[Tut]All-In-One .wz Editing guide! ***Update-1*** Added Downloads!

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    Valued Member Orcrist is offline
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    [Tut]All-In-One .wz Editing guide! ***Update-1*** Added Downloads!

    My All-In-One .wz editing guide!

    ***UPDATE!***

    Added Download section.


    What it has:

    All Map Pvac
    Undead
    Import .Wz Data
    PVac Concept
    No Jump
    Deactivate Mob Skills
    Telepor tRange
    Infinite MP
    Damage Control
    Moon Bunny God Mode
    Advanced PVac Making
    Sort Wz Data
    Increase Mob Speed
    Jump Quest God mode
    0 Damage Knockback

    BEGINNER:


    All Map Pvac


    Technically, some maps crash upon entering after this edit, but for the most part
    You'll be ok, now, there are two directions the pvac can go: Left, or Right
    Depending on which you choose, your mobs will either keep waking left, or keep
    walking right, until the hit the wall, in that case they are stuck

    For jumping monsters, you will need to learn how to edit a No Jump Mob.wz
    Note -> You can learn how to do that in the Intermediate Section

    Note -> You must be alone in the map for the PVac to take full effect

    Step 1 -> Open deMSwZ

    Step 2 -> Open Map.wz

    Step 3 -> Untick all boxes except for the empty one

    Step 4 -> In the empty box type "prev"
    Note -> prev, makes them walk right
    Note -> if you prefer monsters walk left, type "next" instead

    Step 5 -> In the value box type "0"

    Step 6 -> Process All and Save



    Although this method is not the best, cleanest way to deactivate skills, this is
    the way used because of the fact that it is simple, and takes mearly a minute or two

    However, it has 2 edits needed to be done

    Step 1 -> Open deMSwZ

    Step 2 -> Open Mob.wz

    Step 3 -> Untick all the boxes except the last empty one

    Step 4 -> Type "action" into the empty box

    Step 5 -> Type "0" into the value box

    Step 6 -> Process All

    Step 7 -> Type "attackAfter" into the empty box

    Step 8 -> Type "65535" into the value box

    Step 9 -> Process All

    Step 10 -> Type "effectAfter" into the empty box

    Step 11 -> Type "65535" into the value box

    Step 12 -> Process All then FINALLY Save

    Now monsters shouldn't hurt you with their magic attacks and such

    Jump Quest God Mode


    This .wz edit holds value only to those who need to do a jump quest
    As the title suggests, this edit provides godmode to obstacles and such
    in the Jump Quest map, please note that if there are like spikes in a
    non-jump quest map, you will simply walk through them instead of being damaged!

    Step 1 -> Open deMSwZ

    Step 2 -> Open Map.wz

    Step 3 -> Uncheck all boxes except last one that is empty

    Step 4 -> Type "damage" into the empty field

    Step 5 -> Set value to 0

    Step 6 -> Process and Save

    Now breeze through your Jump Quests, no more timing, or being scared of knockback!


    Teleport Range


    This edit isn't really useful, but I'm putting it here for anybody who might want to
    use it

    What this edit does is basically just increase Teleport range, aka, you can get max level
    teleport range at lvl 1 teleport

    Step 1 -> Open deMSwZ

    Step 2 -> Open Skill.wz

    Step 3 -> Untick everything

    Step 4 -> Tick the bottom most box

    Step 5 -> type in "range" without quotes

    Step 6 -> in the second box type "150" again without quotes

    Note -> 150 is just the range of max Teleport, if you want to
    go to the max, edit it to 300, more if you want to play dangerously

    Step 7 -> Process All

    Step 8 -> Save and overwrite your Skill.wz

    Enjoy, not sure what you can do that's really useful with this edit
    but still Enjoy o.o

    0 DMG KB



    This .wz edit is not much of a help for most, but can help in special cases
    What this .wz edit is make it, so that even if you miss the monster, they get
    knockbacked aka, they flinch of sorts

    Lets start the tutorial!

