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Fork / Mod KissAssist 10.0.4 EqMule Edition v1.0

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This mod is now obsolete and locked, but the thread is here for version info.
Version 1.1 is posted here: https://www.redguides.com/community...0-0-4-EqMule-Edition-v1-1?p=329384#post329384

Since its the 4th of July, I felt I should share my version of Kiss again.

It's a modded version based on the latest kiss 10.0.4 with my personal tweaks.

I recommend using http://winmerge.org/downloads/ if you are interested in seeing a side by side compare between this mod and official 1.0.0.4 (or your own mods)

I'm 100% sure most of these features and tweaks will end up in the official release eventually, but until then, this only comes with support from me, so please don't bother any other devs with support requests for this version.

Changes:

  • No mobs will be targeted until the puller gets close enough to actually be able to.
    Reason: to make pulling look human. A manual puller will first run to the mob then target it.

  • Nameds will be pulled first if they are in your MobsToPull list and within range.
    Reason: There is nothing more annoying than seing a Named you are after up right next to your camp, and then the puller goes after some trash instead cause it's a tiny bit closer to the camp than the Named.

  • /switch has been renamed to /switchnow so it doesn't interfere with the /switchchar command from autologin.

  • Added CheckForMemblurredMobsInCamp=0 to the INI's Pull Section.
    The reason: I dont want anyone to mess around with mobs in camp.
    I am of the opinion that if there are mobs in camp that are memblurred
    they will eventually be picked up by the assigned puller anyway when and if it's appropriate.

  • WinTitle now has a ini setting.
    The reason: I am of the opinion that a macro should never mess with the wintitle unless the user specifies it.
    (people have config files for setting the wintitle)
    Example:
    Rich (BB code):
    [General]
    TheWinTitle=${Me.Name}.${EverQuest.Server} (Lvl:${Me.Level} ${Me.Class}) ${Zone.Name} ${Me.Instance} [${EverQuest.PID}/${EverQuest.PID.Hex}]
  • Added UseCalm and CalmWith to the pull section.
    Usage Example:
    (druid is puller)
    Rich (BB code):
    [Pull]
    UseCalm=1
    CalmWith=Harmony
    The reason: Well... I sometimes like my druid to pull in situations where I can't handle multiple mobs.
    She will cast harmony on the mob standing next to the mob she will pull.
    This works fairly well, I have tested it on ragefire in Everfrost on the orcs and in lake rathe on the gnolls.
    "Easymode" single pulls even when there are like 5-6 mobs standing around that would otherwise aggro.

  • Mounts will NEVER be attempted to be summoned indoors again.

  • Lookforward... ok well I dont know, but NOONE ever in the history of playing eq has been able to EXACTLY
    face the EXACT same heading time after time, so I added a random to this.
    Now this is work in progress, i want it to "kinda" face the mob thats incomming, but not "perfectly"
    I'll mess some more with it, for now it is what it is.

  • I added some /echo to let me know when /nav stop is called.
    The Reason: well sometimes it runs out to pull a mob and then just returns without any good reason.
    I want to figure out which /nav stop it is that does it so I can fix this anoyance.

  • Removed *.90 from MaxRadius everywhere, cause when I specify that MaxRadius is 200, I want it to actually pull all mobs within a 200 radius, not 180.
    (If I wanted 180 I would have specified that)

  • ScatterOn will now only work in outdoor zones, In indoor zones, its "usually" NOT a good idea to scatter
    because, well, there isn't room enough to do it and if you are camping next to a wall or an object, you will
    eventually end up in a situation where the scatterloc is inside the wall or the object.
    I am inclined to change this to an ini setting in an upcomming patch, but I want to see
    what people think first.

  • The puller will no longer recast a pullspell if its resisted.
    I suspect this was not intended, cause if you are the puller and your pullspell is resisted, the mob will
    come after you anyway, and then you should just run, not try to land it again... (and die cause the mob hits you for insane amounts of damage)

  • Memming spells is a pita for some spells that take long times to mem.
    I have added a /echo to show how much time is spent on this so we can properly figure out how
    to handle this better. For now its just information, but I suspect it will lead to good things.

  • Hardcoded /delay's are of the Devil and should die.
    I started to replace a few with a call to WaitCast instead.
    There are more and I Will do them as I see them until this pest is completely eradicated from kiss.

