolean canBeShow = isValid(player, item);
            
            if(canBeShow)
             {
                tb.append("<button value=\""+item.getItemName()+"\" action=\"bypass -h npc_" + getObjectId() + "_tryaug-"+item.getObjectId()+"\" width=204 height=20 back=\"sek.cbui75\" fore=\"sek.cbui75\"><br>");
             }                  
        }
        
        tb.append("<br>");
        tb.append("<button value=\""+Rem+"\" action=\"bypass -h npc_" + getObjectId() + "_showremlist-1"+"\" width=204 height=20 back=\"sek.cbui75\" fore=\"sek.cbui75\"><br>");
        tb.append("</center>");
        tb.append("</body></html>

  • 0
Posted (edited)
  • First, unhardcode HTM - that's as much String cached you don't need to create on every call.
  • Second, use StringUtil.append, notably on the for loop.
  • Third, isValid() content is probably wrong. And item can't be null, by the way.

Replace

        for (ItemInstance item : player.getInventory().getItems())
        {       
            if(item==null)
                continue;

For

for (ItemInstance item : player.getInventory().getItems())
{       
      System.out.println(item.getItem().getName());

If you got inventory content on console, then the problem comes from your isValid() method which probably returns false everytime.

Edited by Tryskell
  • 0
Posted

Sometimes i feel like people dont know how to use prints properly.

The first thing i do is to create a print function (e.g C ) and get addresses and values...

Also,ur xmass gift should be this https://images-na.ssl-images-amazon.com/images/I/518VZN07C1L._SX400_BO1,204,203,200_.jpg 

  • 0
Posted
5 hours ago, bravetobe said:

Sometimes i feel like people dont know how to use prints properly.

The first thing i do is to create a print function (e.g C ) and get addresses and values...

Also,ur xmass gift should be this https://images-na.ssl-images-amazon.com/images/I/518VZN07C1L._SX400_BO1,204,203,200_.jpg 

 

It's a temporary log to see if it works or not. It hasn't any point to be kept as it is. It's totally pointless to speak about if it works fine, if there are better ways to write it, or whatever. You could at least "attack" me on the fact I don't say the dude to use debug tool, but crafting your own debug print is ridiculous too.

 

Please, avoid to "teach me" things when you do things bad yourself.

 

I invite you to read the book you linked, if there is a Eclipse debug tool chapter.

  • 0
Posted (edited)
2 hours ago, Tryskell said:

 

It's a temporary log to see if it works or not. It hasn't any point to be kept as it is. It's totally pointless to speak about if it works fine, if there are better ways to write it, or whatever. You could at least "attack" me on the fact I don't say the dude to use debug tool, but crafting your own debug print is ridiculous too.

 

Please, avoid to "teach me" things when you do things bad yourself.

 

I invite you to read the book you linked, if there is a Eclipse debug tool chapter.

u misunderstood my post.it has nothing to do with ur code/post.

People (like op) come up with questions when they dont use a single print in a 120+ lines of code.(btw rofl)

 

Its not my job to teach anyone online what to do.Besides,questioning its way safer than telling "u are wrong" and u know that better than i do.Also i said that i do it myself and i said "the first thing i do is to create a print function .." when thats what u do is printing....Why did u get that as "u are wrong" LOL

Btw,i showed my book Kappa.

 

Btw about "crafting ur own debug print is ridiculous"  what does it even mean?

Can u explain why this is ridiculous?

If u have any better ways to check if values are correct,then go on.

Wow...

void showTable(Pair_t *P) {
	int i;
	printf("============================= \n");
	for (i = 0; i < size; i++) {
		printf("X: %d    %p , Y: %d    %p \n", P[i].x, &(P[i].x), P[i].y, &(P[i].y));
	}
	printf("============================= \n");
}

 

Edited by bravetobe
  • 0
Posted
55 minutes ago, bravetobe said:

u misunderstood my post.it has nothing to do with ur code/post.

People (like op) come up with questions when they dont use a single print in a 120+ lines of code.(btw rofl)

 

Its not my job to teach anyone online what to do.Besides,questioning its way safer than telling "u are wrong" and u know that better than i do.Also i said that i do it myself and i said "the first thing i do is to create a print function .." when thats what u do is printing....Why did u get that as "u are wrong" LOL

Btw,i showed my book Kappa.