    Step 1 -> Open deMSwZ

    Step 2 -> Open Mob.wz

    Step 3 -> Untick all the boxes you see

    Step 4 -> Tick the bottom most box on the left side

    Step 5 -> In the name box, type in "pushed" without the quotes

    Step 6 -> In the value box, type "0" without the quotes

    Step 7 -> Process All, then when it's done processing, overwrite your Mob.wz

    From now on, you will make monsters be pushed back, even when you miss

    Infinite MP



    THE DAMAGE YOU SEE IS CLIENT SIDED

    The only skills that benefit from this edit are:
    -Heal
    -Teleport
    -Flash Jump

    The reason being is because once there is not enough MP to normally use these skills,
    you still use the skills, Heal however is nerfed, no healing, just damage that isn't
    Client Sided, so you can use Teleport or Flash Jump to no end, and Heal to do damage
    for however long as you want

    TO THE INSTRUCTIONS

    Step 1 -> Open deMSwZ

    Step 2 -> Open Mob.wz

    Step 3 -> Untick all the boxes you see

    Step 4 -> In the blank custom box, aka the last box towards the bottom on the left (usually)
    type exactly "mpCon" with one capital letter like that, in the value box type 0

    Step 5 -> Tick the tick box for the value box you just edited

    Step 6 -> Click Process All, wait until it is done processing

    Step 7 -> Click Save and overwrite your original Mob.wz

    Step 8 -> Close deMSwZ, and explore what you can do with your new .wz hack!

    Undead Mobs.


    What Undead Mobs does, is make monsters weak and vulnerable to the heal skill from clerics
    It is a basic mass edit hack which means practically no fail for you guys!

    Step 1 -> Open deMSwZ, and also open Mob.wz

    Step 2 -> Untick all the tick boxes you see

    Step 3 -> Retick the undead tick box, and set value to 1

    Step 4 -> Click the Process All button then Save and overwrite Mob.wz when its done processing

    Enjoy botting your clerics anywhere you want now!


    Damge Control


    Generally Damage Control is used to keep damage at 1, which is useful in high level places

    Step 1 -> Open deMSwZ, open mob.wz

    Step 2 -> Untick all the boxes in the program

    Step 3 -> Tick the PADamage, and the MADamage boxes

    Step 4 -> Change both values to 1

    Step 5 -> Click Process All, and wait for it to finish

    Step 6 -> Once deMSwZ is done processing, click save and overwrite your mob.wz file

    Step 7 -> Close deMSwZ, start maple and enjoy extremely low damage!

    Note -> If there doesn't seem to be any effect, use a higher number when editing the
    PADamage, and MADamage, true it will change how high damage the monsters can hit you
    but atleast it'll be lower than what they would normally hit you with


    INTERMEDIATE:

    Increase Mob Speed


    Welcome to Intermediate .wz Editing, the steps are longer, and might be a little harder
    to understand, I'll do my best to guide you through this, and soon enough you will be a
    well known .wz editor on whichever forum you go to!

    This edit is used in conjunction with a pVac to make monsters get to the vac point much
    faster than they would if they had normal speed, especially with those slow monsters

    You will need to know the Monster ID of the monster you want to speed up

    My suggestion is to go to MapleTip.com, look for the monster you want to speed up through
    their database, and the Mob ID would be the last couple of numbers in the URL link

    Lets get Started

    Step 1 -> Open deMSwZ

    Step 2 -> Open Mob.wz

    Step 3 -> In the little search box, near the center of the program type your Monsters
    Mob ID

    Step 4 -> If the ID is valid, you will see the ID Number, double click it
    Note -> You have now entered into the Specific Mobs .WZ Info

    Step 5 -> Look for the grid box with the words "info.speed", or similar
    Note -> The entire row will look similar to this diagram:
    _______________________________________________________________________________________
    info.speed | <this is the actual speed value the monster has> | <A seemingly random number>
    ----------------------------------------------------------------------------------------------------------------------------------

    Step 6 -> Double click that "seemingly random number"
    Note -> In the lower box with unreadable numbers, something will be highlighted

    Step 7 -> Right after double clicking, type EXACTLY "7E" without quotes, but with the E
    Capital, otherwise it won't work properly

