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🔥 HOTKEYS OFICIAIS RESETWAR 🔥

⚡ COMBOS EXP ⚡
macro(9500, "Combo XP", function()
    if not g_game.isOnline() then return end

    local comboItems = {
        6547, -- Potion 2x
        6548, -- Potion 3x
        6549, -- Potion 4x
        6551, -- Potion 5x

        6541, -- Egg 6x
        6542, -- Egg 7x
        6543, -- Egg 8x
        6544, -- Egg 9x
        6545  -- Egg 10x
    }

    local delay = 350

    local function useItemById(id)
        local item = findItem(id)
        if item then
            g_game.use(item)
            return true
        end
        return false
    end

    for i, id in ipairs(comboItems) do
        schedule(i * delay, function()
            if g_game.isOnline() then
                useItemById(id)
            end
        end)
    end

    -- stamina no final
    schedule(#comboItems * delay + 1000, function()
        if g_game.isOnline() then
            useItemById(9087)
        end
    end)
end)
⚡ Cortar GRAV (Machete)
local config = {
  machete = 3308,
  WGWallId = 2130
}

function getNearTiles(pos)
  if type(pos) ~= "table" then pos = pos:getPosition() end
  local tiles = {}
  local dirs = {
      {-1, 1}, {0, 1}, {1, 1}, {-1, 0}, {1, 0}, {-1, -1}, {0, -1}, {1, -1}
  }
  for i = 1, #dirs do
      local tile = g_map.getTile({
          x = pos.x - dirs[i][1],
          y = pos.y - dirs[i][2],
          z = pos.z
      })
      if tile then table.insert(tiles, tile) end
  end
  return tiles
end

addIcon("TramontinaIcon", {item={id=config.machete, count=1}, text="Machete"}, macro(200, function()
  for _, t in ipairs(getNearTiles(pos())) do
    local topT = t:getTopThing()
    if topT and topT:getId() == config.WGWallId then
      return useWith(config.machete, topT)
    end
  end
end))
⚡ Cura Sio Guild / Party
local hpAmigos = 70
local magiacura = 'Exura Sio "'

macro(400, "Curar Party e Guild",function()
  local jogadorlocal = g_game.getLocalPlayer()
  if jogadorlocal:getHealth()/jogadorlocal:getMaxHealth() > 0.5 then
    for i,vida in pairs(g_map.getSpectators(jogadorlocal:getPosition())) do 
      if vida:getId() ~= jogadorlocal:getId() 
      and vida:getHealthPercent() <= hpAmigos 
      and (vida:getShield() == 3 or vida:getEmblem() == 1) then 
        say(magiacura .. vida:getName())   
      end    
    end 
  end 
end)
⚡ Esconder Sprite
sprh = macro(500, "esconder sprite", function() end)

onAddThing(function(tile, thing)
  if sprh.isOff() then return end
  if thing:isEffect() then
    thing:hide()
  end
end)
⚡ Esconder Msg Laranja
TH = macro(500, "esconder msg laranja", function() end)

onStaticText(function(thing, text)
  if TH.isOff() then return end
  if not text:find('says:') then
    g_map.cleanTexts()
  end
end)
⚡ Follow Player (Sistema Completo)
setDefaultTab("MAIN")

local batTab = addTab("MAIN")
addSeparator("sep", batTab)
Panels.AttackSpell(batTab)
addSeparator("sep", batTab)
Panels.AttackItem(batTab)
addSeparator("sep", batTab)
Panels.AttackLeaderTarget(MainTab)
addSeparator("sep", MainTab)

setDefaultTab("MAIN")

FollowPlayer = {
    targetId = nil,
    obstaclesQueue = {},
    obstacleWalkTime = 0,
    currentTargetId = nil,
    keyToClearTarget = 'Escape',
    walkDirTable = {
        [0] = {'y', -1},
        [1] = {'x', 1},
        [2] = {'y', 1},
        [3] = {'x', -1},
    },
    flags = {
        ignoreNonPathable = true,
        precision = 0,
        ignoreCreatures = true
    },
    jumpSpell = {
        up = 'exani hur "up',
        down = 'exani hur "down'
    },
    defaultItem = 1111,
    defaultSpell = 'jump',
    customIds = {
        {
            id = 1948,
            castSpell = false
        },
        {
            id = 595,
            castSpell = false
        },
        {
            id = 1067,
            castSpell = false
        },
        {
            id = 1080,
            castSpell = false
        },
        {
            id = 386,
            castSpell = true
        },
    }
};


