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Well many of you maybe already know how to edit your .wz files in you server. Well if you don't here is the guide for you. Ok there is only 3 main things you might edit while editing files...
1.Maps
2.Items as in Character weapons armor, etc
3. Items as in pots and what now.
I will tell you how to do everything i know how to edit in those three... here we go...
This Guide Includes
Maps
Items
Character Items
Editing Monster Sacks
Monsters
Portals
Scrolls
Throwing Stars
Maps
Well obviously you need to go to map.wz for this one.
Ok so you want to know how to add a npc or a monster to a map right?
Well open a random map any map!
I'll use my henny map... map 100000000
Now in any wz map file you can search for life. Go on do it. Once you search for life now you should be
somewhere that looks like this
Code:
</imgdir> <imgdir name="life"> <imgdir name="0"> <string name="type" value="n"/> <string name="id" value="9201086"/> <int name="x" value="4922"/> <int name="y" value="446"/> <int name="mobTime" value="0"/> <int name="f" value="0"/> <int name="hide" value="0"/> <int name="fh" value="201"/> <int name="cy" value="454"/> <int name="rx0" value="4872"/> <int name="rx1" value="4972"/>
Now you see the line?
What line? Oh this line
Code:
<string name="type" value="n"/>
Now if you want a monster simple change the n to a m. Lower case pl0x XD.
Now you only really need 3 values, x, y, and fh to put any npc or monster any where you would like.
First you have to go in your server and do your command like !postion or !charinfo just find your command that gives postions.
Now that you got your postions... write them down you'll need them later. Now in the code where i put my x that is all you need to change... oh yea you need to do !search or get your gm hand book for the id you want
Code:
</imgdir> <imgdir name="life"> <imgdir name="0"> <string name="type" value="x"/> <string name="id" value="xxxxxxxxx"/> <int name="x" value="xxxx"/> <int name="y" value="xxxx"/> <int name="mobTime" value="X"/> <int name="f" value="0"/> <int name="hide" value="0"/> <int name="fh" value="xxx"/> <int name="cy" value="454"/> <int name="rx0" value="4872"/> <int name="rx1" value="4972"/>
Code:
<float name="mobRate" value="1.0"/>
Now once you fill in those x's you are ready to restart your server and test it out. If you get an error code in your channel server that means you have a wrong id or postion or you mobTime is too large.
If it works congrats on puttin your monster/NPC where you wanted to put it. Now lets move on to the next main wz you might want to edit.
Character Items
Head over to char.wz and i'll show you how to add stats to anything! (Except Hair, Pet, Face.)
Now i'll pick a item you all like to wear twenty-four seven cause you got the power of gm!
-That is right you guessed it- OMFG A GM HAT!
I will be editing the gm hat as seeing that it has alot of things you could add to your noob weapons ^_^
1002140-Wizet Invincible Hat
Here is what you should be looking at... wait it has everything you can add on ^_^
Code:
<imgdir name="info"> <canvas name="icon" width="31" height="25"> <vector name="origin" x="-1" y="25"/> </canvas> <canvas name="iconRaw" width="31" height="19"> <vector name="origin" x="-1" y="25"/> </canvas> <string name="islot" value="Cp"/> <string name="vslot" value="CpH1H5"/> <int name="reqJob" value="0"/> <int name="reqLevel" value="0"/> <int name="reqSTR" value="0"/> <int name="reqDEX" value="0"/> <int name="reqINT" value="0"/> <int name="reqLUK" value="0"/> <int name="incSTR" value="999"/> <int name="incDEX" value="999"/> <int name="incINT" value="999"/> <int name="incLUK" value="999"/> <int name="incPDD" value="200"/> <int name="incMDD" value="200"/> <int name="incACC" value="200"/> <int name="incEVA" value="200"/> <int name="incSpeed" value="30"/> <int name="incJump" value="50"/> <int name="tuc" value="7"/> <int name="price" value="1"/> <int name="cash" value="0"/>
<int name="reqJob" value="x"/>
See where the x is? That means you put the number of the job where the X is? Oh my fu**en god this is so easy. For example if you want only want mage's to wear it then you would put it as 200. IF you only want bowman to wear it then change the job to 300 simple? Yes. Ok NEXT...
