This TuT will give you a LOT of info about most of the things in the wZ files. (Read patiently)
A/B = Auto Ban (a system (SS) which can automatically ban you)
D/C = Disconnect from the server. This can be even more annoying than A/B
P/B = Permanently Ban (a system (SS) which can automatically Permanently Ban or Game Master Ban You)
Disclaimer:
Please take note that not ALL of these edits are created by me. if someone found a wZ edit and i do not know the author, then i Can not give Credits.
Tools needed to accomplish these wZ edits and Downloads Here:
a Brain
Maplestory
What do the wZ files do?
Base.wz - Contains all the information on weapons, skills, sound, etc
Character.wz - Contains character related sprites and all equips
Effect.wz - Contains all the effects of MapleStory such as, damage numbers, tombstone, level up, etc
Etc.wz - Contains quests, buffs, curses, make a character, skill, etc. info
Item.wz - Contains pictures of all items
Map.wz - Contains all map visuals
Mob.wz - Contains all the monsters
Morph.wz - Contains morphing pictures for players (morph into orange mushroom, pig, alien, etc.)
Npc.wz - Contains all info on NPCs
Quest.wz - Contains all info on Quests
Reactor.wz - Contains images of breakable objects (such as boxes, plants, etc) and opening doors (such as ludi PQ portal, Zakum door, etc)
Skill.wz - Contains skills for all jobs and monsters
Sound.wz - Contains all sound effects and songs throughout out the game (you can rip songs from this file if you use MapleDump)
String.wz - Contains all server side information (cannot be edited)
TamingMob.wz - Contains all monsters available (Wild Hog, Silver Boar and Red Dragon)
UI.wz - Contains all the icons in MapleStory (trade icon, cancel icon)
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Tip Working deMSwz for MapleSEA!
Code: Select all
Open and save MapleSEA wZ files on HaRepacker 3.5 as BMS!
------------------------
Summary:
Item.wz
- Item Filter
Mob.wz
- Intro - What's Character.wz used for?
- Weapon Speed Increase
- Intro - What's mob.wz used for?
- GodMode (Full body)
- HalfGodMode (Jesus)
- GodMode (Miss)
- HalfGodMode (Super Avoid)
- Pacifist GodMode (Full body)
- Monster Speed 126
- No Jump
- Monster Magic Disarm
- Monster Magic Disarm 2
- Moon Bunny Godmode
- Follow the Leader Vac [FTL Vac]
Map.wz
- Intro - What is a Foothold?
- Map.wz useful and important information!
- Spawn Points (Character)
- JQ GodMode
- Passive Vac or Force Vac with Passive Vac
etc.wz
- Intro - What is ETC.wz used for?
- Curse Filter
- Disabling tooltips
- Change Ban Message (Funny)
Reactor.wz
- No delay box breaking
Skill.wz
- Teleport Range
- Blessing of the Fairy Super Avoid
- FlashStep
- Infinity MP for Teleport / Long Distance Movement Skill
Special
- I D/C From GM
- iAvoid Godmode
Sound.wz
Extracting BGM Music
- Additional Information
Q and A
Extra Edits
End Summary
------------------------
- Intro Q: What's - Character.wz used for?
A: Character.wz is where Actions and EQ and Weapon would be found
Weapon Speed Increase
1. Open deMSwz
2. Deselect everything (also view only)
3. Open Character.wz
4. Tick (√) the tick box beside the Empty Box and Value Box
5. Inside the Empty Box and type "attackSpeed"
6. At the Value box type "1"
So something will look like this:
|attackSpeed||1||√|
7. Press Process All and Wait till it done
8. Save
Note: The weapon must be included the skill action and if the weapon is already at Fastest speed doesn't need update.
________________________________________________________________________________
Let's get started with mob.wz
- Intro Q: What's item.wz used for?
A: Item.wz is a file in your maplestory folder which contains ALL Items/Equipment data and pictures in Maplestory.
1. Open HaRepacker
2. Open Item.wz
3. Open your filter items.
- Cash - No Need Explain
- Consume - Pots and Scrolls?
- Etc - Monster Droppings and etc
4. Delete iconRaw
5. Save.
- Intro Q: What's mob.wz used for?
A: Mob.wz is a file in your maplestory folder which contains ALL Monster data in Maplestory. it controls speed, Monster animation, skills, HP, EXP, MP, Heal Ratio, and ofcourse what damages it does, it's accuracy, and a lot, lot more.