FollowPlayer.distanceFromPlayer = function(position)
    local distx = math.abs(posx() - position.x);
    local disty = math.abs(posy() - position.y);

    return math.sqrt(distx * distx + disty * disty);
end

FollowPlayer.walkToPathDir = function(path)
    if (path) then
        g_game.walk(path[1], false);
    end
end

FollowPlayer.getDirection = function(playerPos, direction)
    local walkDir = FollowPlayer.walkDirTable[direction];
    if (walkDir) then
        playerPos[walkDir[1]] = playerPos[walkDir[1]] + walkDir[2];
    end
    return playerPos;
end


FollowPlayer.checkItemOnTile = function(tile, table)
    if (not tile) then return nil end;
    for _, item in ipairs(tile:getItems()) do
        local itemId = item:getId();
        for _, itemSelected in ipairs(table) do
            if (itemId == itemSelected.id) then
                return itemSelected;
            end
        end
    end
    return nil;
end

FollowPlayer.shiftFromQueue = function()
    g_game.cancelFollow();
    table.remove(FollowPlayer.obstaclesQueue, 1);
end

FollowPlayer.checkIfWentToCustomId = function(creature, newPos, oldPos, scheduleTime)
    local tile = g_map.getTile(oldPos);

    local customId = FollowPlayer.checkItemOnTile(tile, FollowPlayer.customIds);

    if (not customId) then return; end

    if (not scheduleTime) then
        scheduleTime = 0;
    end

    schedule(scheduleTime, function()
        if (oldPos.z == posz() or #FollowPlayer.obstaclesQueue > 0) then
            table.insert(FollowPlayer.obstaclesQueue, {
                oldPos = oldPos,
                newPos = newPos,
                tilePos = oldPos,
                customId = customId,
                tile = g_map.getTile(oldPos),
                isCustom = true
            });
            g_game.cancelFollow();
        end
    end);
end


FollowPlayer.checkIfWentToStair = function(creature, newPos, oldPos, scheduleTime)

    if (g_map.getMinimapColor(oldPos) ~= 210) then return; end
    local tile = g_map.getTile(oldPos);

    if (tile:isPathable()) then return; end

    if (not scheduleTime) then
        scheduleTime = 0;
    end

    schedule(scheduleTime, function()
        if (oldPos.z == posz() or #FollowPlayer.obstaclesQueue > 0) then
            table.insert(FollowPlayer.obstaclesQueue, {
                oldPos = oldPos,
                newPos = newPos,
                tilePos = oldPos,
                tile = tile,
                isStair = true
            });
            g_game.cancelFollow();
        end
    end);
end


FollowPlayer.checkIfWentToDoor = function(creature, newPos, oldPos)
    if (FollowPlayer.obstaclesQueue[1] and FollowPlayer.distanceFromPlayer(newPos) < FollowPlayer.distanceFromPlayer(oldPos)) then return; end
    if (math.abs(newPos.x - oldPos.x) == 2 or math.abs(newPos.y - oldPos.y) == 2) then
            

        local doorPos = {
            z = oldPos.z
        }

        local directionX = oldPos.x - newPos.x
        local directionY = oldPos.y - newPos.y

        if math.abs(directionX) > math.abs(directionY) then

            if directionX > 0 then
                doorPos.x = newPos.x + 1
                doorPos.y = newPos.y
            else
                doorPos.x = newPos.x - 1
                doorPos.y = newPos.y
            end
        else
            if directionY > 0 then
                doorPos.x = newPos.x
                doorPos.y = newPos.y + 1
            else
                doorPos.x = newPos.x
                doorPos.y = newPos.y - 1
            end
        end

        local doorTile = g_map.getTile(doorPos);

        if (not doorTile:isPathable() or doorTile:isWalkable()) then return; end

        table.insert(FollowPlayer.obstaclesQueue, {
            newPos = newPos,
            tilePos = doorPos,
            tile = doorTile,
            isDoor = true,
        });
        g_game.cancelFollow();
    end
end