    Step 8 -> Process and Save

    You have just sped up a monster to a speed value of 126!, the 7E is hex for 126
    Some people prefer to 127, aka 7F, but again some other people think its overkill
    For sure though, you can NOT edit to 128 or higher, without some majorly advanced edits

    Now your Simple Pvac, can be even better, soon you will learn to make a custom pVac


    No Jump



    This edits main and really only purpose is to allow a pVac in a map where the monsters
    can jump, if they jump, they jump over footholds, aka, no pVac. Having No Jump will solve
    that problem and stop monsters from jumping. This edit is farily simple, but requires
    a second program. The program can be any hex editor in general, preferably with a replace
    function to do all the monsters at once. For this tutorial I will be explaining how it is
    done with HxD Hex-Editor, a download link is in the downloads section.

    (I recommend just downloading the "portable" version, just so you have the program to use
    for a few minutes, instead of installing the full version)

    Step 1 -> Open HxD Hex-Editor

    Step 2 -> Go to File > Open > Open your Mob.wz

    Step 3 -> Go to Search > Replace

    Step 4 -> In the "Search For" type FC 56 70 FE 79, just copy and paste it from here
    to keep from errors

    Step 5 -> In the "Replace With" type FC 51 6A E5 6C, again just copy and paste

    Step 6 -> Make sure to set the "Datatype" to "Hex-values"

    Step 7 -> Replace All, make sure to save over your Mob.wz, and you're done!

    If done properly, monsters will stop jumping, now you can pVac in even more maps!

    Moon Bunny God Mode

    This .wz edit, prevents the Henesys PQ Moon Bunny from being hit by other monsters
    Exactly how a normal god mode would work, but oddly for a monster, however this edit
    makes it so YOU can hit the Moon Bunny, though I'm not sure why you'd want to

    Let's Begin

    Step 1 -> Open deMSwZ

    Step 2 -> Open Mob.wz

    Step 3 -> In the search box, type the following "9300061" without quotes
    Note -> That number is the Mob ID for Moon Bunny

    Step 4 -> A row should be highlighted, double click that

    Step 5 -> Scroll down until you find a cell with the words "info.damagedByMob"

    Step 6 -> Referring to the guide on how to edit monster speed, double click
    Row info.damagedByMob, Column Offset, aka the third column in the same row as
    info.damagedByMob

    Step 7 -> After you double click it, in the little chart below, a number should be highlighted
    If the Moon Bunny was not edited yet, the number highlighted should be "01"

    Step 7 (cont.) -> Edit the "01" to "00"
    Note -> The 00 will change to have a yellow background and red text font
    This is normal to occur signifying the change

    Step 8 -> Save and exit

    -------------------------------------------------------------------------------

    Instructions to use Moon Bunny God Mode:

    Step 1 -> You must join a party, preferably one willing to use the hack
    Note -> Please notice I said "join" not lead, you must be a member when entering
    If you enter the PQ as leader it won't work

    Step 2 -> Go through a Henesys Party Quest like regular

    Step 3 -> As soon as the Moon Bunny drops the FIRST cake, tell the leader to switch to you

    The Moon Bunny will no longer be hit, sadly, you must repeat not being leader each Party Quest
    This .wz edit was very popular during the Refer-A-Friend Event, it was the fastest way to get
    to level 20, as said by other users, I personally botted with other .wz edits, too lazy to wait
    for the PQ to start

    Enjoy!

    ADVANCE


    Importing WZ Data



    First off, let me tell you, congratulations on reaching advanced .wz editing, this lesson
    isn't much of a .wz edit, but you will need to know this, to move on to advanced pvac making

    What you will learn this time, is how to import your wz data

    You will need the map ID of the map you want to edit
    Note -> Check the "Learn how to Increase mob Speed" tutorial to see my method of getting IDs
    Look for the Map ID instead of the Mob ID but use the same method

    Note -> Now that you are at an advanced level, my directions might be a bit faster, though still
    detailed

    You will also need like Microsoft Excel, look into openoffice.org, if you don't have Microsoft Office
    Open Office is a free alternate