Patched but still working hacks that will D/C you after first hit.
- GodMode (Full body)
This godmode is said to A/B however it's good to use on a Mule account
For Mass edit:
1. Open deMSwZ
2. Open mob.wz
3. Deselect everything (also view only)
4. tick bodyAttack and give it a value 0
5.Process all
6.Save
Note* you ay also make MADamage and PADamage, acc and firstAttack 0
- GodMode (Jesus)
I call this Jesus GodMode (Jesus Mode) i think it A/Bs, not sure though
For Mass edit:
1. Open deMSwZ
2. Open mob.wz
3. Deselect everything (also view only) except for MADamage, PADamage and acc.
4. give those a value of 1
5. Process all, save
- GodMode (Miss)
i Think this D/C's after 27 misses, correct me if i am wrong
1. Open deMSwZ
2. Open mob.wz
3. Deselect everything (also view only) except for acc
4. Give it a Value of 0
5. Process All, Save
- HalfGodMode (Super Avoid)
This is the one i Use. never got A/Bed with it. SOMETIMES monsters WILL hit you
1. Open deMSwZ
2. Open mob.wz
3. Deselect everything (also view only) except for acc
4. Give it a Value of 1
5. Process All, Save
- Pacifist GodMode (Full body)
This one A/B's you SLOWLY.
1. Open HaRepacker - Mob.wz
2. Go to the desitred mob.
3. Highlight "info" and tyype CTRL+A.
4. fill in:
name: notAttack
value: 1
Type: wzCompressedIntproperty
5. Submit, save
- Monster Speed 126
1. Open HaRepacker
2. Open mob.wz
3. Go to the monster ID (find it on Google/Sauna.Gibbed)
4. DoubleClick the correct ID
5. Click on the [+] info
6. Select speed, Change the value to 126
7. Save
- Monster Magic Disarm
Disable those nasty magical attacks!
1. Open your Repacker and load mob.WZ into it
2. go to the desired mob ID
3. go to attack1 > info
4. go to range
5. click lt and change it(CTRL + M) range value to 0,0 > enter
6. click rb and change it(CTRL + M) range value to 0,0 > enter
7. save
- Monster Magic Disarm 2
Now monsters shouldn't hurt you with their magic attacks and such
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
- 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.
Follow the Leader Vac [FTL Vac]
1. Open your mob.wz with your RePacker.
2. Go to the Mob Bot-Catcher Mob ID, and open it
3. Remove Everything EXCEPT "info" and "stand".
4. Go and expand "stand".
5. You will see "lt"(Left/Top) and "rb" (Right/Bottom).
6. Click and change(Ctrl + M), the Content of the "lt"(Left/Top) and "rb" (Right/Bottom) to 0,0.
7. Close "stand", and expand/click "info".
8. Add(Ctrl + A) "damagedByMob" into "info" by:
Name: damagedByMob
Content : 1
Type : WZCompressedIntProperty
9. Press Enter.
10. Save.
Lets get Started with map.wz
- Intro - What is a Foothold?
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
[WZ Editing] Map.wz useful and important information!
Zythgor3 wrote:
Background
Delays & Effects
Minimaps and such
Portals
Map Obstacles (Jump quests)
Tiles
Objects
Monster "Life"
.
Footholds
Creating a new WZ vac : Trials and errors
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Now to discuss background related variables: First off there is "bS",
"front", "ani", "no", "f", "x", "y", "rx", "ry", "cx", "cy", "type",
"a", and "bgm".
"bS":"bS" refers to the name of a group of
background related data to apply to the current map at the corresponding
coordinates listed in each seperate "back" group. For example: if the
value of bS is toyCastle, then the map will use data from
"Back\toyCastle" <which includes origin data <"X","Y","z">,
image data, animation sequence data <positional coordinates and delay
between images <"delay">. The v.58 AOB for bS is FE 5E 56. You
can change what bS data is used for each corresponding "back" region of a
map. You may for example change toyCastle (FE 5E 56 08 00 F7 48 6A EA
4A 87 26 19 4D 9A 00) to mureung (FE 5E 56 08 00 F9 51 70 E1 6C 93 3B 0A
00). There are some maps that do not utilize a "bS" <usually very
small maps such as locker room or small shops that do not need to break
down the map into sections. There will be a "FE 5E 56 08 00 00 00",
("front", "ani", "no", "f", "x", "y", "rx", "ry", "cx", "cy", and
"type") will all have values of 0, and "a" will usually have a value
of255)
"front":I would recommend to NOT touch this at all,
especially do not mass edit it. Mass edits to this will make it so you
can not see a dang thing you are doing, and will have to navigate around
the map using the mini map to even stumble your way around. This will
change how each "bS" related .png image is displayed relative to the
map. If you "front" the image it will take priority over animations,
objects, monsters, footholds, characters, etc. which will then become
not visible behind it.
