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Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 11, 2010 12:23 am
by RubixFan
did u dlelte the .svn before saving?
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 11, 2010 1:15 pm
by PIEzLOVERS
hey rubix fan,whats your fastest time in the rubik's cube?
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 18, 2010 9:17 am
by uzermane
Is jump quest god mode patched?
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 18, 2010 9:20 am
by Nerrazzuri
PIEzLOVERS wrote:hey rubix fan,whats your fastest time in the rubik's cube?
You are off topic PIEz, but mine was 3 min.

Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 18, 2010 11:16 am
by PIEzLOVERS
still off topic --
mine is 35 seconds

add me facebook
rubikscuber97@hotmail.com
there's a vid there

too bad i suck at C++ T_T
lol
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Fri Jun 18, 2010 12:22 pm
by LearningCode
Weird, when I click 'Load list.wz' and select 'skill.wz', HaRepacker crashes.
Okay, so I think to myself, "Might as well use load"
I load skill.wz, nothing goes wrong.
I edit a few things and go to File -> Save
I close HaRepacker, reopen it and reload skill.wz..
And all my changes are undone.
HaRepacker doesn't save any of my changes =/
Anyone know why?
[EDIT]
Oh, Seems that it was fixed =x
I went to get a new version and can now save.
This thread has a list of all known safe WZ edits.. right?
Seems like trying to change the damage percentage for the Aran combos will DC upon cast =/
Is changing the mpCon for all skills safe? o.0
[EDIT=2]
Apparently not=/
Changing the mpCon for a skill other than teleport/combat step/flash jump/etc. is only safe so long as you do not meet the mana requirement for the spell.
The moment your MP can be deducted from the spell's cost, you desync =(
And I can't seem to get deMSwZ to work properly.
Like, I don't get what's going on when I use it. =/
Anyone mind explaining what each field does? o.0
[EDIT=3]
Wait--
I think I get it.
deMSwZ is for mass-modification of the data fields in the .wz-files while HaRepacker is for editing specific data fields..
Right?
Another question..
Is editing mob.wz safe?
Or will it cause desyncs quickly?
Is there a guideline for figuring out which data fields will cause desyncs?
Like, changing an item's price to be sold for a higher value to an NPC, for instance.
Will that desync?
(Why am I talking to myself?)
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Sat Jun 19, 2010 1:19 am
by RubixFan
changing an item to higher price is cs only
every hack have its own risk
harepacker is better than deMSwZ i recomand harepacker use the 1 updated by NoobHaker
when using harepacker remember to remove _svn before saving
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Sat Jun 19, 2010 7:34 pm
by LearningCode
Oh, gawd..
I have seen a lot of those _svn thingies..
But never bothered to remove them ._.
Nothing funny has happened, though..
So..
What're those _svn things for ._.
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Sun Jun 20, 2010 11:39 pm
by SandsOfTime
Ones in red = patched?:]
Re: [Tut] How to make wZ Edits for MapleSEA
Posted: Mon Jun 21, 2010 12:30 am
by LearningCode
I kinda' got the hint from the beginning of the post >.>
But it never stated which ones have never worked in the first place, lol.