    Step 1 -> Open Map.wz

    Step 2 -> In the search box type your Map's Map ID

    Step 3 -> Double click the highlighted row

    Step 4 -> Open Microsoft Excel

    Step 5 -> File > Open and go to the deMSwZ directory, there should be a folder named "Map"

    Step 6 -> You should be travelling through a couple of folders

    Could possibly be a directory like this:
    C:\Users\Desktop\Map\Map\<Map ID as Folder>\Property.log

    Note -> If the folder is blank, make sure the File Type box is set to All Files

    Step 7 -> Open the Property.log, and the Import Wizard should pop up

    Stick With me, this might be a little confusing
    Step 8 -> Look for some check boxes, labled "Space" and "Tab" and "Other"
    Note -> if you don't see them, click the next button, they will probably on the second page

    Step 9 -> "Tab" should already be checked, un check it

    Step 10 -> Check "Space" and check "Other" and in the little textbox next to "Other"
    type "." aka a period

    Step 12 -> Click Finish

    Step 13 -> Save the Spreadsheet as an Excel Document somewhere else

    Congratulations, you have sucessfully imported your .wz data, next to learn how to sort it!

    Sorting Wz Data


    Now after importing your data, you need to sort it, to be able to understand
    how to make complicated Custom Made pVacs

    Step 1 -> Open the imported data

    Step 2 -> Delete any rows which its "A" Column does not say foothold
    Note -> Might not make sense if you aren't actually in Excel following along

    Step 3 -> Delete Columns B, C, and F, which should leave you with 4 columns left

    Step 4 -> In Cell F1, type "FH#" its just a reference standing for foothold number

    Step 5 -> Copy cells C1-C6, which should contain x1, x2, y1, y1, prev, next

    Step 6 -> Go to cell G1 > right click the cell > click Paste Special

    Step 7 -> Look for the check box that says "Transpose", tick it and click OK
    Note -> Now you have your headings

    Step 8 -> Highlight all the data on the left, everything BUT the headers

    Step 9 -> Go to Data > Sort, sort by C, then by B, both ascending
    Note -> Now you have sorted your data, to make it even more clear
    Highlight the values in Column B until it repeats itself

    Diagram Of Column B :
    //1
    //2
    //3
    //4
    //5
    1
    2
    3
    4
    5

    The // Represent that you copy from 1, until the next 1 in the column

    Copy the first set of 1-5 and paste it under the FH# header

    Do the same with the values in column D values, but copy them accordingly
    How to tell which heading the values go under, look at the word in Column C
    You will notice that those will match the headings

    Diagram:

    A B C D
    foothold | 1 | next | 1
    foothold | 2 | next | 2
    foothold | 3 | next | 3
    foothold | 1 | prev | 1
    foothold | 2 | prev | 2
    foothold | 3 | prev | 3
    Note -> This is just an example, the actual data in Column D won't always be
    in order

    So for Cells D1-3 copy those under the next header
    For Cells D4- 6 copy those under the prev header
    Do the same thing for X1, X2, Y1, Y2

    Take that new block of data that should be to the right of the original data
    Sort all of that by the Y1 Column, Then by the X1 Column, again both ascending

    You have now sorted your WZ Data!


    Advanced Pvac Making


    This is the guide everybody has been waiting for!
    Please understand my method isn't the best, far from it, but by using this method
    You will be able to understand much much more, atleast I hope so

    You've imported, sorted, and understood everything, it's time for you to make your
    own personal PVac.

    Using this concept, in a way, can be used for multiple platformed maps, if you understand it

    Currently this method will really only work for one platform maps

    This will not be a step by step guide, as there would simply be too many steps

    Firstly, you will need to map out footholds, though not necessary, makes things too easy

    My suggestion is to make a picture of the map, but in footholds, to the side of the excel
    imported data, literally, mapping out footholds, the way I taught others was by doing the
    following:

    Look for the foothold with a prev of 0, this is the left most wall

    So for the first foothold in your mapped footholds, type the foothold number with a prev of 0

    Look at that foothold's next, thats the foothold to the right of the first foothold