FollowPlayer.checkifWentToJumpPos = function(creature, newPos, oldPos)
    local pos1 = { x = oldPos.x - 1, y = oldPos.y - 1 };
    local pos2 = { x = oldPos.x + 1, y = oldPos.y + 1 };

    local hasStair = nil
    for x = pos1.x, pos2.x do
        for y = pos1.y, pos2.y do
            local tilePos = { x = x, y = y, z = oldPos.z };
            if (g_map.getMinimapColor(tilePos) == 210) then
                hasStair = true;
                goto continue;
            end
        end
    end
    ::continue::

    if (hasStair) then return; end

    local spell = newPos.z > oldPos.z and FollowPlayer.jumpSpell.down or FollowPlayer.jumpSpell.up;
    local dir = creature:getDirection();

    if (newPos.z > oldPos.z) then
        spell = FollowPlayer.jumpSpell.down;
    end

    table.insert(FollowPlayer.obstaclesQueue, {
        oldPos = oldPos,
        oldTile = g_map.getTile(oldPos),
        spell = spell,
        dir = dir,
        isJump = true,
    });
    g_game.cancelFollow();
end


onCreaturePositionChange(function(creature, newPos, oldPos)
    if (FollowPlayer.mainMacro.isOff()) then return; end

    if creature:getId() == FollowPlayer.currentTargetId and newPos and oldPos and oldPos.z == newPos.z then
        FollowPlayer.checkIfWentToDoor(creature, newPos, oldPos);
    end
end);


onCreaturePositionChange(function(creature, newPos, oldPos)
    if (FollowPlayer.mainMacro.isOff()) then return; end

    if creature:getId() == FollowPlayer.currentTargetId and newPos and oldPos and oldPos.z == posz() and oldPos.z ~= newPos.z then
        FollowPlayer.checkifWentToJumpPos(creature, newPos, oldPos);
    end
end);


onCreaturePositionChange(function(creature, newPos, oldPos)
    if (FollowPlayer.mainMacro.isOff()) then return; end

    if creature:getId() == FollowPlayer.currentTargetId and oldPos and g_map.getMinimapColor(oldPos) == 210 then
        local scheduleTime = oldPos.z == posz() and 0 or 250;

        FollowPlayer.checkIfWentToStair(creature, newPos, oldPos, scheduleTime);
    end
end);



onCreaturePositionChange(function(creature, newPos, oldPos)
    if (FollowPlayer.mainMacro.isOff()) then return; end
    if creature:getId() == FollowPlayer.currentTargetId and oldPos and oldPos.z == posz() and (not newPos or oldPos.z ~= newPos.z) then
        FollowPlayer.checkIfWentToCustomId(creature, newPos, oldPos);
    end
end);


macro(1, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end

    if (FollowPlayer.obstaclesQueue[1] and ((not FollowPlayer.obstaclesQueue[1].isJump and FollowPlayer.obstaclesQueue[1].tilePos.z ~= posz()) or (FollowPlayer.obstaclesQueue[1].isJump and FollowPlayer.obstaclesQueue[1].oldPos.z ~= posz()))) then
        table.remove(FollowPlayer.obstaclesQueue, 1);
    end
end);



macro(100, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end
    if (FollowPlayer.obstaclesQueue[1] and FollowPlayer.obstaclesQueue[1].isStair) then
        local start = now
        local playerPos = pos();
        local walkingTile = FollowPlayer.obstaclesQueue[1].tile;
        local walkingTilePos = FollowPlayer.obstaclesQueue[1].tilePos;

        if (FollowPlayer.distanceFromPlayer(walkingTilePos) < 2) then
            if (FollowPlayer.obstacleWalkTime < now) then
                local nextFloor = g_map.getTile(walkingTilePos); -- workaround para caso o TILE descarregue, conseguir pegar os atributos ainda assim.
                if (nextFloor:isPathable()) then
                    FollowPlayer.obstacleWalkTime = now + 250;
                    use(nextFloor:getTopUseThing());
                else
                    FollowPlayer.obstacleWalkTime = now + 250;
                    FollowPlayer.walkToPathDir(findPath(playerPos, walkingTilePos, 1, { ignoreCreatures = false, precision = 0, ignoreNonPathable = true }));
                end
                FollowPlayer.shiftFromQueue();
                return 
            end
        end
        local path = findPath(playerPos, walkingTilePos, 50, { ignoreNonPathable = true, precision = 0, ignoreCreatures = false });
        if (path == nil or #path <= 1) then
            if (path == nil) then
                use(walkingTile:getTopUseThing());
            end
            return
        end
        