  • The CheckForAdds function has been changed to NEVER EVER check for adds if there are NO mobs on XTarget.
    The Reason: I am of the opinion, that the puller or the pullertank
    are the only roles which has ANY buisness at all engaging mobs
    and by that logic, their job is NOT to pull mobs that
    are NOT in the pullerlist, no matter if they are 1 feet away or 1000 feet away.
    Now, I fight in zones with lots of NON agro mobs within my campradius.
    Example: In Scorched Woods, if you want to kill The Ore-mad Prophet there are like a million burynai
    within 50 feet of you and there is absolutely NO good reason to drag them into the fight when they
    are NOT on the list of mobs I want to pull.

  • Added feature for assisting chars to move closer to mobs if they cant see them.
    NOTE: this only works IF you have a navmesh loaded.
    The reason: I wanted my enchanter to be able to mezz mobs that are within range of him but he cant see them
    Same thing for wizards, My wiz was behind a stone or a tree but within 50 feet of the mob and would not cast.
    Now he smootly walks up to the mob and starts nuking it.
    In a future update, I should probably make this an inisetting. For now its just on always...
    I consider this feature beta atm.

  • Added SmartMerc (tm)
    This will automatically switch your wizard merces stance between Balanced and Burn when appropriate.

  • Added MobsToPullSecondary to the Kissassist_info.ini
    Usage: in some camps it can be useful to have a secondary list of mobs that
    are valid for pull, but we only want to pull them if there are no mobs found from the MobsToPull list.

  • All /face fast has been changed to just /face
    The reason: there is no good reason to ever use /face fast, it looks "bottish" and
    a player that plays the game manually cant do it, so neither should we.
    If you feel your kissassisted toon cant perform without using /face fast
    please pm me the scenario and lets discuss workarounds.

  • All /stick 13 has been changed to stick 8 to take running mobs into account
    kiss was to slow to ever catch up and hit a fleeing mob when it was set to stick 13 from it,
    but at 8 it will.

  • Added Bandolier Support for switching weapons based on conditions.
    NOTE: Bandolier is checked during combat. It would be trivial to add support for checking it during downtime as well if anyone really need that let me know.
    Usage Example:

    Create 2 bandolier sets, one named 1HB and another named 1HBMalo.
    Rich (BB code):
    [Bandolier]
    BandolierOn=1
    BandolierCOn=1
    BandolierSize=2
    
    Bandolier1=1HB
    BandolierCond1=${Me.Inventory[13].Name.NotEqual[Darkened Ebon Mace]} && ${Target.Buff[Darkened Malosenia].ID}
    
    Bandolier2=1HBMalo
    BandolierCond2=${Me.Inventory[13].Name.NotEqual[Darkened Journeyman's Walking Stick]} && !${Target.Buff[Darkened Malosenia].ID}
 

Attachments

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Re: KissAssist 1.0.0.4 EqMule Edition

  • I added some /echo to let me know when /nav stop is called.
    The Reason: well sometimes it runs out to pull a mob and then just returns without any good reason.
    I want to figure out which /nav stop it is that does it so I can fix this anoyance.



From my own edits of KA, I believe there was a time limit on pulls and a max # of attempted pulls that slowly add up. IIRC the time limit was like 50 seconds, which if you are puling from long distances will cause the puller to run towards their intended target and then stop and turn around. To remedy this, i upped my time limit to 120s and # of pull attempts to 20. The declares for these are PullTimer and PullAttempts.
 
Re: KissAssist 1.0.0.4 EqMule Edition

I'm not sure how I missed this post, but this looks awesome! I'm going to try this out. Thanks for sharing, eqmule :)
 
Re: KissAssist 1.0.0.4 EqMule Edition

No idea what that's all about *shrug*, a lot of the stuff people has asked for in that and some other recent threads, are included in this mod, in addition to some other new features I thought would be appreciated by the community like the ability to use bandolier switching or SmartMerc (tm) for example, but it's all good, I shared it. It's available. Anyone that wants these features can just download it here.

I know we have a bit different opinions about how to introduce new features into kiss and that's ok, I don't want to spend time beta testing stuff or test, I want the users to be able to experience EQ and kiss the way I experience it, at the same time. And when I notice a bug or some weirdness, I just fix it and release as I go...