    Sounds confusing, here's an example, map Night In the Forest

    foothold# x1 y1 x2 y2 prev next
    44 -1389 420 -1389 360 0 42
    42 -1389 360 -1389 300 44 39
    39 -1389 300 -1389 240 42 38
    38 -1389 240 -1389 180 39 37
    37 -1389 180 -1389 120 38 40
    40 -1389 120 -1389 95 37 41
    41 -1389 95 -1311 95 40 43
    43 -1311 95 -1260 95 41 24
    24 -1260 95 -1170 95 43 32
    32 -1170 95 -1080 95 24 33
    33 -1080 95 -990 95 0 14
    14 -990 95 -900 95 33 31
    31 -900 95 -810 95 14 12
    12 -810 95 -720 95 31 10
    10 -720 95 -630 95 12 8
    8 -630 95 -540 95 10 9
    9 -540 95 -450 95 8 1
    1 -450 95 -360 95 9 3
    3 -360 95 -270 95 1 2
    2 -270 95 -180 95 3 5
    5 -180 95 -90 95 2 4
    4 -90 95 0 95 5 6
    6 0 95 90 95 4 7
    7 90 95 180 95 6 15
    15 180 95 270 95 7 16
    16 270 95 360 95 15 17
    17 360 95 450 95 16 20
    20 450 95 540 95 17 18
    18 540 95 630 95 20 19
    19 630 95 681 95 18 25
    25 681 95 720 95 19 26
    26 720 95 759 95 25 50
    50 759 95 836 95 26 49
    49 836 95 941 95 50 51
    51 941 95 1043 95 49 45
    45 1043 95 1355 95 51 46
    46 1355 95 1460 95 45 47
    47 1460 95 1560 95 46 48
    48 1560 95 1581 95 47 35
    35 1581 95 1620 95 48 30
    30 1620 95 1659 95 35 36
    36 1659 95 1710 95 30 27
    27 1710 95 1761 95 36 22
    22 1761 95 1839 95 27 23
    23 1839 95 1839 120 22 29
    29 1839 120 1839 180 23 28
    28 1839 180 1839 240 29 11
    11 1839 240 1839 300 28 13
    13 1839 300 1839 360 11 34
    34 1839 360 1839 420 13 21
    21 1839 420 1839 480 34 0

    If you copied the foothold numbers, and turned them sideways, FH 44 being the left side
    You would have a replica of the map, in footholds

    Look at foothold 44, prev is 0, meaning a wall/ end of platform
    The next of 44 is 42, coincidentally, look at the foothold below FH 44, it's 42
    Next of 42 is 39, and what is the next foothold? 39. See the pattern?

    Do this left to right, you'll have your map, stick with single platform maps while learning btw

    Almost done, all you need to do now, is decide where you want to have your monsters vacced.

    Edit that footholds prev and next to 0, stopping them from moving once reaching that spot

    Edit the prev of that foothold, and its prev, and that footholds prev, all the way up the list
    until the prev is 0, all to 0, which makes all monsters left of the vac spot, move right

    Do the same with next, look at the next of the vac foothold, and its next, and so on.
    Edit all those next values to 0