        local tileToUse = playerPos;
        for i, value in ipairs(path) do
            if (i > 5) then break; end
            tileToUse = FollowPlayer.getDirection(tileToUse, value);
        end
        tileToUse = g_map.getTile(tileToUse);
        if (tileToUse) then
            use(tileToUse:getTopUseThing());
        end
    end
end);


macro(1, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end

    if (FollowPlayer.obstaclesQueue[1] and FollowPlayer.obstaclesQueue[1].isDoor) then
        local playerPos = pos();
        local walkingTile = FollowPlayer.obstaclesQueue[1].tile;
        local walkingTilePos = FollowPlayer.obstaclesQueue[1].tilePos;
        if (table.compare(playerPos, FollowPlayer.obstaclesQueue[1].newPos)) then
            FollowPlayer.obstacleWalkTime = 0;
            FollowPlayer.shiftFromQueue();
        end
        
        local path = findPath(playerPos, walkingTilePos, 50, { ignoreNonPathable = true, precision = 0, ignoreCreatures = false });
        if (path == nil or #path <= 1) then
            if (path == nil) then

                if (FollowPlayer.obstacleWalkTime < now) then
                    g_game.use(walkingTile:getTopThing());
                    FollowPlayer.obstacleWalkTime = now + 500;
                end
            end
            return
        end
    end
end);


macro(100, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end
    
    if (FollowPlayer.obstaclesQueue[1] and FollowPlayer.obstaclesQueue[1].isJump) then
        local playerPos = pos();
        local walkingTilePos = FollowPlayer.obstaclesQueue[1].oldPos;
        local distance = FollowPlayer.distanceFromPlayer(walkingTilePos);
        if (playerPos.z ~= walkingTilePos.z) then
            FollowPlayer.shiftFromQueue();
            return;
        end

        local path = findPath(playerPos, walkingTilePos, 50, { ignoreNonPathable = true, precision = 0, ignoreCreatures = false });
        
        if (distance == 0) then
            g_game.turn(FollowPlayer.obstaclesQueue[1].dir);
            schedule(50, function()
                if (FollowPlayer.obstaclesQueue[1]) then
                    say(FollowPlayer.obstaclesQueue[1].spell);
                end
            end)
            return;
        elseif (distance < 2) then
            local nextFloor = g_map.getTile(walkingTilePos); -- workaround para caso o TILE descarregue, conseguir pegar os atributos ainda assim.
            if (FollowPlayer.obstacleWalkTime < now) then
                FollowPlayer.walkToPathDir(findPath(playerPos, walkingTilePos, 1, { ignoreCreatures = false, precision = 0, ignoreNonPathable = true }));
                FollowPlayer.obstacleWalkTime = now + 500;
            end
            return 
        elseif (distance >= 2 and distance < 5 and path) then
            use(FollowPlayer.obstaclesQueue[1].oldTile:getTopUseThing());
        elseif (path) then
            local tileToUse = playerPos;
            for i, value in ipairs(path) do
                if (i > 5) then break; end
                tileToUse = FollowPlayer.getDirection(tileToUse, value);
            end
            tileToUse = g_map.getTile(tileToUse);
            if (tileToUse) then
                use(tileToUse:getTopUseThing());
            end
        end
    end
end);


macro(100, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end
    
    if (FollowPlayer.obstaclesQueue[1] and FollowPlayer.obstaclesQueue[1].isCustom) then
        local playerPos = pos();
        local walkingTile = FollowPlayer.obstaclesQueue[1].tile;
        local walkingTilePos = FollowPlayer.obstaclesQueue[1].tilePos;
        local distance = FollowPlayer.distanceFromPlayer(walkingTilePos);
        if (playerPos.z ~= walkingTilePos.z) then
            FollowPlayer.shiftFromQueue();
            return;
        end
        
