Thread: [TUT]Working Skillcape Emotes v2 CHANGED

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  1. #1 [TUT]Working Skillcape Emotes v2 CHANGED 
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    First of all the Other tutorial on this site looks to me 100% leeched because the person has not posted credits to whomever made it..
    This TUTORIAL can be found on moparscape originaly i have altered somethings on CapeEmote Void you can find the orignal link here - [Only registered and activated users can see links. ]


    Description: Adding Skillcape Emotes to ur server and making it so it wont spam other peoples chatbox ONLY YOURS


    Difficulty: 1/10

    Assumed Knowledge: Adding Voids + altering your emote tabs and stuff

    Tested Server: Penorscape (my own) but its works on most

    Files/Classes Modified: client.java

    Procedure
    Step 1: Find:
    Code:
    superRestore = false;
    Step 2: Add this under it
    Code:
        }
    }
    
    public void capeEmote() {
    if (playerEquipment[playerCape] == 10704) { //attack
                  stillgfx(346, absY, absX);
                  stillgfx(427, absY, absX);
                  stillgfx(83, absY, absX);
          setAnimation(2890);
                  sendMessage("An attack skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[0]);
                playerLevel[0] += 1;
                sendFrame126(""+playerLevel[0]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
     if (playerEquipment[playerCape] == 10705) { //attack
                  stillgfx(346, absY, absX);
                  stillgfx(427, absY, absX);
                  stillgfx(83, absY, absX);
          setAnimation(2890);
                  sendMessage("An attack skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[0]);
                playerLevel[0] += 1;
                sendFrame126(""+playerLevel[0]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10707) { //strength
                  stillgfx(406, absY, absX);
                  stillgfx(327, absY, absX);
                  stillgfx(436, absY, absX);
          setAnimation(750);
                  sendMessage("A strength skill cape.");
    playerLevel[2] = getLevelForXP(playerXP[2]);
                playerLevel[2] += 1;
                sendFrame126(""+playerLevel[2]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
     if (playerEquipment[playerCape] == 10708) { //strength
                  stillgfx(406, absY, absX);
                  stillgfx(327, absY, absX);
                  stillgfx(436, absY, absX);
          setAnimation(750);
                  sendMessage("A strength skill cape.");
    playerLevel[2] = getLevelForXP(playerXP[2]);
                playerLevel[2] += 1;
                sendFrame126(""+playerLevel[2]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10710) { //defence
                  stillgfx(8, absY, absX);
                  stillgfx(57, absY, absX);
                  stillgfx(240, absY, absX);
          setAnimation(2720);
                  sendMessage("A defence skill cape.");
    playerLevel[1] = getLevelForXP(playerXP[1]);
                playerLevel[1] += 1;
                sendFrame126(""+playerLevel[1]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10711) { //defence
                  stillgfx(8, absY, absX);
                  stillgfx(57, absY, absX);
                  stillgfx(240, absY, absX);
          setAnimation(2720);
                  sendMessage("A defence skill cape.");
    playerLevel[1] = getLevelForXP(playerXP[1]);
                playerLevel[1] += 1;
                sendFrame126(""+playerLevel[1]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10725) { //hitpoints
                  stillgfx(444, absY, absX);
                  stillgfx(574, absY, absX);
                  stillgfx(199, absY, absX);
             stillgfx(293, absY, absX);
          setAnimation(1500);
                  sendMessage("A hitpoints skill cape.");
    playerLevel[3] = getLevelForXP(playerXP[3]);
                playerLevel[3] += 1;
                sendFrame126(""+playerLevel[3]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
     if (playerEquipment[playerCape] == 10726) { //hitpoints
                  stillgfx(444, absY, absX);
                  stillgfx(574, absY, absX);
                  stillgfx(199, absY, absX);
             stillgfx(293, absY, absX);
          setAnimation(1500);
                  sendMessage("A hitpoints skill cape.");
    playerLevel[3] = getLevelForXP(playerXP[3]);
                playerLevel[3] += 1;
                sendFrame126(""+playerLevel[3]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10713) { //ranging
                  stillgfx(472, absY, absX);
                  stillgfx(474, absY, absX);
                  stillgfx(325, absY, absX);
             stillgfx(0, absY, absX);
          setAnimation(426);      
                  sendMessage("A ranging skill cape.");
    playerLevel[4] = getLevelForXP(playerXP[4]);
                playerLevel[4] += 1;
                sendFrame126(""+playerLevel[4]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
    if (playerEquipment[playerCape] == 10714) { //ranging
                  stillgfx(472, absY, absX);
                  stillgfx(474, absY, absX);
                  stillgfx(325, absY, absX);
             stillgfx(0, absY, absX);
          setAnimation(426);      
                  sendMessage("A ranging skill cape.");
    playerLevel[4] = getLevelForXP(playerXP[4]);
                playerLevel[4] += 1;
                sendFrame126(""+playerLevel[4]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10716) { //prayer
                  stillgfx(293, absY, absX);
                  stillgfx(281, absY, absX);
                  stillgfx(327, absY, absX);
                  stillgfx(431, absY, absX);
          setAnimation(1331);
                  sendMessage("A prayer skill cape.");
    playerLevel[5] = getLevelForXP(playerXP[5]);
                playerLevel[5] += 1;
                sendFrame126(""+playerLevel[5]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
     if (playerEquipment[playerCape] == 10717) { //prayer
                  stillgfx(293, absY, absX);
                  stillgfx(281, absY, absX);
                  stillgfx(327, absY, absX);
                  stillgfx(431, absY, absX);
          setAnimation(1331);
                  sendMessage("A prayer skill cape.");
    playerLevel[5] = getLevelForXP(playerXP[5]);
                playerLevel[5] += 1;
                sendFrame126(""+playerLevel[5]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10719) { //magic
                  stillgfx(409, absY, absX);
                  stillgfx(498, absY, absX);
                  stillgfx(497, absY, absX);
          setAnimation(811);
                  sendMessage("A magic skill cape.");
    playerLevel[6] = getLevelForXP(playerXP[6]);
                playerLevel[6] += 1;
                sendFrame126(""+playerLevel[6]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10720) { //magic
                  stillgfx(409, absY, absX);
                  stillgfx(498, absY, absX);
                  stillgfx(497, absY, absX);
          setAnimation(811);
                  sendMessage("A magic skill cape.");
    playerLevel[6] = getLevelForXP(playerXP[6]);
                playerLevel[6] += 1;
                sendFrame126(""+playerLevel[6]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10758) { //cooking
                  stillgfx(563, absY +1, absX);
          setAnimation(883);
                  sendMessage("A cooking skill cape.");
    playerLevel[7] = getLevelForXP(playerXP[7]);
                playerLevel[7] += 1;
                sendFrame126(""+playerLevel[7]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
    if (playerEquipment[playerCape] == 10759) { //cooking
                  stillgfx(563, absY +1, absX);
          setAnimation(883);
                  sendMessage("A cooking skill cape.");
    playerLevel[7] = getLevelForXP(playerXP[7]);
                playerLevel[7] += 1;
                sendFrame126(""+playerLevel[7]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10764) { //wood
                  stillgfx(187, absY, absX);
                  stillgfx(247, absY, absX);
                  sendMessage("A woodcutting skill cape.");
    playerLevel[8] = getLevelForXP(playerXP[8]);
                playerLevel[8] += 1;
                sendFrame126(""+playerLevel[8]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
    if (playerEquipment[playerCape] == 10765) { //wood
                  stillgfx(187, absY, absX);
                  stillgfx(247, absY, absX);
                  sendMessage("A woodcutting skill cape.");
    playerLevel[8] = getLevelForXP(playerXP[8]);
                playerLevel[8] += 1;
                sendFrame126(""+playerLevel[8]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10740) { //fletch
                  stillgfx(588, absY, absX);
                  sendMessage("A fletching skill cape.");
    playerLevel[9] = getLevelForXP(playerXP[9]);
                playerLevel[9] += 1;
                sendFrame126(""+playerLevel[9]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
      if (playerEquipment[playerCape] == 10741) { //fletch
                  stillgfx(588, absY, absX);
                  sendMessage("A fletching skill cape.");
    playerLevel[9] = getLevelForXP(playerXP[9]);
                playerLevel[9] += 1;
                sendFrame126(""+playerLevel[9]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10755) { //fish
                  pEmote = 0x2575;
                  stillgfx(68, absY, absX);
                  sendMessage("A fishing skill cape.");
    playerLevel[10] = getLevelForXP(playerXP[10]);
                playerLevel[10] += 1;
                sendFrame126(""+playerLevel[10]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10756) { //fish
                  pEmote = 0x2575;
                  stillgfx(68, absY, absX);
                  sendMessage("A fishing skill cape.");
    playerLevel[10] = getLevelForXP(playerXP[10]);
                playerLevel[10] += 1;
                sendFrame126(""+playerLevel[10]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10761) { //firemaking
                  stillgfx(453, absY, absX);
                  stillgfx(446, absY, absX);
                  sendMessage("A firemaking skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[11]);
                playerLevel[11] += 1;
                sendFrame126(""+playerLevel[11]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10762) { //firemaking
                  stillgfx(453, absY, absX);
                  stillgfx(446, absY, absX);
                  sendMessage("A firemaking skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[11]);
                playerLevel[11] += 1;
                sendFrame126(""+playerLevel[11]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10737) { //crafting
                  stillgfx(239, absY, absX);
                  sendMessage("A crafting skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[12]);
                playerLevel[12] += 1;
                sendFrame126(""+playerLevel[12]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10738) { //crafting
                  stillgfx(239, absY, absX);
                  sendMessage("A crafting skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[12]);
                playerLevel[12] += 1;
                sendFrame126(""+playerLevel[12]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10752) { //smithing
                  stillgfx(436, absY, absX);
                  sendMessage("A smithing skill cape.");
    playerLevel[13] = getLevelForXP(playerXP[13]);
                playerLevel[13] += 1;
                sendFrame126(""+playerLevel[13]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10753) { //smithing
                  stillgfx(436, absY, absX);
                  sendMessage("A smithing skill cape.");
    playerLevel[13] = getLevelForXP(playerXP[13]);
                playerLevel[13] += 1;
                sendFrame126(""+playerLevel[13]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10749) { //mining
                  stillgfx(287, absY, absX);
                  sendMessage("A mining skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[14]);
                playerLevel[14] += 1;
                sendFrame126(""+playerLevel[14]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10750) { //mining
                  stillgfx(287, absY, absX);
                  sendMessage("A mining skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[14]);
                playerLevel[14] += 1;
                sendFrame126(""+playerLevel[14]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10731) { //herblore
                  stillgfx(267, absY, absX);
                  stillgfx(255, absY, absX);
                  stillgfx(259, absY, absX);