A lot of people skype me and pm me every day asking for support or how to get kiss to do things or new features like the conditions feature etc, and if it's something I can quickly add or answer, I just do it, the nice thing about releasing a mod is that I don't have to ask anyone else for input or wait for approval...

Bottomline is, a lot of people have expressed an interest in seeing what it's like to play eq the way I play it... now they can.
 
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Re: KissAssist 1.0.0.4 EqMule Edition

The /face fast thing is an eye opener. Partly why I don't box melee; it's too robotic, too fake, too obvious. Plus, if MQ2 is down, I can fall back on ISBoxer because casters are so easy to box with ISBoxer. I was watching a group yesterday in The Grounds right at the central hub. I forget what classes he had. The pullertank was doing the /face fast trick when returning to camp and it was pretty startling. Other obvious giveaways were the casters sitting and standing at different times to recast buffs during the 3 minutes I was watching. Horses would have lessened that effect. The snapping of the puller, though... Didn't have HoTT up. Clearly he didn't have AFK tools on. It was very obvious, though.

Saw another box group that had a couple melee and a couple casters, but the casters were completely organic that I couldn't tell if they were botted or not. The melees I couldn't really tell either, but I suspect they were. They could have been, but the casters were absolutely of the behavior of mine when I'm just using ISBoxer.
 
Re: KissAssist 1.0.0.4 EqMule Edition

Yeah... my goal is to make it WAY better when it comes to the AI, I am not happy at all with how it looks when you zoom out and watch it from a distance. The code I added to not "snap" perfectly to the heading of the incoming mobs pulled to camp, is a work in progress, I know what needs to be done, I just need a little more time to get that math calcrandom thingy to do it. Next release it will be perfect.
 
Re: KissAssist 1.0.0.4 EqMule Edition

Sounds like this should be an MQ2 feature
Rich (BB code):
 /face natural
 
Re: KissAssist 1.0.0.4 EqMule Edition

Love the movements, they look great.

One thing I noticed, my zerk has no mount and no mount in the INI but it keeps spamming time to mount up! Zone.Outdoor is TRUE

I'm not a coder, and know little about it, but I think it may have something to do with this.

Rich (BB code):
SUB: WaitSubs - bunch of crap to call while medding standing around etc
| ----------------------------------------------------------------------------
    Sub WaitSubs
        /if (!${Me.Mount.ID} && !${Me.Sitting}) /sit
        /if (${HealsOn}) /call CheckHealth
        /call WriteDebuffs
        /if (${CuresOn}) /call CheckCures
        /if (${MezOn}) {
            /varset MezBroke 0
            /doevents MezBroke
            /if (!${MezBroke}) /call DoMezStuff

/varset MountOn 0

does fix the issue.
 
Re: KissAssist 1.0.0.4 EqMule Edition

Rich (BB code):
BandolierCond2=${Me.Inventory[13].Name.NotEqual[Darkened Journeyman's Walking Stick]} && !${Target.Buff[Darkened Malosenia].ID}


Thought there was some datatype Targe.Malod or something like that. Might be better to use that so there is no conflict with mages and shamans? Or won't it keep trying to swap to the Malo bandolier, if a shaman or mage has already malo'd the mob? So it keeps thinking Darkened Malos is not on the mob, even though a higher Malos is already on the mob.

Or could even make it slightly more fool proof and add a Select TLO, to make sure shaman and mage aren't in group. Won't take care of situations where you play shaman/mage out of group though.
 
Re: KissAssist 1.0.0.4 EqMule Edition

Malod IS definitely the way to go, the only reason I didn't use it in the example is because in the next version of mq2 (the one I use) it has been renamed to Maloed... and I wanted the RG build to be able to parse it without having to go back and edit my post after it's released. (Also Darkened Malosenia isn't detected as a Malo spell in the RG build) (it will be)
 
Re: KissAssist 1.0.0.4 EqMule Edition

Bard wont pull at all with this version? Was working fine with regular 10.0.4 version.
This is my unchanged ini.