        if (distance == 0) then
            if (FollowPlayer.obstaclesQueue[1].customId.castSpell) then
                say(FollowPlayer.defaultSpell);
                return;
            end
        elseif (distance < 2) then
            local item = findItem(FollowPlayer.defaultItem)
            if (FollowPlayer.obstaclesQueue[1].customId.castSpell or not item) then
                local nextFloor = g_map.getTile(walkingTilePos); -- workaround para caso o TILE descarregue, conseguir pegar os atributos ainda assim.
                if (FollowPlayer.obstacleWalkTime < now) then
                    FollowPlayer.walkToPathDir(findPath(playerPos, walkingTilePos, 1, { ignoreCreatures = false, precision = 0, ignoreNonPathable = true }));
                    FollowPlayer.obstacleWalkTime = now + 500;
                end
            elseif (item) then
                g_game.useWith(item, walkingTile);
                FollowPlayer.shiftFromQueue();
            end
            return 
        end

        local path = findPath(playerPos, walkingTilePos, 50, { ignoreNonPathable = true, precision = 0, ignoreCreatures = false });
        if (path == nil or #path <= 1) then
            if (path == nil) then
                use(walkingTile:getTopUseThing());
            end
            return
        end
        
        local tileToUse = playerPos;
        for i, value in ipairs(path) do
            if (i > 5) then break; end
            tileToUse = FollowPlayer.getDirection(tileToUse, value);
        end
        tileToUse = g_map.getTile(tileToUse);
        if (tileToUse) then
            use(tileToUse:getTopUseThing());
        end
    end
end);


addTextEdit("FollowPlayer", storage.FollowPlayerName or "Nome do player", function(widget, text)
    storage.FollowPlayerName = text;
end);

FollowPlayer.mainMacro = macro(200, 'Follow Player', function()
    local followingPlayer = g_game.getFollowingCreature();
    local playerToFollow = getCreatureByName(storage.FollowPlayerName);
    if (not playerToFollow) then return; end
    if (not findPath(pos(), playerToFollow:getPosition(), 50, { ignoreNonPathable = true, precision = 0, ignoreCreatures = true })) then
        if (followingPlayer and followingPlayer:getId() == playerToFollow:getId()) then
            delay(1500);
            return g_game.cancelFollow();
        end
    elseif (not followingPlayer and playerToFollow) then
        g_game.follow(playerToFollow);
    end
end);


macro(50, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end
    local playerToFollow = getCreatureByName(storage.FollowPlayerName);

    if (playerToFollow and FollowPlayer.currentTargetId ~= playerToFollow:getId()) then
        FollowPlayer.currentTargetId = playerToFollow:getId();
    end
end);

macro(1000, function()
    if (FollowPlayer.mainMacro.isOff()) then return; end
    local target = g_game.getFollowingCreature();


    if (target) then
        local targetPos = target:getPosition();

        if (not targetPos or targetPos.z ~= posz()) then
            g_game.cancelFollow();
        end
    end
end);
⚡ Target Todos Monstros
macro(1, "Target MOBS", function()
  local battlelist = getSpectators()
  local closest = 12
  local lowesthpc = 101
  for key, val in pairs(battlelist) do
    if val:isMonster() then
      if getDistanceBetween(player:getPosition(), val:getPosition()) <= closest then
        closest = getDistanceBetween(player:getPosition(), val:getPosition())
        if val:getHealthPercent() < lowesthpc then
          lowesthpc = val:getHealthPercent()
        end
      end
    end
  end
  for key, val in pairs(battlelist) do
    if val:isMonster() then
      if getDistanceBetween(player:getPosition(), val:getPosition()) <= closest then
        if g_game.getAttackingCreature() ~= val and val:getHealthPercent() <= lowesthpc then
          g_game.attack(val)
          delay(100)
          break
        end
      end
    end
  end
end)
⚡ Ativar Aura
macro(5000, "AURA 1", function()
  if aura ~= false then
    aura = false
    say("!aura1 on")
  end
end)
⚡ Coletar Itens do Chão
local idz = {2644, 3043}