"no":This is another variable you will
want to leave alone all together. Mismatching this value will cause the
game to just crash immediately after character selection. Only edit it
if completely removing a "bS" section and then it will become 0.
"ani":The game often uses the same animation in various locations.
The variable "ani" is a toggle for each particular "back" region for how
to handle the particular set of "bS" animation data. The basic
animation properties for "toyCastle" for instance would be under
"Back\toyCastle\ani" and would define an animation sequence including
origin coordinates <"X","Y","z">,images, and delays between images
<"delay">. You will pretty much want to change all these to a
value between -1 and 1 depending on the effect you want. You can safely
mass edit this if want: setting a value of ani=0 will set it to its
default animations that would normally occur at that "bS" (or background
for those areas that are not broken down into various bS sections). The
game normally only uses the value of 1 or 0 . 0 is normal color
backdrop with normal animation over it layed out per "type" <see
explanation of type below>. 1 is black backdrop with normal
animations over it (any other positive number is basicly the same effect
as 1). -1 looks nearly the same as positive 1(maybe it is just my
imagination but it looks slightly faster on some maps with a negative
value), and any negative value after that has the same effect as -1.
"type":This determines specifically how the graphics will be
displayed within the range specified. This is another one of those
values that you really do not want to change unless you are looking for a
very screwy effect to occur on each "back" area. There are a little
over 20 "type" effects set, so the value here is usually between 0-20.
This variable causes the images to be layed down in effects such as
<horizontal banding of various sizes, vertical banding, scrolling
banding, tiled imaging, various layouts with solid blue or black
rectangular cutouts <designed to fit around certain map objects on
particular maps, and just looks stupid when used elsewhere as you get
these blocked out chunks on your screen.>. I am not going to list
them all, though I know what they do <most aren't even worth the
amusement of changing to>. Do NOT change type to 4 or 6 <on most
maps this vertical banding offect will cause it to crash
immediately>. types 5 and 7 are up/down scrolling effects primarily
used to give the effect that you are moving in maps like the elevators,
etc.
"a":"a" is pretty much a brightness factor for the
background <it only effects "back" items <does not effect objects,
monsters, characters, footholds, platforms, etc> A value of 0 will
make the background completely black <this is different then tiling
an animation effect across the map, like I did in original release>,
and a value of 255 is full brightness <which is the default value for
about 95% of the values>.
"f":"f" is related to image
orientation. a value of 0 which is normally used is the standard
orientation. a value of 1 flips the background object <"flipped over a
y axis">. As far as I can tell you can use any value other then 0 to
cause it to flip this way. It doesn't seem to have any other function
Background Motion Effects: Much of the animation you see is just a
sequence of changing .png images in an animation sequence with varying
delays between each image. Other images however shift around the screen
and there motion varies based on whether you are standing still or
whether you are moving. To try and achieve effects like walking towards
something in the distance in the background (that they want to still
show up on the screen but maintain its appearance of staying in the
distance): objects will shift at a rate relative to you moving and to
you not moving. "cx" & "cy" are used in controlling how moving
objects may shift as you move side to side or up and down ("cy" is also
utilized in the "life" section and is utilized a little differently when
referring to monsters. It can limit how far an agressive monster will
follow you). Certain effects are controlled elsewhere though. Weather
effects for instance are under MapHelper (most of these need to be
"unrandomized" before the normal controls will efffect them(set
random=0)). Changing "rx"&"ry" values should be avoided. It causes
too many conflicting conditions to happen extremely fast after entering a
map, and the game will crash and close.
Delays & Effects
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Delays:I will discuss the various delay values used, where they are
and how you will want to change them. You will NOT want to mass edit all
the delays. Some delays you will want low, some you will want high,
etc. Setting certain delays to 0 will freeze the game right off the bat
too during the login maps. Setting other delays too high will cause the
game to freeze as well in areas. Being able to mass edit delays over a
range of offsets instead of over the whole file becomes extremely useful
for manipulating this file. You will need a much better editor to get
this functionality however.
"Effect":within this block you will find popup effects for various PQs.
The faster it displays, the faster you get through it, and the faster
you can get out and back in. Set all these delays to 1.
"MapHelper":There are reasons to change these and reasons to leave them
alone. There are some delays here relating to how often positions are
updated on the map <for spouse, NPCs, party members, your
position>. If you do not rely on this information you might leave it
alone and close the window, or just boost some of the delays to reduce
lag. There is little reason in my opinion to want to reduce these
numbers and have them refresh more often.
Average Maps:There are portal& tooltip delays which are normally set to 0. There is no real reason to edit these.
"Obj\trap":Your various PQ things, and steam, and nature traps, etc
are found here. While just changing the "obstacle","damage" and
"mobdamage" values to 0 will get you through jump quests. You can chose
to edit the delays to make traps sit in place, or take forever to go
off, or continue firing rapidly if you find that amusing. Generally I
don't bother with changing any delay values here either.
"Obj\login"&"Back\login":They build a ridiculous amount of delays of
large amounts of time into the login process. All of these
"Title\logo\\delay" & "Title\effect\\delay" values should be dropped
to 1. You want to move through the login as soon as possible. The
various other delays are mostly for how often the various objects on the
screen do silly stuff. They do not need to be dropped down unless you
like them moving in super speed for amusement.
"Obj\Guild":if you GPQ a lot you may want to tweak some of the delays in here up or down to your liking.
All the rest of the "Back\"&"Obj\": Most of the backgrounds have
there share of animations that you can change the delays on if so chose.
All the miscellaneous objects you pass buy <houses, lamp poles,
etc> that have effects to them have delays that you can tweak up or
down to your liking as well.
Minimaps and such
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Minimaps:Various edits to change the properties of minimaps
"hideMinimap":Many maps intentionally do not display the minimap by
default. The value for this is either 0 <show the minimap> or 1
<hide the minimap>. You can safely mass edit this value to force
all minimaps to be displayed or be hidden.
Even if the
minimap is displayed, does not mean the entire minimap image will be
visible at one time. There are many properties of the minimap window
that can be adjusted however(these will be found in a subgroup called
"miniMap":
"*.png":Every minimap has its own canvas image
stored in .png format. This is not a turtorial on extracting images from
the file, or modifying them and repacking the file. I'm not going to
elaborate further on this here
"width" & "height":You can
often be standing at the furthest legit spot in some direction on a
map, and still not be able to see certain things that are further on the
map. The width and height limit how much of the minimap image will be
allowed to be displayed. You can can adjust these in either direction.
Reducing it will just leave black color where conceiled and reduce the
size of the minimap window itself.
"mag":This is an image
magnification variable for the minimap image. A smaller # zooms in real
closely and a larger # zooms out far. A very small change in this #
makes a big change in magnification.
"centerX" &
"centerY": These are used in conjunction with "mag" to align the image
so it is visible in the minimap window. If you adjust "mag" you will
mostlikely need to adjust these as well to keep the image aligned
Portals
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Portals:An overall synopsis of portal variables. Despite popular
belief, you can change portal properties and they do have an effect.
"pn":this stands for portal name, and identifies the portal. As of
v.59 there are around 1100 unique portal names (there are well over this
# of portals as some of the portal names are used in multiple
locations.)
A "pn" of "sp" indicates a starting point portal
which is a location that you drop into the map from when changing
channels and such.
"pt":this stands for portal type. As of
v.59 this will be a # from 0 to 11. The following explains the basic
properties of each portal type:
0:removes portal image and portal use, but is still a vaid reference for placement from other portals.
1:no image, can enter, normal attack and portal useage after enter, (similar to 8 but no script)
2:normal image, can enter, normal after enter, unsure what difference there is between this and 7
3:no image, automatically enter portal when in range <whether jump
or move, etc> (These are frequently used when falling towards bottom
of map to force you to shift to another map or other location on the
current map)
4:normal portal image, but can not enter it <or
any other portal on map once attempt to enter this>, can not swing
weapon, can not cc, but can talk to NPCs (can attack or use other
portals if havent passed across this portal)
5:no image, but can
not enter it <or any other portal on map>, can not swing weapon,
can not cc, but can talk to NPCs (can attack or use other portals if
havent passed across this portal)
6:no image, can not enter, doesn't effect attacking or anything else. When enter map seem to jump to next portal?
7:normal image, can enter, unsure what difference there is between this and 2
8:no image, can enter, normal attack and portal useage after enter, used along with a scrpt
9:no image, can enter but then can not attack once enter <can use other portals though>
10:hidden portal image, can enter and all normal after
11:hidden portal image, can enter and all normal after (not sure of difference between 10 and 11)
"x" & "y":These are pretty straight foward. They are the coordinates for the portal.
"tm": stands for 'to map':This is a reference for the destination
map. The value for "pn"="sp" portals is 999999999. You can have multiple
"sp" portals on a single map, and frequently do on larger maps.
The value of this can also be the same map ID as you are on.
People believe that changing this has no effect, but this is not true
at all. The problem is that they do not know what else must be changed
as well in addition to it. If you change it to an invalid combination
without making all other necessary edits and then try to use the portal.
Your character will go nowhere, and it will be prevented from
attacking, using skills, etc.
You must have a matching "tn" that
exists on the map you are trying to goto (not a "sp", not a
"east##/west##" unless coming from an opposite "west##/east##") and you
must be attempting to portal to a location that matches the current zone
and maplist data (At this time I'd rather not explain this, if you can
figure it out great (if not do not ask me.)) The simplest changes are on
map portals, where you just change the "tn" value.
"tn":this
is the 'to name' or 'destination name' in comparison to "pn" which is
the 'source name'. On map portals are the simplest to change. You can
change the "tn" to an alternate "pn" on the current map, and you will
change where the portal directs you on the map. This is often nice on
maps with lots of hidden portals, etc.
"script":This is a
reference to a script name to be executed. It is either in use all the
time to create a visual effect at/around the portal, and/or to perform
an action when using the portal.
"onlyOnce", "delay",
"hideTooltip": When used these 3 portal properties are nearly always all
used together. They are usually all set to 0 (Portal doesn't become
unavailable after entered, no delay after entering, and tooltip is
displayed).
Map Obstacles (Jump quests)
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Now lets look at map "obstacle"s. These include all those traps, and
JQ nuisances, etc. There are a few ways of dealing with these <I
suggest you modify them all>. Almost everyone thinks they know how to
do this because it is posted in a ton of spots to just change all
values of "damage" to 0. This is a useful change, but in actuality does
not cover a good portion of obstacles at all, and covers a few other
miscellaneous things that do damage. To actually make all obstacles not
be obstacles at all <disable obstacles> you need to mass change
"obstacle" to 0. The default for every single value of this is 1. This
variable can be utilized in a more advanced editing technique to make
objects that are not normally obstacles become obstacles, which in turn
allows the "constant trap" hack to be possible anywhere on map. This
alone will disable all your traps without the damage=0 done as well. Now
there is also "mobdamage": there are a handful of these, and they also
can be mass changed to 0.
Tiles
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The game utilizes tiles to authenticate every region of every map. It is the same for objects.
If you ever go deeper, you'll see that some of the "Tiles", like
enH0, edU, enV0 and enV1 that are found in (When opening Map.wz)
Map.wz
→ Back
→ Effect.img
→ Map
→ MapHelper.img
→ Obj
→ Physics.img
→ Tile → "_".img (Depending of the type of Tiles your map is made of) → In it, you will find Tile types
→ WorldMap
You will eventually find Tile that are marked with "Foothold". These
are the authenticating Tiles, meaning that they are creating the Map
Region by Region.
Taking example of enH0,1, which "Foothold"
WZSubProperty is made of 90 pixels, it's saying that if you ever put a
foothold of 90 pixels in any map of this region, the game would put a
foothold of type enH0,1 25 pixels under the origin to authenticate it.
Objects
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It's basicly the same as Tile. They are making the map region by region. Some of the Objects that you would find in
Map.wz
→ Back
→ Effect.img
→ Map
→ MapHelper.img
→ Obj
→ Physics.img
→ Tile
→ WorldMap
are also created with a "Foothold" WZSubProperty.