 

Btw about "crafting ur own debug print is ridiculous"  what does it even mean?

Can u explain why this is ridiculous?

If u have any better ways to check if values are correct,then go on.

Wow...


void showTable(Pair_t *P) {
	int i;
	printf("============================= \n");
	for (i = 0; i < size; i++) {
		printf("X: %d    %p , Y: %d    %p \n", P[i].x, &(P[i].x), P[i].y, &(P[i].y));
	}
	printf("============================= \n");
}

 

 

You don't need to log anything when you know what you code. The debug stuff hasn't any uses once the functionality is done (and works). I almost never log things when I rework / fully code stuff. If you comment and build your code correctly, it's not needed.

 

Your printf is unreadable (at least for my java knowledge), you wouldn't get worst if you were obfuscating it. If you're on a team, and someone codes things like that, you need to get a documentation to understand it.

 

Debug tool is used to see if values are correct, you can even edit them on the fly to see results. Logging as debug is for lazy asses (or if you didn't activate debug tool).

 

So coding formatting print functions is a waste of time, at least for debug purposes (which was the whole point).

  • 0
Posted (edited)
1 hour ago, Tryskell said:

 

You don't need to log anything when you know what you code. The debug stuff hasn't any uses once the functionality is done (and works). I almost never log things when I rework / fully code stuff. If you comment and build your code correctly, it's not needed.

 

Your printf is unreadable (at least for my java knowledge), you wouldn't get worst if you were obfuscating it. If you're on a team, and someone codes things like that, you need to get a documentation to understand it.

 

Debug tool is used to see if values are correct, you can even edit them on the fly to see results. Logging as debug is for lazy asses (or if you didn't activate debug tool).

 

So coding formatting print functions is a waste of time, at least for debug purposes (which was the whole point).

personally i dont think that like 7 lines of code + call is waste of time.

I would take all the way those 10 seconds and visually find in the first run whats wrong instead of searching in the code "whats wrong with that rigatoni"

 

Why exactly someone would need documentation to understand what this printTable does?First of all,the purpose wont exist once i m done with the code and secondly,if someone doesnt understand how that print works,he should throw his certificate into the trashbin.

"Ur printf is unreadable".... u wot m8.This is no different with what u did by urself and no different than showing the values/addr of an array.

If u ask me,i consider waste of time to use the debug tool when i can type 1 print and check the console.

Why would u use any debug tool for something like this when u can see even in the first run whats going on ... 

 

If i m on a team,there is no reason to keep any code that isnt included in the main project.That code is for "personal" usage until the code works as intented.

 

People tend to code with their own personal preferences.It would be way better for someone who isnt developer,to do this way and not like OP's.

Thats my point.I prefer people using prints and search before asking instead of writing 120+ lines of code in 1 method / function (omg just kill me if its C).

 

Besides,the prints are in the console and they have nothing to do with the project itself.Whats the point to keep them when u are done.

 

P.S Maybe i print stuff coz i hate asm who knows Kappa

And btw,i m looking forward to see how u will explain OP's 120ish code spree.I did that stuff in my first year... Btw he is (future) admin.Well played

Also,i forgot to mention that i was doing some OpenGL stuff and the coordinates of the mouseclicks were saved in the array and each time the mouseclick was close to one of the cords,then the closest one was changing (so the draw is changing so the lines were changing ,so the startpoints and the end points where changing).So if u ask me,yea i prefer to check visually that sht.

 

tl;dr ANYWAY ,that wall of text was unintended.Its not about whats wrong and whats correct.The point is OP needs that book and he should debug his code