                  stillgfx(352, absY, absX);
                  sendMessage("An herblore skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[15]);
                playerLevel[15] += 1;
                sendFrame126(""+playerLevel[15]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10732) { //herblore
                  stillgfx(267, absY, absX);
                  stillgfx(255, absY, absX);
                  stillgfx(259, absY, absX);
                  stillgfx(352, absY, absX);
                  sendMessage("An herblore skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[15]);
                playerLevel[15] += 1;
                sendFrame126(""+playerLevel[15]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10728) { //agility
                  stillgfx(422, absY, absX);
                  stillgfx(60, absY, absX);
                  stillgfx(62, absY, absX);
          setAnimation(747);
                  sendMessage("An agility skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[16]);
                playerLevel[16] += 1;
                sendFrame126(""+playerLevel[16]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10729) { //agility
                  stillgfx(422, absY, absX);
                  stillgfx(60, absY, absX);
                  stillgfx(62, absY, absX);
          setAnimation(747);
                  sendMessage("An agility skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[16]);
                playerLevel[16] += 1;
                sendFrame126(""+playerLevel[16]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10734) { //thieving
                  stillgfx(421, absY, absX);
                  stillgfx(143, absY, absX);
                  sendMessage("A thieving skill cape.");
    playerLevel[17] = getLevelForXP(playerXP[17]);
                playerLevel[17] += 1;
                sendFrame126(""+playerLevel[17]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
     if (playerEquipment[playerCape] == 10735) { //thieving
                  stillgfx(421, absY, absX);
                  stillgfx(143, absY, absX);
                  sendMessage("A thieving skill cape.");
    playerLevel[17] = getLevelForXP(playerXP[17]);
                playerLevel[17] += 1;
                sendFrame126(""+playerLevel[17]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10743) { //slayer
                  stillgfx(466, absY, absX);
                  stillgfx(468, absY, absX);
                  sendMessage("A slayer skill cape.");
    playerLevel[18] = getLevelForXP(playerXP[18]);
                playerLevel[18] += 1;
                sendFrame126(""+playerLevel[18]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;      
       }
    if (playerEquipment[playerCape] == 10744) { //slayer
                  stillgfx(466, absY, absX);
                  stillgfx(468, absY, absX);
                  sendMessage("A slayer skill cape.");
    playerLevel[18] = getLevelForXP(playerXP[18]);
                playerLevel[18] += 1;
                sendFrame126(""+playerLevel[18]+"", 4016);
                          updateRequired = true;
             appearanceUpdateRequired = true;      
       }
           if (playerEquipment[playerCape] == 10767) { //farming
                  stillgfx(568, absY, absX);
                  stillgfx(569, absY, absX);
                  stillgfx(593, absY, absX);
                  sendMessage("A farming skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[19]);
                playerLevel[19] += 1;
                sendFrame126(""+playerLevel[19]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10768) { //farming
                  stillgfx(568, absY, absX);
                  stillgfx(569, absY, absX);
                  stillgfx(593, absY, absX);
                  sendMessage("A farming skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[19]);
                playerLevel[19] += 1;
                sendFrame126(""+playerLevel[19]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 10722) { //runecrafting
                  stillgfx(111, absY, absX);
                  stillgfx(185, absY, absX);
                  stillgfx(186, absY, absX);
                  sendMessage("A runecrafting skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[20]);
                playerLevel[20] += 1;
                sendFrame126(""+playerLevel[20]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
    if (playerEquipment[playerCape] == 10723) { //runecrafting
                  stillgfx(111, absY, absX);
                  stillgfx(185, absY, absX);
                  stillgfx(186, absY, absX);
                  sendMessage("A runecrafting skill cape.");
    playerLevel[0] = getLevelForXP(playerXP[20]);
                playerLevel[20] += 1;
                sendFrame126(""+playerLevel[20]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] == 6570) { //Firecape
                  stillgfx(346, absY, absX);
                  stillgfx(427, absY, absX);
                  stillgfx(83, absY, absX);
          setAnimation(2890);
                  sendMessage("A Firecape Cuz Penor is 1337 :D");
    playerLevel[0] = getLevelForXP(playerXP[0]);
                playerLevel[0] += 1;
                sendFrame126(""+playerLevel[0]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
           if (playerEquipment[playerCape] ==-1) { //Nothing
                  stillgfx(342, absY, absX);
                  stillgfx(437, absY, absX);
                  stillgfx(83, absY, absX);
          setAnimation(1914);
                  sendMessage("Brad Sucks Penors Big *** Dick! DEEP THROAT!");
    playerLevel[0] = getLevelForXP(playerXP[0]);
                playerLevel[0] += 1;
                sendFrame126(""+playerLevel[0]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
    	}
    	if (playerEquipment[playerCape] == 10770) { //quest point cape
                  stillgfx(302, absY, absX);
                  stillgfx(266, absY, absX);
                  stillgfx(267, absY, absX);
              stillgfx(59, absY, absX);
                  stillgfx(441, absY, absX);
                  stillgfx(524, absY, absX);
    setAnimation(2588);
                    sendMessage("A Quest Point Cape.");
    playerLevel[0] = getLevelForXP(playerXP[1]);
                playerLevel[1] += 1;
                sendFrame126(""+playerLevel[1]+"", 4016);
                          updateRequired = true;
                          appearanceUpdateRequired = true;
           }
    }