Monster "Life"
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It ain't very useful, but sometimes it can save you a great time around.
Most of the monsters are created with 7 strings.
cy → The higher Y that the monster can go to.
fh → The foothold that the monster spawns on.
id → The ID of the monster (Check Mob.wz to see of which mob we're talking about here)
rx0 → The most left that the monster can go to.
rx1 → The most right that the monster can go to.
type → M for Monster, N for NPC (If you change M to N, you would need to change NPC.wz)
x → Monster's X Spawn Coordinate
y → Monster's Y Spawn Coordinate
X and Y are client sided. Editing them would be useless. The only way
you would be changing the monster spawn X/Y would be to modify the
X1,X2,Y1,Y2 of the foothold it is spawning on. (Refer to "fh")
Cy, Rx0 and Rx1 are the client sided mob detection range. It can save
you from many A/B scenarios if you change these correctly, according to
where you're vaccing to. If a monster gets over the range that is
determined in Cy, Rx0 and Rx1, you WILL get banned
Footholds
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Footholds are the platforms that you can't see but the ones on the
tiles (Refer to Tile). Just to clarify, Footholds are part of the
ground, when Tiles are NOT. Tiles are images that are covering/under the
footholds.
Footholds are coded with 6 strings.
The maplestory axis (X and Y) are inverted.
Prev → The next foothold that you will go to when leaving this foothold from the left.
Next → The next foothold that you will go to when leaving this foothold from the right.
X1 → The starting X coordinate
X2 → The ending X coordinate
Y1 → The starting Y coordinate
Y2 → The ending Y coordinate
You must understand that foothold 0 is inexistant. Maplestory
recognizes foothold 0 as an dead-end. Well, it creates a wall. If a
monster try to get to the left foothold by leaving the actual foothold,
and that the actual foothold has a Prev of 0, the monster will recognize
that this is a dead-end, and it will try to get to the other side.
Mapshifting was made by changing prev and next to different foothold
numbers, so when the monster would leave the foothold, it would get onto
the next foothold that you specified. Unfornately, this method has been
patched.
Creating a new WZ vac : Trials and errors
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Creating a new vac can be very hard these days: the servers are constantly checking what's going around.
The server will check the following things before auto-banning you. :
1.Monster movement: You might know that each monster has a specified
speed. e.g A snail would be slow, a red drake would be faster.
But something you might not know is that the server checks the monster
movement. If the monster is going to a speed that is more than what it
was expected to go to, then after a few mins, the server will disconnect
you and autoban you.
E.g. Mapshifting ground monsters,
"Force Vac" while the monsters are going in the same direction (Fvac
Speed + Monster Speed != Expected speed = A/B), editing the foothold
position so the monster will fly to it when walking normally, etc.
This also refers to Physics.img → Gravity, fly coefficient, and walking speed.
Tip : Mapshifting an original flying monster doesn't a/b you, as they
were created with no speed check. Still, you might need to find how,
and it's useless.
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2.Monster's spawn position : Changing the foothold the monster spawns
on will eventually kick you out of the game with an autoban msg. The
server is expecting the monster to spawn at that exact position (refer
to Monster's "Life"), and if it doesn't, then you're autobanned. There's
no way of bypassing this autoban as you might know that changing the
X/Y in monster's "Life" is useless.
Changing Monsters Spawn Positions:
* Standard Demo (V.70)
HD Demo (V.70)
Tip : This only refers to ground monsters, as original flying
monsters spawn position is created with the foothold that are in the
map.
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3.Changing wall values : As you are deleting the farthest foothold on
the right in a repacker, you are actually editing a Wall Value. And
since the wall values are calculated by the footholds, you will
eventually end up with an autoban. It's pretty self-explanatory.
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4.Creating fake footholds : It might not autoban instantly, but once
you touch it or a ground monster touches it, then the server thinks that
the monster is "internally" dissapeared, which will cause you an
autoban. Another idea that was brought was to mapshift a ground monster
from a fake foothold to another fake foothold. Unfornately, it does a/b,
because the speed is also calculated by the client.
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5.Deleting footholds: Deleting footholds does not autoban you. But
don't play with it, because if the server recognizes that a foothold is
missing here, then it's the ban-hammer.
Tip : Creating a foothold
0 in a section of the map where nothing authenticates it will d/c you.