Edited by bravetobe

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now


  • Posts

    • This post originally appeared on MmoGah. Dear exiles, hot news about PoE 1! The new league, 3.27 Keepers of the Flame, will launch on Oct 31, 2025. I will share with you the top 6 league starters, and each build is chosen for its strength in early progression, affordability, and synergy with the new mechanics introduced in the Bloodline Ascendancy system and Breach rework.       1. Exsanguinate Reap Mines Trickster Overview This build combines the physical spell damage of Exsanguinate and Reap with the mine playstyle, leveraging Trickster’s energy shield and recovery mechanics for survivability and speed. It’s a hybrid between trapper and spellcaster, offering high burst damage and smooth mapping. Key Mechanics Ascendancy: Trickster (Shadow) Main Skills: Exsanguinate, Reap, High-Impact Mine Support Defenses: Energy Shield, Evasion, Ghost Dance, Spell Suppression Strengths Excellent clear speed with overlapping AoE Strong single-target burst from Reap Trickster’s recovery and mobility make it forgiving Weaknesses Mines require setup and can feel clunky for some Physical damage scaling needs investment for the endgame Playstyle Tips Use Exsanguinate for mapping and Reap for bosses Prioritize mine throwing speed and recovery nodes Utilize Bloodline Grafts to enhance ES sustain and mine damage Ideal For Players who enjoy tactical gameplay with high burst potential   2. Cyclone Shockwave Slayer Overview Cyclone Shockwave Slayer is a melee build that uses Cyclone to trigger Shockwave Support, creating massive AoE explosions. Slayer’s leech and overleech mechanics make it durable and fast-paced. Key Mechanics Ascendancy: Slayer (Duelist) Main Skills: Cyclone, Shockwave Support, Rage Support Defenses: Life leech, Overleech, Fortify Strengths Smooth and fast mapping with Cyclone Shockwave adds huge AoE and damage Slayer’s leech makes it tanky even with minimal gear Weaknesses Requires a decent weapon early on Single-target can lag without investment Playstyle Tips Stack attack speed and physical damage Use Rage and Berserk for burst phases Bloodline Grafts can boost leech and AoE scaling Ideal For Players who love fast, aggressive melee builds   DID YOU KNOW?  MmoGah is the most trustworthy digital game goods store. Here you can buy safe PoE currency 3.27 to hold your strong build easily with low prices and fast delivery. poe currency 3.27     3. Rolling Magma Mines Saboteur Overview Rolling Magma Mines Saboteur is a powerful hybrid build that uses mines to trigger chain explosions. Saboteur’s mine bonuses and trap scaling make this build extremely potent for both clear and bossing. Key Mechanics Ascendancy: Saboteur (Shadow) Main Skills: Rolling Magma, Mine Support, Chain Support Defenses: Evasion, Spell Suppression, Mine immunity Strengths Massive AoE clear with chain mechanics High uptime on damage due to mine detonation Saboteur’s trap/mine bonuses make leveling easy Weaknesses Mines require setup and timing Visual clutter can be overwhelming Playstyle Tips Use Rolling Magma for chain clear and boss stacking Prioritize mine throwing speed and detonation speed Bloodline Grafts can enhance mine damage and trap cooldowns Ideal For Players who enjoy strategic, explosive gameplay   4. Kinetic Rain Elementalist (NEW) Overview Kinetic Rain is a new skill introduced in 3.27, firing a barrage of projectiles that rain down in an arc. Elementalist synergizes with elemental damage and ailment proliferation, making this build a top-tier mapper. Key Mechanics Ascendancy: Elementalist (Witch) Main Skills: Kinetic Rain, Greater Multiple Projectiles, Elemental Proliferation Defenses: Elemental ailment immunity, high life, block Strengths Incredible clear speed with projectile spread Elementalist’s golems and ailment immunity boost survivability New skill offers fresh playstyle and visuals Weaknesses Single-target depends on projectile overlap Requires investment in projectile speed and damage Playstyle Tips Scale elemental damage and projectile modifiers Use golems for buffs and tanking Bloodline Grafts can enhance elemental spread and projectile count Ideal For Players who want to try new mechanics with flashy visuals   5. Poisonous Concoction of Bouncing Slayer/Pathfinder Overview: This build uses Poisonous Concoction with the new “Bouncing” mechanic, allowing projectiles to ricochet and apply poison multiple times. Slayer and Pathfinder both offer strong synergy—Slayer for leech and Pathfinder for flask sustain. Key Mechanics Ascendancy: Slayer or Pathfinder (Duelist/Ranger) Main Skills: Poisonous Concoction, Plague