Rich (BB code):
[General]

KissAssistVer=10.0.4
Role=PULLER
CampRadius=40
CampRadiusExceed=300
ReturnToCamp=1
ChaseAssist=0
ChaseDistance=25
MedOn=1
MedStart=20
MedCombat=0
LootOn=0
RezAcceptOn=1
AcceptInvitesOn=1
GroupWatchOn=1
CastingInterruptOn=0
EQBCOn=1
IRCOn=0
MiscGem=1
HoTTOn=0
CampfireOn=0
TwistOn=1
TwistMed=12
TwistWhat=12
CharInfo=Bard|105
DPSMeter=1
MiscGemRemem=1
MiscGemLW=0
DefaultUI=TRUE
ScatterOn=0
ConditionsOn=0
TheWinTitle=NULL


[SpellSet]

LoadSpellSet=1
SpellSetName=KissAssist(Caster)


[Buffs]

BuffsOn=1
BuffsSize=5
Buffs1=Selo's Sonata|Me
Buffs2=Sionachie's Crescendo|Me
Buffs3=Hymn of the Last Stand|Me
Buffs4=Aura of Maetanrus|Aura
Buffs5=Silisia's Lively Crescendo
RebuffOn=1
CheckBuffsTimer=10
PowerSource=NULL
BuffsCOn=0


[Melee]

AssistAt=99
MeleeOn=1
FaceMobOn=1
MeleeDistance=75
StickHow=loose front
AutoFireOn=0
UseMQ2Melee=1
MeleeTwistOn=1
MeleeTwistWhat=4 5 6 7 8 4 5 6 7 8 4 9 5 6 7 8 4 5 6 7 8 4 5 10 6 7 8


[GMail]

GMailHelp=Events currently support - Dead,GM,Level,Named,Leftgroup
GMailOn=0
GMail1=NULL
GMail2=NULL
GMail3=NULL
GMail4=NULL
GMail5=NULL
GMailSize=5


[AE]

AEOn=1
AESize=3
AERadius=50
AE1=BURN|4
AE2=NULL
AE3=NULL


[DPS]

DPSOn=1
DPSSkip=5
DPSInterval=1
DPS1=Selo's Kick|95
DPS2=NULL
DPS3=Fierce Eye|95
DPS4=Lyrical Prankster|95
DPS5=Requiem of Time|99|once
DPS6=Bladed Song|95
DPS7=Funeral Dirge|95
DPS8=Banestrike|95
DPS9=Cacophony|95
DPS10=Fjilnauk's Insult|90
DPS11=Vainglorious Shout|98|once
DPS12=NULL
DebuffAllOn=0
DPSSize=12
DPSCOn=0


[Aggro]

AggroOn=1
Aggro1=Fading Memories|80|>
Aggro2=NULL
AggroSize=2


[Pull]

PullTwistOn=0
PullWith=Boastful Bellow
MaxRadius=450
MaxZRange=80
PullWait=5
PullRoleToggle=0
ChainPull=0
ChainPullHP=90
ChainPullPause=30|2
PullLevel=100|110
PullMeleeStick=0
CheckForMemblurredMobsInCamp=0


[Heals]

Help=Format Spell|% to heal at i.e. Devout Light Rk. II|50
HealsOn=1
Heals1=Shield of Notes|75|Me
Heals2=Deftdance Discipline|40|Me
Heals3=NULL
Heals4=NULL
Heals5=NULL
XTarHeal=0
XTarHeal2=0
HealGroupPetsOn=0
HealsSize=5
HealsCOn=0


[Cures]

CuresOn=0
Cures1=NULL
Cures2=NULL
Cures3=NULL
Cures4=NULL
Cures5=NULL
CuresSize=5


[Mez]

MezOn=1
MezRadius=85
MezMinLevel=70
MezMaxLevel=108
MezStopHPs=90
MezSpell=Slumber of Silisia
MezAESpell=Wave of Torpor|3


[Burn]

BurnSize=12
BurnText=Decepticons Attack
BurnAllNamed=1
Burn1=Song of Stone|Mob
Burn2=Tune Stuck In Your Head
Burn3=Frenzied Kicks
Burn4=Quick Time
Burn5=Funeral Dirge|Mob
Burn6=Dance of Blades
Burn7=Flurry of Notes
Burn8=Reflexive Retort|Mob
Burn9=Thousand Blades|Mob
Burn10=Fundament: Second Spire of the Minstrels
Burn11=NULL
Burn12=NULL
Burn13=NULL
Burn14=NULL
Burn15=NULL
UseTribute=0
BurnCOn=0