You need to do something more to make it work, OR you can use a spot
that was originally created for another foothold. Creating a foothold 0
will not d/c you instantly when walking on it too, but don't jump too
much!
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Before I end that section, let's make a good conclusion for this part.
1. The monster can't be vacced fast.
2. You can't delete footholds
3. You can't modify footholds
4. You can't create fake footholds.
5. You can't change wall values.
5. You can't change a monster spawn position (Including deleting a foothold)
What the heck? How do I make a working vac?
Here are my tips :
1. Remember the good days when you are walking in henesys and playing
tag with your friends? You might utilize a portal from time to time.
But hey! Why does character can move so fast between in-map portals?
Then you would need to guess why.
2. Did I talked about tiles? Yes. and guess why? It can actually be used to make a great full map dEMi. How?
Zythgor3 said two things about it.
«You need to understand how the game utilizes the object and tiles to create a map region by region.»
and
«There is a "Tile-dEM" vac to speak. It basicly makes everything in
range by overlapping the tiles boundary. <Note: Your attack range is
also applied on every other tiles>»
- JQ GodMode
This will allow you not to get hit by the spike balls, and stuff. (good for zJQ.)
1. Open map.wz with deMSwZ
2. Untick everything except the lil' down left corner box
3. Type "damage" with a value of "0"
4. Process All, save
Patched
- Passive Vac or Force Vac with Passive Vac (pVac or fVac with pVac)
Guide will be Wrote By Me
=LINK REMOVED DUE TO PATCHED=
How to make fake teleport/shortcut portals:
1. Open Harepacker
2. Set to EMS/KMS
3. Open Map.wz
4. Open your selected your Map and Render Map It by Click FH Mapping Render Map.
5. By using your mouse to find your 2 spots to teleport A to B and get its 2 X and Y
6. Close the Render Map.
7. Open your map id and find portal section
8. Once you open it look at the last portal number if it is "4" the next number will be "5". and the next portal of "5" is "6".
9. Click on "portal" and Ctrl + A to add Portal 5 & 6.
Look something like this when you adding it these 2:
5
(Nothing)
WzSubProperty
6
(Nothing)
WzSubProperty
10. After this Click on portal 5 or 6 and Ctrl + A and add pn,pt,tm,tn,x&y only. Click on 5 then Ctrl + A to add this:
Example:
pn (PT05) - WzStringProperty
pt (1)- WzConpressedIntProperty
tm (Map name)- WzConpressedIntProperty
tn (PT06)- WzStringProperty
x (A number that you wanted to render look X and Y from the top of Map Render Do It Before making portal)- WzConpressedIntProperty
y (A number that you wanted to render look X and Y from the top of Map Render Do It Before making portal)- WzConpressedIntProperty
11. Click on 6 then Ctrl + A to add this:
pn (PT06) - WzStringProperty
pt (1)- WzConpressedIntProperty
tm (Map name)- WzConpressedIntProperty
tn (PT05)- WzStringProperty
x (A number that you wanted to render look X and Y from the top of Map Render Do It Before making portal)- WzConpressedIntProperty
y (A number that you wanted to render look X and Y from the top of Map Render Do It Before making portal)- WzConpressedIntProperty
12. Go Render Map and see the those 2 Portal is there or not. There will be 2 purple portal at there.
13. Save
_______________________________________________________________________________
- Intro - What is etc.wz used for?
etc.wz contains all the in-game messages. these can not be usefull, only entertaining/funny
- Curse Filter
an old trick hehe . no A/B D/C
1. open your repacker and go to etc.wz
2. find the curse.img
3. there are a LOT of curse words in here D:
4. so if your friend says **** DlCK all the time, then you can change those two to \ so you can read
his curse words, i haven't really tested this and it's CS only.
- Disabling tooltips
These can be annoying. no A/B D/C
1. Open etc.wz with your Repacker !
2. Go to tips.img (NL, DE, FR and ES are for other languages.
3. Go to the info property, you will see numbers 0 1 2 3 4 5 6, in here there's a levelMax and a levelMin,
Change them to 1, only in lvl 1 you'll get some tooltips. not in lvl 2 and over
- Change Ban Message (Funny)
This is just very funny. i wrote : "you have been banned because NeXoN found your Pen0r!" no A/B D/C.