    For an example, here is the data, edited to be vacced to foothold 6

    foothold# x1 y1 x2 y2 prev next
    44 -1389 420 -1389 360 0 42
    42 -1389 360 -1389 300 0 39
    39 -1389 300 -1389 240 0 38
    38 -1389 240 -1389 180 0 37
    37 -1389 180 -1389 120 0 40
    40 -1389 120 -1389 95 0 41
    41 -1389 95 -1311 95 0 43
    43 -1311 95 -1260 95 0 24
    24 -1260 95 -1170 95 0 32
    32 -1170 95 -1080 95 0 33
    33 -1080 95 -990 95 0 14
    14 -990 95 -900 95 0 31
    31 -900 95 -810 95 0 12
    12 -810 95 -720 95 0 10
    10 -720 95 -630 95 0 8
    8 -630 95 -540 95 0 9
    9 -540 95 -450 95 0 1
    1 -450 95 -360 95 0 3
    3 -360 95 -270 95 0 2
    2 -270 95 -180 95 0 5
    5 -180 95 -90 95 0 4
    4 -90 95 0 95 0 6
    6 0 95 90 95 0 0
    7 90 95 180 95 6 0
    15 180 95 270 95 7 0
    16 270 95 360 95 15 0
    17 360 95 450 95 16 0
    20 450 95 540 95 17 0
    18 540 95 630 95 20 0
    19 630 95 681 95 18 0
    25 681 95 720 95 19 0
    26 720 95 759 95 25 0
    50 759 95 836 95 26 0
    49 836 95 941 95 50 0
    51 941 95 1043 95 49 0
    45 1043 95 1355 95 51 0
    46 1355 95 1460 95 45 0
    47 1460 95 1560 95 46 0
    48 1560 95 1581 95 47 0
    35 1581 95 1620 95 48 0
    30 1620 95 1659 95 35 0
    36 1659 95 1710 95 30 0
    27 1710 95 1761 95 36 0
    22 1761 95 1839 95 27 0
    23 1839 95 1839 120 22 0
    29 1839 120 1839 180 23 0
    28 1839 180 1839 240 29 0
    11 1839 240 1839 300 28 0
    13 1839 300 1839 360 11 0
    34 1839 360 1839 420 13 0
    21 1839 420 1839 480 34 0


    Last thing to do is, open deMSwZ, open map.wz, travel to the map data of the map, basically
    do what you did when importing data, but once you double click the number, stay there

    Type in "foothold" into the search box, edit the next and prev accordingly with your new
    edited wz data, click the next button to the right of the search box, edit that footholds
    data, and repeat, until all footholds are done, no need for processing, just save over
    your Map.wz and go test to see if it worked!

    Note -> To edit the prev and next, double click the offset and type in the hex value
    For just pvacs, you will only be editing to 0, hex for that is 00, so edit fh data to
    that, you will edit to other footholds, for map rushers, and pshifts

    Note -> Stay away from maps with over 127 footholds, with some extra knowledge, ofcourse you can
    but for now prefer to stay away

    Good luck o.o

    Advance Pvac Making Concept.


    In the beginner lessons, you could learn how to make a basic all left or all right PVac
    However, walking the opposite way your vac goes, could make you disconnect very often
    Sometimes you would even fall through the floor
    Now you will learn about what a foothold really is, what to do with the data you sorted
    In Microsoft Excel, and in the next lesson, after learning the concept, you'll be able
    To Make your own customized PVacs

    This guide isn't step by step, rather an informational guide

    So you've heard the term foothold all over. Foothold this, foothold that!
    You followed along but never understood what they are talking about. When we sorted data
    Each foothold had its own data, x1, x2, y1, and y2, not to mention prev and next

    Time to learn what these are

    Imagine a foothold as a box, aka, maps are filled with boxes!

    Diagram:

    y1
    ______________
    | |
    | |
    x1| |x2
    | |
    --------------
    y2

    That's your basic foothold, the y1 value, is the top of the foothold
    y2 is the bottom of a foothold
    x1 is the leftmost of a foothold
    x2 is the rightmost of a foothold

    So quite literally, the data just makes a box!

    Now what is prev and next?
    I can't make a diagram for this, but it shouldn't be hard to grasp
    prev is the foothold left of the current foothold
    next is the foothold right of the current foothold

    Diagram:
    Note -> RANDOM foothold numbers

    5, 10, 15, 3, 8, 2, 17, 9

    5 has a prev(left) of 0, and a next(right) of 10
    10 has a prev of 5, and a next of 15
    15 has a prev of 10, and a next of 3

    Get it?

    Foothold 5 has a prev of 0, and foothold 9 has a next of 0

    0 is a special case, which is used to redirect the monsters

    When foothold data is 0, whether it be prev or next, 0 signifies the end of a platform
    It can also signify a wall, basically it's telling the monster crossing the foothold to
    TURN AROUND IDIOT, YOU'RE ABOUT TO FALL OFF A PLATFORM

    The monster turns around

    Editing a prev to 0 makes monsters turn right, since their left is a "wall"
    Editing a next to 0 makes mosnters turn left, since their right is a "wall"

    Editing multiple footholds' next or prev to 0 makes them turn around

    Remember the all map edit? Editing all prev to 0, made every foothold seem like a wall
    Making monsters continuosly walk right until they couldn't walk anymore