[AFKTools]

AFKHelp=AFKGMAction=0 Off, 1 Pause Macro, 2 End Macro, 3 Unload MQ2, 4 Quit Game
AFKToolsOn=0
AFKGMAction=1
AFKPCRadius=150
CampOnDeath=0
ClickBacktoCamp=0


[Merc]

Help=To use: Turn off Auto Assist in Manage Mercenary Window
MercOn=0
MercAssistAt=92


[MySpells]

Gem1=NULL
Gem2=Slumber of Silisia
Gem3=Wave of Torpor
Gem4=Aria of Maetanrus
Gem5=Arcane Melody
Gem6=Nilsara's Aria
Gem7=Fatesong of Jocelyn
Gem8=Pulse of Sionachie
Gem9=Fjilnauk's Insult
Gem10=Silisia's Lively Crescendo
Gem11=Requiem of Time
Gem12=Chorus of Sionachie


[Bandolier]

BandolierOn=0
BandolierCOn=0
BandolierSize=2
Bandolier1=NULL
Bandolier2=NULL
 
Re: KissAssist 1.0.0.4 EqMule Edition

it isn't they wont pull , the kiss.info side doesn't read saved ini's for some reason with mule's version. and I honestly cant see any break in the code for it to not be reading it. maybe a good one for mule. because ive ignored a lot of npc's in lceanium because I camp close to the city a lot and normally read the npc as a named , and with mules version it is ignoring my kiss.info saved section. nothing is different from 10.0.4 version in the code so I dunno . maybe something for mule to see
 
Re: KissAssist 1.0.0.4 EqMule Edition

It's trying to target everything in ocean I says I've found a named let's pull it first , ignores other mobs around it runs to that named aggros mobs ect
 
Re: KissAssist 1.0.0.4 EqMule Edition

If the named is in your MobsToPull list it will pull it first if you have no mobs in the list it will pull anything that's within level range so if there is a named you DONT want it to pull, add it to the MobsToIgnore list...

Also... remember that this is a debug/dev version of kiss, I /echo stuff like "Found a named" etc but unless it's in the list it's only info, it's not that it actually will pull it.

I'll run some tests in lceanium tomorrow to see what happens if I don't specify mobs. Pm me the loc u are setting up camp in.
 
Re: KissAssist 1.0.0.4 EqMule Edition

Mine did the same when starting out near Kerang the mountain
 
Re: KissAssist 1.0.0.4 EqMule Edition

There are two issues with pulling named first. The first issue is that puller doesnt care how many mobs are between you and puller (I do not have a pull list set up...just pull anything within the radius not on the ignore list). Ergo, if there are 20 mobs between you and the named, puller will try to nav to the named to tag it; however, in the process, will run through 7 trash before it realizes there's something on xtarget and should go home and the results are rarely pleasant.

The second issue is less mechanical and more subjective: running in a zig zag pattern, ignoring trash, and going right after a named without being a tracker is pretty obvious red flag behavior. It's one thing if you can see the named from the camp, but in every case I've encountered so far, it's not been the case.

This is especially problematic when first starting up your session and nothing has been cleared yet.

I don't really have a solution for this as the function works as written and my complaints are debatable.I guess if anything, throw in a couple more checks... like if there's 40 mobs between us, the named is offlimits until we recheck the next pull. That could perhaps solve both issues since if you're pulling the first thing you run into, and you stumble upon a named, no one would question it unlike going around several corners and over several hills with trash up and still going straight for the named.

Anyway, something to consider, eqmule
 
Re: KissAssist 1.0.0.4 EqMule Edition

Thanks, I need to add some kind of setting or check if we can safely pull the named, I ran this in FM killing bears and occasionally Flintiki would pop right next to me but my sk would still select a bear... (and another group would go kill the named cause I kept killing bears)

I also found it useful in Reinforced Sebilis when I was camping crypt, it would pull nameds before it would pull the skeletons and frogs, even if they where closer, so it has its usages...