1. Open etc.wz with your repacker
2. Open blockreason.img and open any desired number (i think 12 was A/B message)
3. Change msg to W/e you like
__________________________________________________
- Reactor.wz
- No Delay Box Break, used in HPQ, or any other PQ that needs to break some boxes. no A/B D/C
1. Open deMSwZ, and open reactor wz.
2. Type in delay with a value of 1
3. Process all, save
__________________________________________________
- Skill.wz
- Teleport Range
1. Open deMSwZ
2. Open Skill.wz
3. Untick everything
4. Tick the bottom most box
5. type in "range" without quotes
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
7. Process All
8. Save
Instant Buff (Buff Only!)
Method 1:
1. Open Harepacker
2. Open a buff skill.
3. Change the buff action to 0 by using Ctrl + M to change
4. Save
Method 2:
1. Open Harepacker
2. Open a buff skill.
3. Click on "action" then Ctrl + R to remove it
4. Save
Patched
Blessing of the Fairy Super Avoid
1. Open Harepacker
2. Open 000(adventurer)/1000(KoC)/2000(Aran)
3. Now Open X000012 (X - Your Job if you are KoC would be 1)
4. Open level
5. Open Your Current BoS/F Level
6. Click on "z" then Ctrl + M
7. Something will pop out
8. Edit the Value Box which is the 2nd to 999 and press Confrim
9. Save
FlashStep:
link
1. Open HaRepacker
2. Load Skill.wz
3. Open 2100.img > 21001001
4. Click on "action"
5. Ctrl + M to Change the Value "combatStep" to "0" / Ctrl + R to remove it
6. Save
Format for FlashStep (required rapidly):
1. CombatStep Key
2. Jump Key + Left / Right Direction Key
Infinity MP for Teleport / Long Distance Movement Skill
1. Open Repacker
2. Load Skill.wz
3. Open a teleport/long distance move skill (buff like haste doesn't count)
4. Open "info" > "level"
5. Click on "mpCon"
6. Change the number of the value to "0"
7. Save
NOTE: Heal for Infinity MP is patched after KoC patch and the others skill wouldn't work since maple started

________________________________________________________________________________________________________________________
- Special
iSean Auto D/C from GM (iADFGM)(Unsure working):
1. Open Harepacker
2. Open Skill.wz
3. Delete GM Skill (800.img and 900.img)
4. Save
5. Open 2nd Harepacker
6. Open Character.wz
7. Ctrl + F and Find 1002140, 1042003, 1062007 & 1322013 (Wizet Invincible Hat, Wizet Plain Suit, Wizet Plain Suit Pants & Wizet Secret Agent Suitcase) And Remove It
8. Save
iAvoid Godmode
*Please note that the names of the properties are CASE SENSITIVE!!!!!!
Step 1: Character.wz :
Load Character.wz.
Open up the equipment ID that you want. (King Mush Work gloves: 1082002)
( Character.wz>>>Gloves>>>1082002>>>info)
Go into "info".
Add "setItemID", 1, WzCompressedIntProperty.
Step 2: Etc.wz :
Load Etc.wz >>> SetItemInfo >>> 1
(Etc.wz>>>SetItemInfo>>>1>>>Effect/ItemID)
Next, go into "ItemID".
Change the 1st property("1") into the equipment ID u want. (King Mush Work gloves:: 1082002)
Then, go into "Effect".
Add "1", WzSubProperty.
Then in "1", add "incEVA",999,WzCompressedIntProperty.
If you're lucky when GM wearing this Item in Preview and you will suddenly D/C

_________________________________________________________________________________________________________________________
Sound.wz - Contains all sound effects and songs throughout out the game
Method 1
1. Open deMSwZ 1.5
2. Open Sound.wz
3. Untick all except Decode Mp3 & View Properties Only
4. Click on BGMXX
5. Open your deMSwZ 1.5 Folder (if you don't continue step 6)
6. Open Sound
7. Open BgmXX
8. Find your music.
Method 2
1. Open SoundWz
2. Change GMS to EMS
3. Open Sound.wz
4. Click on BGMXX.img (XX Means a Number)
5. Press on a sound track
6. Press Save
____________________________________________________________
Credits
Kefin for making the guide
iSean(me) for Updating & Adding some hacks
Cons for Updating and Releasing it on Xevive
haha01haha for Harepacker
CDGod for EMS/MSEA deMSwZ 1.5 & 2.1.1
Raiden some help.