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Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 1:37 am
by iSean
@Chaotic
Well it almost the same lol...
@Everyone
Well for hacking in MapleSEA I will not be active anymore...
Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 3:54 pm
by xChaoticx
iSean wrote:@Chaotic
Well it almost the same lol...
@Everyone
Well for hacking in MapleSEA I will not be active anymore...
Remove Action faster ma (: ... for ppl like me..mass making Instant buff one (make all buff to instant buff) will be very useful ma..reduce more than half of my time (:
Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 6:51 pm
by bluebox1996
man those hackers damn geng, now they can hack you just by trading you. man how they do that
Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 9:33 pm
by iSean
Then avoid people calling you CC and trade...
Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 10:07 pm
by bluebox1996
i din kena ... just wanna know how they do it ahhaa sure private one
Re: [Tut] How to make wZ Edits for v90
Posted: Mon Mar 08, 2010 10:44 pm
by iSean
Ask Richie86, the person who made people item drop and d/c them
Re: [Tut] How to make wZ Edits for v90
Posted: Tue Mar 09, 2010 2:05 pm
by bluebox1996
who is richie86? wad u mean item drop?
Re: [Tut] How to make wZ Edits for v90
Posted: Tue Mar 09, 2010 2:13 pm
by maplescorpio
isean can u mind explaining more on how to edit the mob.wz cause im kinda confused ==
Re: [Tut] How to make wZ Edits for v90
Posted: Tue Mar 09, 2010 7:56 pm
by ultrades
a Foothold explains itself; it holds a foot of a monster( even when monsters don't have a foot)
- Spawn Points (Character)
this is the main use in JumpQuests and ofcourse Ore Rush. no A/B D/C
i won't explain in steps;
First you open your FH mapper and go to the desired map.
Find the Foothold where you want to Spawn. write the foothold down in txt or on a note (w/e).
now open your Repacker and go to the same map and go to the Foothold you've just written down.
look at its x and y. if the x1 is 800 and the x2 is 840, then write down in atxt document x=820 and if the
y1 is -400 then write down in notepad y=-410
now go to Portals in your repacker and change the spawn sp x to 820 and y to -410 on ALL portal sp.
^^thats it
whr is the sp???
izit juz change the x n y values in all the portal inside?
Re: [Tut] How to make wZ Edits for v90
Posted: Wed Mar 10, 2010 12:19 am
by iSean
maplescorpio wrote:isean can u mind explaining more on how to edit the mob.wz cause im kinda confused ==
Should I still explain to you since only 2 working?
Code: Select all
- No Jump
Very useful for Vacing Jumping Monsters
1. Open the Harepacker
2. Open a Jumping Mob ID
3. Remove “jump”
4. Save
- Moon Bunny Godmode
Also known as "BGM", this will make the moonbunny invisible against other monsters.
1. Open your mob.wz with your RePacker.
2. Go to the monster ID 9300061, and open it
3. Go to the "[+]info" line, and click on the [+]
4. Now you can see "damagedByMob" between "acc" and "dropItemPeriod"
5. Change the value of "damagedByMob" to 0
6. Save.
ultrades wrote:a Foothold explains itself; it holds a foot of a monster( even when monsters don't have a foot)
- Spawn Points (Character)
this is the main use in JumpQuests and ofcourse Ore Rush. no A/B D/C
i won't explain in steps;
First you open your FH mapper and go to the desired map.
Find the Foothold where you want to Spawn. write the foothold down in txt or on a note (w/e).
now open your Repacker and go to the same map and go to the Foothold you've just written down.
look at its x and y. if the x1 is 800 and the x2 is 840, then write down in atxt document x=820 and if the
y1 is -400 then write down in notepad y=-410
now go to Portals in your repacker and change the spawn sp x to 820 and y to -410 on ALL portal sp.
^^thats it
whr is the sp???
izit juz change the x n y values in all the portal inside?
SP = Spawn Point aka the yellow box that you will see when render map.
Ignore that rubbish junk line about the Footholds, just edit by Map Render and mouse to get X and Y Co-ordinates.