I'm thinking this works well for some camps and not for others so maybe a simple setting in the ini is the easiest way to deal with it. PullNamedsFirst=0
 
Re: KissAssist 1.0.0.4 EqMule Edition

Thanks, I need to add some kind of setting or check if we can safely pull the named, I ran this in FM killing bears and occasionally Flintiki would pop right next to me but my sk would still select a bear... (and another group would go kill the named cause I kept killing bears)

I also found it useful in Reinforced Sebilis when I was camping crypt, it would pull nameds before it would pull the skeletons and frogs, even if they where closer, so it has its usages...

I'm thinking this works well for some camps and not for others so maybe a simple setting in the ini is the easiest way to deal with it. PullNamedsFirst=0

Yea... I was thinking an ini section in [Pull] would be ideal for this...

Also, I tried this mod out... Anyone else have random casters spreading out and running all over when combat starts?
I made sure I have ScatterOn = 0 and in [Melee] I set FaceMob=0 on all my casters, and it still happens... Went back to the official release because of the pulling named training / random toon sprawl
 
Re: KissAssist 1.0.0.4 EqMule Edition

Added feature for assisting chars to move closer to mobs if they cant see them.
NOTE: this only works IF you have a navmesh loaded.
The reason: I wanted my enchanter to be able to mezz mobs that are within range of him but he cant see them
Same thing for wizards, My wiz was behind a stone or a tree but within 50 feet of the mob and would not cast.
Now he smootly walks up to the mob and starts nuking it.
In a future update, I should probably make this an inisetting. For now its just on always...
I consider this feature beta atm.

They probably spread out because they don't have lineofsight, I'm going to make it a setting.

It's not an ideal feature if you camp a spot where they need to stay put no matter what.

(On a personal note I have my campradius set to 10, so they will always go right back to where I start them,but I kinda like the spread during fights, cause it's totally random... it actually makes it look like there are a few nervous players that can't sit still at the exact same spot for 6 hours...) (like when you group with real players)
 
Re: KissAssist 1.0.0.4 EqMule Edition

They probably spread out because they don't have lineofsight, I'm going to make it a setting.

It's not an ideal feature if you camp a spot where they need to stay put no matter what.

(On a personal note I have my campradius set to 10, so they will always go right back to where I start them,but I kinda like the spread during fights, cause it's totally random... it actually makes it look like there are a few nervous players that can't sit still at the exact same spot for 6 hours...) (like when you group with real players)

Yea... I was doing a campradius of 10-15, so they would move back... but some of them the distance they moved = pulled more mobs. There is no upper limit on the spread it seems.
I agree with the random spreading looking less automated, but if they spread and ping right back to camp when the mobs die... that's pretty robotic.

I also run my own set of AFK tools, so getting close enough to actually see me is going to be rare / hidden GM maybe?
 
Re: KissAssist 1.0.0.4 EqMule Edition

Campradius=10 is too small and will almost always cause problems. Anything under 20 is really too small for the way Kiss calculates things and how Mq2moveutils moves people around.
 
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Re: KissAssist 1.0.0.4 EqMule Edition

Never ever had a problem with campradius 10 (for my casters), it puts my guys back where I want them, the enchanter is the only one I have set at 50 cause that's the ae mez radius...

But I hear what you are saying.

I suspect campradius when it was first implemented was very simple, only attack when mobs gets within the camp radius...
But as the codebase grew, it is used all over the place for some other scenarios as well, which makes it difficult to deal with... I want to go over all places it is used and revert it back to where it has nothing to do with returning to the camp or pulling at all.
 
Last edited:
Re: KissAssist 1.0.0.4 EqMule Edition

Coming tomorrow after patch: ActNatural (tm) pulling ;)
ActNatural=1 by default because well, I think it's awesome.
Basically it will do the little "pulldance" everyone does that pulls manually when returning to camp, (turn right or left slightly then step back or forth a feet or so while "kinda" facing the mob) the "dance" is a bit random as well, so even if watched, there is no pattern to it. I think it looks very good!


Also added some other stuff like ScatterOn has been renamed to just Scatter and it's now the distance you want to random on. So Scatter=0 means don't Scatter and Scatter=10 would mean random within a radius of 10 feet.
I also added a setting for PullNamedsFirst=0 which means it's off by default.
 
Last edited:
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