Bearer, Wither Defenses: Evasion, Spell Suppression, Flask sustain Strengths Great single-target with poison stacking Bouncing mechanic improves clear and coverage No weapon required—uses flasks for scaling Weaknesses Flask management is crucial Visual clarity can be messy in dense fights Playstyle Tips Use Plague Bearer for clear and Poisonous Concoction for bosses Pathfinder offers smoother sustain; Slayer offers better leech Bloodline Grafts can boost poison duration and flask effects Ideal For Players who enjoy chaos builds and flask mechanics   6. Righteous Fire Chieftain Overview Righteous Fire Chieftain is a tanky, fire-based build that burns enemies with a persistent aura. Chieftain’s fire scaling and regen make it a great starter, especially with Breach-heavy content. Key Mechanics Ascendancy: Chieftain (Marauder) Main Skills: Righteous Fire, Fire Trap, Shield Charge Defenses: High life regen, fire resistance, armor Strengths Extremely tanky and consistent Great for Breach and dense packs Easy to gear and level Weaknesses Requires fire resistance and regen early Slower movement compared to zoomy builds Playstyle Tips Use Fire Trap for single-target and RF for clear Stack life, regen, and fire damage Bloodline Grafts can enhance burning damage and regen Ideal For Players who want a durable, low-maintenance build   Final Thoughts & Tips Bloodline Ascendancy: Mix and match ascendancy traits to create hybrid powerhouses. For example, combining Saboteur’s mine bonuses with Trickster’s recovery can yield unique builds. Breach Rework: Builds with strong AoE and sustain (like RF and Cyclone) excel in Breach-heavy zones. Leveling Strategy: Use alternate skills early (e.g., Fire Trap, Explosive Trap) and transition once gear is available. SSF vs Trade League: All builds here are viable in SSF, but some (like Poisonous Concoction and RF) are especially strong due to low gear dependency. Whether you prefer tactical mines, explosive melee, or elemental barrages, PoE 3.27 offers a rich meta with exciting new tools.
    • Some new features that we added: - 2 new quests - PvP Arena (to get hero status) Olympiad is disabled - Love Event - Dressme for armor/weapons/accessories - HWID Protection - More monsters - New farm zone - New autofarm system (works almost like adrenaline) - Auto enchant - Auto augment - 3 levels of armors - 3 levels of weapons - Anti KS System - Rebirth Manager - 30 days checking rewards - Small event (daily checking with small reward for all online players)
    • Added FloodProtector utility to prevent packet flooding for actions like item use and dice rolling. Integrated flood protection checks in relevant client packet handlers and registered/removal hooks in player lifecycle. Updated movement logic in L2PcInstance for improved position synchronization and geodata handling. Minor fixes and refactoring in attack logic, private store handling, and admin NPC editing. Refactored AI classes to enhance movement, attack, and skill usage logic for characters and mobs. Improved distance checks, attack range calculations, and skill casting conditions. Removed unused intention command logic from L2CharacterAI. Updated configuration to enable CellPathFinding. Minor code cleanups and bug fixes for more reliable AI behavior. Enhanced GeoPathFinding with detailed debug and error messages for region loading, including success/failure counts and file checks. Refactored L2AttackableAI and L2CharacterAI to improve attack range tolerance, immediate attack behavior, and added safety checks for missing targets. Updated configuration to disable CellPathFinding by default and added a new ShowRedName option for aggressive mobs. Minor config and log updates included. Applied TCP socket optimizations (e.g., TCP_NODELAY, buffer sizes, keepalive) in ClientThread, Connection, and SelectorThread to reduce latency and improve throughput. Enhanced L2AttackableAI with better random walk, aggro, and attack logic, including silent move checks, quest monster handling, and improved faction/raid/minion behavior. Added silent move support to L2PlayableInstance and quest monster flag to L2NpcTemplate/L2NpcInstance. These changes aim to improve server responsiveness, AI realism, and overall stability.
    • I’ve been using this Escape from Tarkov Hack for about a week now with no issues at all. ESP works great without any lag, and the aimbot is smooth and doesn't feel obvious. Had a quick setup with the loader, and support answered my questions right away. The HWID spoofer also did its job without messing with my system. So far, the cheat's staying undetected on my side.
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock