Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

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ardeus
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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by ardeus »

So, I am guessing that we're never gonna see a table for 1.9?

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by KC_Saber »

ardeus wrote:
Sun Mar 29, 2020 5:43 pm
So, I am guessing that we're never gonna see a table for 1.9?
I've done some testing and this table does work with 1.9.
Furthermore, is it possible to increase chip count on a weapon without the game crashing?

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by AaronSoul »

hey for some reason I can't Active Ignore materials [Link] it just won't work for me any idea how to fix? :D

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by nanoir »

We need a cheat to remove the sniper aim sway =/
that thing is so annoying . . . and the game don't even have a "hold breath" system or something like to reduce the aiming sway. . .

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by 50cent1 »

Would anyone be able to update the damage multiplier table from Pox911?
Or explain how, as I've tried to create my pointers but I 've never found the right adresses.

I like this game but from character level 1 to level 30, my gun still has the same base damage output, only the chips have changed a bit which do not make up for the increased hp of the npc's IMO.
(see below for citation and original code)
pox911 wrote:
Tue Mar 06, 2018 7:36 am
Its possible to edit the number of memory chips on something but its very crash happy between load zones when you first do the edit. I might just throw what i have so far up. The position of some values change depending on if you are looking at a weapon, clothing, etc.

edit: Here is my code i have so far for the edit selected item

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1660</ID>
      <Description>"Current Selected Item"</Description>
      <Options moHideChildren="1"/>
      <LastState/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(CurSelectedItem,SAOFB-Win64-Shipping.exe,8B 41 14 83 E0 01) // should be unique
alloc(newmem,$1000,"SAOFB-Win64-Shipping.exe"+5CE2F30)

label(code)
label(return)
label(CurrentItemData)
registersymbol(CurrentItemData)

newmem:

code:
  mov [CurrentItemData],rax
  mov eax,[rcx+14]
  and eax,01
  jmp return

CurrentItemData:

CurSelectedItem:
  jmp newmem
  nop
return:
registersymbol(CurSelectedItem)

[DISABLE]
//code from here till the end of the code will be used to disable the cheat
CurSelectedItem:
  db 8B 41 14 83 E0 01

unregistersymbol(CurSelectedItem)
unregistersymbol(CurrentItemData)
dealloc(newmem)

{
// ORIGINAL CODE - INJECTION POINT: "SAOFB-Win64-Shipping.exe"+5CE2F30

"SAOFB-Win64-Shipping.exe"+5CE2F00: 49 8B 82 C4 98 D4 34     -  mov rax,[r10+34D498C4]
"SAOFB-Win64-Shipping.exe"+5CE2F07: 4D 89 E2                 -  mov r10,r12
"SAOFB-Win64-Shipping.exe"+5CE2F0A: 49 F7 DC                 -  neg r12
"SAOFB-Win64-Shipping.exe"+5CE2F0D: 49 81 EC BC E0 31 83     -  sub r12,8331E0BC
"SAOFB-Win64-Shipping.exe"+5CE2F14: 4D 01 E2                 -  add r10,r12
"SAOFB-Win64-Shipping.exe"+5CE2F17: 0F BA E9 05              -  bts ecx,05
"SAOFB-Win64-Shipping.exe"+5CE2F1B: 4D 01 C2                 -  add r10,r8
"SAOFB-Win64-Shipping.exe"+5CE2F1E: E9 78 2F AA 06           -  jmp SAOFB-Win64-Shipping.exe+C785E9B
"SAOFB-Win64-Shipping.exe"+5CE2F23: A9 66 66 66 2E           -  test eax,2E666666
"SAOFB-Win64-Shipping.exe"+5CE2F28: 0F 1F 84 00 00 00 00 00  -  nop [rax+rax+00000000]
// ---------- INJECTING HERE ----------
"SAOFB-Win64-Shipping.exe"+5CE2F30: 8B 41 14                 -  mov eax,[rcx+14]
"SAOFB-Win64-Shipping.exe"+5CE2F33: 83 E0 01                 -  and eax,01
// ---------- DONE INJECTING  ----------
"SAOFB-Win64-Shipping.exe"+5CE2F36: C3                       -  ret 
"SAOFB-Win64-Shipping.exe"+5CE2F37: 81 E2 D8 E6 61 61        -  and edx,6161E6D8
"SAOFB-Win64-Shipping.exe"+5CE2F3D: 41 F7 D7                 -  not r15d
"SAOFB-Win64-Shipping.exe"+5CE2F40: 41 01 D7                 -  add r15d,edx
"SAOFB-Win64-Shipping.exe"+5CE2F43: 89 D9                    -  mov ecx,ebx
"SAOFB-Win64-Shipping.exe"+5CE2F45: 31 C9                    -  xor ecx,ecx
"SAOFB-Win64-Shipping.exe"+5CE2F47: 9D                       -  popfq 
"SAOFB-Win64-Shipping.exe"+5CE2F48: 48 8D 15 F1 AF 32 FE     -  lea rdx,[SAOFB-Win64-Shipping.exe+400DF40]
"SAOFB-Win64-Shipping.exe"+5CE2F4F: 4C 8D 25 AF 55 D7 04     -  lea r12,[SAOFB-Win64-Shipping.exe+AA58505]
"SAOFB-Win64-Shipping.exe"+5CE2F56: 4C 89 E9                 -  mov rcx,r13
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>1661</ID>
          <Description>"Item Index (Dont Change)"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>CurrentItemData</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>1667</ID>
          <Description>"Item String ID"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>CurrentItemData</Address>
          <Offsets>
            <Offset>8</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>1664</ID>
          <Description>"Quantity"</Description>
          <VariableType>4 Bytes</VariableType>
          <Address>CurrentItemData</Address>
          <Offsets>
            <Offset>10</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>1662</ID>
          <Description>"Weapon Data"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>1663</ID>
              <Description>"Damage Modifier"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>CurrentItemData</Address>
              <Offsets>
                <Offset>18</Offset>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>1665</ID>
              <Description>"Memory Chip Count (Change with caution)"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>CurrentItemData</Address>
              <Offsets>
                <Offset>28</Offset>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>1666</ID>
              <Description>"Unlocked Memory Chips"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>CurrentItemData</Address>
              <Offsets>
                <Offset>30</Offset>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>1671</ID>
              <Description>"Memory Chip Info"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>1672</ID>
                  <Description>"Slot 1 ID"</Description>
                  <DropDownList DisplayValueAsItem="1">1:STR
2:VIT
3:INT
4:AGI
5:DEX
6:LUC
7:Weapon Attack
8:Physical Attack
9:Optical Attack
10:Explosive Attack
11:Gadget Attack
12:Damage Vs Humanoids
13:Damage Vs Lifeforms
14:Damage Vs Mechs
15:Damage When Off-Guard
16:Damage From Behind
17:Damage At Max HP
18:Damage When Near Death
19:Weak Spot Damage
20:Critical Damage
21:Critical Rate
22:Debuff Stacking
23:Physical Defense
24:Optical Defense
25:Explosive Defense
26:Melee Defense
27:Defense vs Humanoid
28:Defense vs Lifeforms
29:Defense vs Mechs
30:Blase Damage
31:Poison Damage
32:Debuff Resistance
33:Debuff Duration
34:Blaze Resistance
35:Poison Resistance
36:Suppression Resistance
37:Electromagnetic Stun Resistance
38:% Max HP Recovered Over 1 Minute
39:Max HP
40:HP Recovery
41:Decrease Detectability When Crouching
42:Bullet Circle Stabilization Speed
43:Bullet Circle Accuracy
44:Movement Speed
45:Reload Speed
46:Auto Reload Speed
47:Avoid Instant Death When HP is % Or More
48:Recharge Time
49:Ammo Aquired
50:Ammo Capacity
51:Treasure Hunt
52:Item Drop Rate
53:Rare Item Drop Rate
54:Weight
55:Medals Aquired
56:Metal Gauge Increase
57:Trade Value
58:Experience Points
</DropDownList>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CurrentItemData</Address>
                  <Offsets>
                    <Offset>0</Offset>
                    <Offset>20</Offset>
                    <Offset>20</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1673</ID>
                  <Description>"Slot 1 Amount"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>CurrentItemData</Address>
                  <Offsets>
                    <Offset>4</Offset>
                    <Offset>20</Offset>
                    <Offset>20</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
        <CheatEntry>
          <ID>1668</ID>
          <Description>"Accessory Data"</Description>
          <Options moHideChildren="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>1670</ID>
              <Description>"Memory Chip Count (Change with caution)"</Description>
              <ShowAsSigned>1</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>CurrentItemData</Address>
              <Offsets>
                <Offset>10</Offset>
                <Offset>20</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>1674</ID>
              <Description>"Memory Chip Info"</Description>
              <Options moHideChildren="1"/>
              <LastState Value="" RealAddress="00000000"/>
              <GroupHeader>1</GroupHeader>
              <CheatEntries>
                <CheatEntry>
                  <ID>1675</ID>
                  <Description>"Slot 1 ID"</Description>
                  <DropDownList DisplayValueAsItem="1">1:STR
2:VIT
3:INT
4:AGI
5:DEX
6:LUC
7:Weapon Attack
8:Physical Attack
9:Optical Attack
10:Explosive Attack
11:Gadget Attack
12:Damage Vs Humanoids
13:Damage Vs Lifeforms
14:Damage Vs Mechs
15:Damage When Off-Guard
16:Damage From Behind
17:Damage At Max HP
18:Damage When Near Death
19:Weak Spot Damage
20:Critical Damage
21:Critical Rate
22:Debuff Stacking
23:Physical Defense
24:Optical Defense
25:Explosive Defense
26:Melee Defense
27:Defense vs Humanoid
28:Defense vs Lifeforms
29:Defense vs Mechs
30:Blase Damage
31:Poison Damage
32:Debuff Resistance
33:Debuff Duration
34:Blaze Resistance
35:Poison Resistance
36:Suppression Resistance
37:Electromagnetic Stun Resistance
38:% Max HP Recovered Over 1 Minute
39:Max HP
40:HP Recovery
41:Decrease Detectability When Crouching
42:Bullet Circle Stabilization Speed
43:Bullet Circle Accuracy
44:Movement Speed
45:Reload Speed
46:Auto Reload Speed
47:Avoid Instant Death When HP is % Or More
48:Recharge Time
49:Ammo Aquired
50:Ammo Capacity
51:Treasure Hunt
52:Item Drop Rate
53:Rare Item Drop Rate
54:Weight
55:Medals Aquired
56:Metal Gauge Increase
57:Trade Value
58:Experience Points
</DropDownList>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Byte</VariableType>
                  <Address>CurrentItemData</Address>
                  <Offsets>
                    <Offset>0</Offset>
                    <Offset>8</Offset>
                    <Offset>20</Offset>
                  </Offsets>
                </CheatEntry>
                <CheatEntry>
                  <ID>1676</ID>
                  <Description>"Slot 1 Amount"</Description>
                  <ShowAsSigned>1</ShowAsSigned>
                  <VariableType>Float</VariableType>
                  <Address>CurrentItemData</Address>
                  <Offsets>
                    <Offset>4</Offset>
                    <Offset>8</Offset>
                    <Offset>20</Offset>
                  </Offsets>
                </CheatEntry>
              </CheatEntries>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

kamikaze00007
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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by kamikaze00007 »

So... Confirming that I can still use this table to edit chips on v1.90. There are a few issues though...

1. The game crashes if you try to change the number of chips a weapon or accessory has. This is the case even if the item already has a chip before editing. The result is you are limited to editing the same number of chips your item originally already has.

2. For some reason trying to upgrade a chip-edited weapon (even after saving, quitting the game, then loading your save without CE on) causes the chip-edited weapon to reject being upgraded. You get the upgrade successful screen, but when you return to the view of your stuff you see the weapon remains un-upgraded for some reason. You can keep trying to upgrade the weapon but nothing changes.

3. I don't know if this is due to a mistake on my part but after editing chips on a weapon, turning off the cheat table, saving and reloading without CE, and then experiencing the weapon can't be upgraded bug, the weapon disappeared from my inventory at some point. What's weird is that all of its edited chips seems to have transferred to another weapon in my inventory perhaps because it was next and above the missing weapon in my inventory list. I know this for a fact because the edited weapon was a Robust, it wouldn't upgrade into a Robust+ (other unedited weapons could be upgraded no problem), but when the Robust disappeared the SPB Night Sky got all of the Robust's edited chips for some reason. I was also able to upgrade the SPB Night Sky afterwards which is weird.

50cent1
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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by 50cent1 »

kamikaze00007 wrote:
Tue May 05, 2020 6:38 pm
So... Confirming that I can still use this table to edit chips on v1.90. There are a few issues though...

1. The game crashes if you try to change the number of chips a weapon or accessory has. This is the case even if the item already has a chip before editing. The result is you are limited to editing the same number of chips your item originally already has.

2. For some reason trying to upgrade a chip-edited weapon (even after saving, quitting the game, then loading your save without CE on) causes the chip-edited weapon to reject being upgraded. You get the upgrade successful screen, but when you return to the view of your stuff you see the weapon remains un-upgraded for some reason. You can keep trying to upgrade the weapon but nothing changes.

3. I don't know if this is due to a mistake on my part but after editing chips on a weapon, turning off the cheat table, saving and reloading without CE, and then experiencing the weapon can't be upgraded bug, the weapon disappeared from my inventory at some point. What's weird is that all of its edited chips seems to have transferred to another weapon in my inventory perhaps because it was next and above the missing weapon in my inventory list. I know this for a fact because the edited weapon was a Robust, it wouldn't upgrade into a Robust+ (other unedited weapons could be upgraded no problem), but when the Robust disappeared the SPB Night Sky got all of the Robust's edited chips for some reason. I was also able to upgrade the SPB Night Sky afterwards which is weird.
Did you try the table from page 1 or page 7?

page 7, the chip editor works as long as you don't overdo it with the amount of chips (max 7 for acc. 5-6 for weapon):
mamorukaiyo wrote:
Wed Feb 19, 2020 2:17 am
miosid_03 wrote:
Mon Feb 17, 2020 9:52 pm
Just the latest. But no no, when I say unlocking with fearlessrevolution's trainer, I mean with medals, infinite creds or ignoring craft requirements. Sadly JP costumes cant be unlocked this way.

Wonder if this CE table will ever get updated or no?
ah okay. and yeah hear you there. sadly i don't have the know how to even fix the pointer missing issue of the codes that aren't working t.t tho am glad that what equips i had mainly wanted editted i had done so back on the 1.70 update xD()

edit: if helps the highlight item pointer still works. don't think anyone figured out ids for outfits, but if got time and patience then you could just try to search for the outfits that way of just changing the id of current outfit

kamikaze00007
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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by kamikaze00007 »

50cent1 wrote:
Tue May 05, 2020 7:32 pm

Did you try the table from page 1 or page 7?

page 7, the chip editor works as long as you don't overdo it with the amount of chips (max 7 for acc. 5-6 for weapon):
I use the latest table on Page 1 (Update 8). I can edit the chips just fine. But say, turning a Robust with 6 chips already to a Robust with 7 or 8 chips will cause a crash. Also, accessories can only have 4 chips as far as I know as that's the "normal" maximum the game allows without corrupting your save by chance. My problems were as I detailed above.

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by 50cent1 »

kamikaze00007 wrote:
Tue May 05, 2020 10:13 pm
50cent1 wrote:
Tue May 05, 2020 7:32 pm

Did you try the table from page 1 or page 7?

page 7, the chip editor works as long as you don't overdo it with the amount of chips (max 7 for acc. 5-6 for weapon):
I use the latest table on Page 1 (Update 8). I can edit the chips just fine. But say, turning a Robust with 6 chips already to a Robust with 7 or 8 chips will cause a crash. Also, accessories can only have 4 chips as far as I know as that's the "normal" maximum the game allows without corrupting your save by chance. My problems were as I detailed above.
Try the one on page 7.

I only got one accessory where i put 10 chips on go corrupt on me.
It reverted to 5 for some reason with 0% stuff.
I re-edited it to 7 and it works again.

Now I keep editing to a max of 7, so far nothing has gone wrong again.

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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by nanoir »

Anyone to make a option to remove de aim sway on sniper? =(

kamikaze00007
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Re: Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by kamikaze00007 »

nanoir wrote:
Wed May 06, 2020 7:22 pm
Anyone to make a option to remove de aim sway on sniper? =(
You don't really need a cheat for that. Put a "Decreased Detectability While Crouching" chip on your sniper rifle and it should completely remove the sway while you're scoped...At least that's what the chip guide says.

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Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by mamorukaiyo »

[QUOTE="kamikaze00007, post: 134062, member: 35533"]

You don't really need a cheat for that. Put a "Decreased Detectability While Crouching" chip on your sniper rifle and it should completely remove the sway while you're scoped...At least that's what the chip guide says.

[/QUOTE]

could also modify accuracy too if i remember right that effects swaying too

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Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by Darkedone02 »

So does the main table in the OP still works or is it out of date? I just got the game.



Edit: apparently after reading around, not everything but fearlessrevolution probably works.
Last edited by Darkedone02 on Wed May 20, 2020 4:31 am, edited 1 time in total.

BDR
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Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by BDR »

Yo! Just picked this game up from the sale. Started up cheat engine but I am not sure its able to hook? Ran offline and uninstalled the EAC.

I see two EXE's when the game is running, while the table seems to indicate that

saofb-win64-shipping.exe

is what should be edited but

Saofb.exe is what has all the processes running.



Basically, I'm trying to mess with the sliders in character creation.

I can't hook any values or notice any changes when attempting to hook.





zero results on changes in values on next scan whether float or otherwise.

No matter the dramatic change, theres no dice.



I did manage to find the save file that exists upon inital launch in the local userdata folder, but it is encrypted or at least not simple to edit.

Need help with hooks or character customization edits.

A point of interest, You can save configuration files of different skin loadouts, so assuming someone can find this file, it might be simple enough to change the numbers there.





Any ideas/ Advice?

Thanks

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Sword Art Online: Fatal Bullet v1.70 +18 (table Update8)

Post by teinousi »

[QUOTE="Darkedone02, post: 135928, member: 74"]

So does the main table in the OP still works or is it out of date? I just got the game.



Edit: apparently after reading around, not everything but fearlessrevolution probably works.

[/QUOTE]



If u don't care the addition of V1.9 , you can back to game ver. 1.7 , its works completely for me

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