<int name="reqLevel" value="x"/>
I think you get this one. And you should know when i put a x by now means you put something there. So if you only want level 120 and over to wear it then make the value to 120. If you want everybody to wear it put it as 0 or 1..If you only want level 30 and over to wear it then put the value as 30.. next...
omg a 4-in-1
<int name="reqSTR" value="x"/>
<int name="reqDEX" value="x"/>
<int name="reqINT" value="x"/>
<int name="reqLUK" value="x"/>
What stats require you to wear your item. That was short? No wait i'm not done... so if you want your item to be worn to people how have 50 luk or over then put the value of 50. Lol next one..
Another foursome... that came out wrong...
<int name="incSTR" value="xx"/>
<int name="incDEX" value="xx"/>
<int name="incINT" value="xx"/>
<int name="incLUK" value="xx"/>
How much it will increase your stat. like if you want you stat to increase by 20,000 then put 20,00 in. I think these explinations are getter shorter by the minute... NEXT
2-in-1
<int name="incPDD" value="xx"/>
<int name="incMDD" value="xx"/>
How much your magical defence/ physical defence will increase. So if you want it to increase by 1... then put in 1. next one
<int name="incACC" value="xx"/>
How much it will increase your accuracy. So if you wanted 200 more accuracy put in 200
Let me do a five in one this time... actually never mind
<int name="incEVA" value="xx"/>
Increase in evaision.. put the number you want to increase BLEH...
<int name="incSpeed" value="xx"/>
Increase in speed put in the number you want...
<int name="incJump" value="xx"/>
Increase in jump... put the number you want...
<int name="price" value="xx"/>
What price you want it to be sold for... finally something different for a change. So if you want it to be sold for 2,147,000,000 then put in that number XD
<int name="cash" value="x"/>
Cash = 1 Non-Cash= 0. So if you want it to be a cash item then put it as 1 if you don't 0 simple yes i know.
Done! Wait i cheered myself up... >.> I forgot to tell you magical attack and physical attack.. but who needs it? Oh Sheet how to increase mp, hp and add things in OMJESUS
<int name="incPAD" value="xxx"/>
Increase Physical attack. Put a number in
<int name="incMAD" value="xxx"/>
Increase in Magical Attack. Put your desired number.
<int name="incMHP" value="xxx"/>
<int name="incMMP" value="xxx"/>
Increases hp/mp. Put a number you want to increase you hp and mp.
To be honest i never seen this before until know...tested
<int name="attackSpeed" value="x"/>
Increase the attack speed of your current weapon .Shove in a number and you ready to go. Weapon only DUH
Ok now how to add how to add.. Well all items i looked into had this...
Code:
<string name="islot" value="Pn"/> <string name="vslot" value="Pn"/> <int name="reqJob" value="0"/> <int name="reqLevel" value="0"/> <int name="reqSTR" value="0"/> <int name="reqDEX" value="0"/> <int name="reqINT" value="0"/> <int name="reqLUK" value="0"/> <int name="cash" value="0"/> <int name="price" value="1"/>
Code:
<string name="islot" value="Pn"/> <string name="vslot" value="Pn"/> <int name="reqJob" value="0"/> <int name="reqLevel" value="0"/> <int name="reqSTR" value="0"/> <int name="reqDEX" value="0"/> <int name="reqINT" value="0"/> <int name="reqLUK" value="0"/> <int name="incPAD" value="noob"/> <int name="cash" value="0"/> <int name="price" value="1"/>
Items
Now click along Item.wz>Consume for this part. See the 0200.img-0234.img. See it? Those are three starting id's of you item . I will use...
2022179 - Onyx Apple
Ok now open 0202.img And search for 2022179.
ok now see the specs? that is where you are going to add/remove whatever...
I will need to test this first... i never tried these before it it doesn't work 2 b@d 4 u...
Testing....
Works...