    Step 3: Find Any of your Emote Tab cases and put this..

    Code:
    capeEmote()
    break;
    Credits: 90% to belgian pk3r of moparscape.. 10% me for changing somethings :O

    Pic: (not mine) expect this but without the writing
     

  2. #2  
    Registered Member

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    LLOOOOOLL they are whit old id's don't add it just firecape work ::
     

  3. #3  
    Registered Member

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    Pictures please? and good job.
    I don't play RuneScape anymore
     

  4. #4  
    Registered Member

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    Hold i can get pics..


    EDIT:

    heres some.. the pic was not taken by me



    You can expect this but without the writing spamming other peoples chatboxx
     

  5. #5  
    Registered Member
    Pilldom's Avatar
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    Looks good dude, i just have a problem though that when i click on the emote tab it dosnt do anything. Im not using silabs so i did change the ids to the correct ones but it still dosnt work =/ any ideas?

    EDIT: I got on silab and tryed it and it works... not really sure whats up with that mabye my client is like uncompatible or something?

    EDIT: There working on my client now all of a sudden. Thx for the tut man helped alot.
     

  6. #6  
    Optimist

    Vice's Avatar
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    txt4 method i suppose? and add timers to this cause people will mass and cause ultra lag
    Jack
    Scotland
    Undergraduate - BSc Computing Science
     

  7. #7  
    Registered Member
    Rune Arc's Avatar
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    lol? if u want it to be the CORRECT gfx's learn to add gfx's client side and st00f....then just replace the gfx he used....otherwise it will be the wrong gfx's
    "There is no such thing as a bad drug. Or a good drug. They don't have moral qualities. Human beings have moral qualities. There are plenty of opportunities to misuse a drug or use a drug in a bad way, that's not the drugs fault. It simply has the pharmacological chemical properties it has." - Dennis Mckenna
     

  8. #8  
    chinq
    Guest
    dude these r horrible emotes
     

  9. #9  
    Registered Member I Fly High G's Avatar
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    Wow leeched Zdr emotes?
     

  10. #10  
    Уважение и любовь Market Banned Market Banned

    R0cky 0wnz's Avatar
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    why is there my server's pic?
    SELLING CREATIVESCAPE 2012 SOURCE

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