macro(100, "Coletar itens do chão", function()
  local z = posz()
  for _, tile in ipairs(g_map.getTiles(z)) do
    if z ~= posz() then return end
    if getDistanceBetween(pos(), tile:getPosition()) <= 10 then
      if table.find(idz, tile:getTopLookThing():getId()) then
        g_game.move(tile:getTopLookThing(), {x = 65535, y=SlotBack, z=0}, tile:getTopLookThing():getCount())
      end
    end
  end
end)
⚡ Auto Cast (UI Completa)
storage.autoCastText = storage.autoCastText or "!cast on"
storage.autoCastActive = storage.autoCastActive or false

local autoCastMacro = macro(15000, function()
  if storage.autoCastText then
    say(storage.autoCastText)
  end
end)

if not storage.autoCastActive then autoCastMacro.setOff() end
⚡ Stamina Potion
local potionsId = {9087}
local minStaminaHoursLeft = 41

macro(1000, "Stamina Potion", function()
  if stamina() < minStaminaHoursLeft * 60 then
    for _, potId in ipairs(potionsId) do
      if findItem(potId) then
        return g_game.use(findItem(potId))
      end
    end
  end
end)
⚡ Auto Mana Shield
macro(100, "Auto Mana Shield", function(m)
  if not hasManaShield() then
    say("Utamo Vita")
  end
  schedule(100, function()
    if m.isOff() then
      say("Exana Vita")
    end
  end)
end)
⚡ Bug Map
local function checkPos(x, y)
  local xyz = g_game.getLocalPlayer():getPosition()
  xyz.x = xyz.x + x
  xyz.y = xyz.y + y
  local tile = g_map.getTile(xyz)
  if tile then
    return g_game.use(tile:getTopUseThing())
  end
end

macro(1, 'Bug Map', function()
  if modules.corelib.g_keyboard.isKeyPressed('w') then checkPos(0, -5)
  elseif modules.corelib.g_keyboard.isKeyPressed('s') then checkPos(0, 5)
  end
end)
⚡ Abrir Bag Principal
macro(1000, "Abrir Bag Principal", function()
  local bpItem = getBack()
  local bp = getContainer(0)

  if not bp and bpItem ~= nil then
    g_game.open(bpItem)
  end
end)
⚡ Revidar Players
local revidar = false

addSwitch("revidar", "revidar", function(widget)
  revidar = not revidar
  widget:setOn(revidar)
end)

onTextMessage(function(mode, text)
  if revidar == true and not g_game.getAttackingCreature() and string.find(text, "You lose") then
    local targetName = string.sub(text, string.find(text, " [^ ]*$") + 1, #text - 1)
    local target = getPlayerByName(targetName)
    if target then
      g_game.attack(target)
    end
  end
end)
⚡ Usar Magia de Cura (95%)
macro(200, "Exura Vita 95%", function()
  if hppercent() < 95 then
    say("exura vita")
  end
end)
⚡ Auto Reset (!reset)
macro(10000, "Auto !reset", function()
  say("!reset")
end)
⚡ Auto Arrow 3321
macro(200, "Auto Arrow 3321", function()
  local ammo = getSlot(InventorySlotAmmo)

  -- se acabou ou não é o item 3321
  if not ammo or ammo.id ~= 3321 then
    local item = findItem(3321)
    if item then
      g_game.move(item, {x = 65535, y = InventorySlotAmmo, z = 0}, item.count)
    end
  end
end)
⚔️ Travar no Target
macro(200, "Travar no Target", function()
  if g_game.isAttacking() then
    oldTarget = g_game.getAttackingCreature()
  end
  if oldTarget and oldTarget:getPosition() then
    if not g_game.isAttacking() and getDistanceBetween(pos(), oldTarget:getPosition()) <= 8 then
      if oldTarget:getPosition().z == posz() then
        g_game.attack(oldTarget)
      end
    end
  end
end)
Monster of the Week Monster Pedestal and Players Online Box
28
Players Online
1 -     Resetwar Resetwar
679 Frags
2 -     Nobody Nobody
406 Frags
3 -     Deus Cria Nos Mata Deus Cria Nos Mata
4 Frags
4 -     Comecu Comecu
1 Frags
5 -     The Big The Big
1 Frags
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