Sexy
Code:
</canvas> <int name="price" value="1"/> <int name="slotMax" value="5"/> <int name="tradeBlock" value="1"/> <int name="notSale" value="1"/>
Code:
</imgdir> <imgdir name="spec"> <int name="hpR" value="100"/> <int name="mpR" value="100"/> <int name="pad" value="100"/> <int name="mad" value="500"/> <int name="pdd" value="20"/> <int name="mdd" value="20"/> <int name="time" value="600000"/> <int name="hp" value="300"/> <int name="mp" value="300"/> <int name="eva" value="8"/> <int name="acc" value="8"/> <int name="speed" value="7"/> <int name="jump" value="5"/>
Code:
</imgdir> <imgdir name="bullet"> <canvas name="0" width="27" height="27"> <vector name="origin" x="13" y="13"/> <int name="z" value="0"/>
Ok so every item has the <int name="price" Vale="x"/>
So anything you add will go under that.
Explain' time
<int name="price" value="x"/>
The price your item is sold
<int name="slotMax" value="x"/>
How much you can hold in you inventory. I honestly do not know what is max but i think it's 9999 if you go over you will get a glitched number... i think... well if you go high enough... i don't know sorry.
<int name="tradeBlock" value="x"/>
<int name="notSale" value="x"/>[/CODE]
1= non trade 0=trade. Yea beasicly un-tradeable tradeable.. sellable/un-sellable...
<int name="hpR" value="xx"/>
<int name="mpR" value="xx"/>
How much hp/mp% your hp/mp heal.
<int name="pad" value="xx"/>
<int name="mad" value="xx"/>
How much your attack/magic attack rises...
<int name="pdd" value="xx"/>
<int name="mdd" value="xx"/>
How much physical/magical defence is raised...
<int name="time" value="xx"/>
How much time you buff is on for...
<int name="hp" value="xx"/>
<int name="mp" value="xx"/>
How much you hp/mp heals...
<int name="eva" value="8"/>
Rasies your invaision
<int name="acc" value="8"/>
Accuracy is raised
<int name="speed" value="7"/>
<int name="jump" value="5"/>
How much % you speed and jumped is increased
Monsters
Ok i'm use a snail for this example then a mushmom for the next
Snail-0100100.img
Code:
<imgdir name="info"> <int name="bodyAttack" value="1"/> <int name="level" value="1"/> <int name="maxHP" value="8"/> <int name="maxMP" value="0"/> <int name="speed" value="-65"/> <int name="PADamage" value="12"/> <int name="PDDamage" value="0"/> <int name="MADamage" value="0"/> <int name="MDDamage" value="0"/> <int name="acc" value="20"/> <int name="eva" value="0"/> <int name="exp" value="3"/> <int name="undead" value="0"/> <int name="pushed" value="1"/> <float name="fs" value="10.0"/> <int name="summonType" value="1"/>
This is the touch damage. So if you get hit say you want the touch damage to be 200 it'll be 200 but you have to remember armor is adding in to it so yea. the monster Physical attack.
<int name="level" value="x"/>
What level it is... really doesn't change anything...
<int name="maxHP" value="x"/>
<int name="maxMP" value="x"/>
The monsters max hp and mp
<int name="speed" value="x"/>
How fast the monsters move. So like -65 will be really slow and 100 will be really fast somethin' like that
<int name="PADamage" value="x"/>
<int name="PDDamage" value="x"/>
<int name="MADamage" value="x"/>
<int name="MDDamage" value=x"/>
Physical Attack/Physical Defence/ Magic attack/Magical Defence
<int name="exp" value="x"/>
How much exp it gives so y X<your server rate here>
<int name="acc" value="x"/>
<int name="eva" value="x"/>
Accuracy... evasion...
<int name="undead" value="x"/>
1= undead 0= dead? lol
<int name="pushed" value="x"/>
How much damage it takes for the monster to be pushed back.
Ok now instead of mushmom i'ma use zakum..