    Back to the earlier diagram:

    5, 10, 15, 3, 8, 2, 17, 9

    If you edited the prevs of foothold 5, 10, 15, and 3 to 0, they would keep walking right
    until foothold 9, since its the next foothold with a next of 0

    After that, edit the next of footholds 2, 17, and 9 to 0, which will cause monsters to walk
    left, if they are on the foothold

    Doing this, causes monsters to walk to foothold 8, all of them, better, edit foothold 8s
    prev AND next to 0, causing them to be stuck or "vacced" to foothold 8

    Congratulations, if you understood all of that you should be able to make an advanced custom
    pvac already, but, you can still read the guide to make sure you are doing it right



    DOWNLOADS:






    CREDITS!!!!


    yoyonerd
    For making the guides.

    Me.
    For posting them...
    Last edited by Orcrist; 19-11-08 at 03:31 AM.


  2. #2
    Infraction Banned anthonywolfe is offline
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    105Posts

    Re: [Guide]All-In-One .wz Editing guide!

    Infinite MP



    THE DAMAGE YOU SEE IS CLIENT SIDED

    nope on private severs Infinite MP works on every skill

  3. #3
    Eat's candy! WhiteTigerX is offline
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    Re: [Guide]All-In-One .wz Editing guide!

    Nice guide I guess.

  4. #4
    Enthusiast RapH8ter is offline
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    Apr 2008 Join Date
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    Re: [Guide]All-In-One .wz Editing guide!

    I thought that WZ editing doesn't work because the program doesn't effectively decode the encryption used.

  5. #5
    Valued Member Orcrist is offline
    MemberRank
    Sep 2008 Join Date
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    128Posts

    Re: [Guide]All-In-One .wz Editing guide!

    .wz editing works. turst me. i have treid out all of these. and anythonywolfe im not realy talkin 'bout psers... lol

  6. #6
    Interesting... SharpAceX is offline
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    2,011Posts

    Re: [Guide]All-In-One .wz Editing guide!

    Step 1 -> Open deMSwZ?
    What is deMSwZ? Is it some kind of program? :)

  7. #7
    Account Upgraded | Title Enabled! Leaf Story is offline
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    Sep 2008 Join Date
    LeafStoryLocation
    479Posts

    Re: [Guide]All-In-One .wz Editing guide!

    yeah google it

  8. #8
    Getting into Graphics Mages4ever is offline
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    Jun 2008 Join Date
    Somewhere =DLocation
    622Posts

    Re: [Guide]All-In-One .wz Editing guide!

    So this is how all of those people do it...

  9. #9
    Senior Clysse is offline
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    Feb 2008 Join Date
    2,869Posts

    Re: [Guide]All-In-One .wz Editing guide!

    Me.
    For posting them...



    ...

    Loled at the credits

  10. #10
    Account Upgraded | Title Enabled! chuayaowei is offline
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    Jul 2008 Join Date
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    1,410Posts

    Re: [Guide]All-In-One .wz Editing guide!

    Nice guide :)

  11. #11
    Enthusiast -revil is offline
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    Nov 2008 Join Date
    48Posts

    Re: [Guide]All-In-One .wz Editing guide!

    This doesn't works for XML wzs, right?

  12. #12
    Alpha Member Markii is offline
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    Re: [Guide]All-In-One .wz Editing guide!

    Nice Guide

  13. #13
    Valued Member Orcrist is offline
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    Re: [Guide]All-In-One .wz Editing guide!

    Update!

    Added download section!

  14. #14
    Account Upgraded | Title Enabled! dellyoung is offline
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    Aug 2007 Join Date
    271Posts

    Re: [Guide]All-In-One .wz Editing guide! ***Update-1*** Added Downloads!

    lol mind telling us how oyu get the hex eidt values

  15. #15
    Interesting... SharpAceX is offline
    MemberRank
    Oct 2008 Join Date
    2,011Posts

    Re: [Guide]All-In-One .wz Editing guide! ***Update-1*** Added Downloads!

    Is this bannable? Well most likely it is but can they catch you easily?



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