8800000 Zakum1 (Boss)
Code:
<int name="hpRecovery" value="5000"/> <int name="mpRecovery" value="100"/> <float name="fs" value="10.0"/> <int name="summonType" value="1"/> <int name="hpTagColor" value="1"/> <int name="hpTagBgcolor" value="3"/> <int name="noFlip" value="1"/> <int name="boss" value="1"/> <int name="firstAttack" value="1"/>
<int name="hpRecovery" value="xx"/>
<int name="mpRecovery" value="xx"/>
This is how much hp/mp zakum will recover in 30 seconds... or is it 1 minute...
<int name="hpTagColor" value="1"/>
<int name="hpTagBgcolor" value="3"/>
This all has to do with the hp bar do not change it
<int name="boss" value="x"/>
This means if it is a boss or not 1= boss 0=not
Now scroll down until you see this...
Code:
</imgdir> <imgdir name="revive"> <int name="0" value="8800001"/> </imgdir>
Monster Sacks
Ok monster sacks are a little bit different.
Well let me see uh... sorry i have gotten a bit dumb.
Ok now go to
You Repack> Wz> Item. WZ> Consume>0210.img
I will be using item 2100018
See this?
Code:
</imgdir> <imgdir name="mob"> <imgdir name="0"> <int name="id" value="4230111"/> <int name="prob" value="100"/>
the prob is the possibility of the monster spawning.
i hope i made it easy enough for you.
Portals
Ok, since people still clearly look at this I will update a few things. Portals are very ... something. Not that hard to edit though. Lets head over to map 100000000
Code:
<imgdir name="21"> <string name="pn" value="east00"/> <int name="pt" value="2"/> <int name="x" value="5907"/> <int name="y" value="455"/> <int name="tm" value="100010000"/> <string name="tn" value="west00"/> </imgdir>
I would have never known this stuff it wasn't for his map maker.)
Well, this seems pretty easy right?
string name="pn"
Portal Name. SP is spawn point, if you noticed TM is always 999999999 when using a spawn point. The portal name is very important in the map, especially map making. (I will explain into detail later ...)
int name="pt"
Portal Type, each portal has a different type and number. (Again more detail later ... end of this section will explain more.)
int name="x"
int name="y"
The coordinates the portal is placed on the map.
int name="tm"
Destination, again, SP portals use 999999999 always for a spawn point.
string name="tn"
Uhh ... it just teleports to the portal on the destination map.
Ok, for the a Spawn point ... the name is always SP, the portal type is always 0 and the destination is always 999999999. For maps it is very important. Now it's very important for the portal name because the portal will target the portal named 'west00' on map '100010000' Get it now kind of?
Portal Types:
0 - Spawn Point
1 - Hidden Portal
2 - Normal Portal
3 - Auto Hidden Portal
4 - Normal Portal (can not enter it or any other portal on the map when used)
5 - Hidden Portal (can not enter it or any other portal on the map when used)
6 - Hidden Portal (Can't enter)
7 - Mini Dungeon Portal
8 - Hidden Portal (Used with a portal script)
9 - Hidden Portal (When entered you can't attack)
10 - Hidden Portal Function: No clue
11 - Hidden Portal Function: No clue
Scrolls
For this part of the guide go to
Your Repack/Source>Wz>Item.wz>Consume>0204.img
Never mind this item ... self made.
Just go to any scroll ID ...
Code:
<imgdir name="02041337"> <imgdir name="info"> <canvas name="icon" width="30" height="29"> <vector name="origin" x="-1" y="29"/> </canvas> <canvas name="iconRaw" width="30" height="26"> <vector name="origin" x="-1" y="29"/> </canvas> <int name="price" value="2147000000"/> <int name="incSTR" value="5"/> <int name="incDEX" value="5"/> <int name="incINT" value="5"/> <int name="incLUK" value="5"/> <int name="incPDD" value="5"/> <int name="incPAD" value="5"/> <int name="incMAD" value="5"/> <int name="incMDD" value="5"/> <int name="incACC" value="5"/> <int name="incEVA" value="5"/> <int name="incSpeed" value="5"/> <int name="incJump" value="5"/> <int name="incMHP" value="5"/> <int name="incMMP" value="5"/> <int name="success" value="5"/> <int name="cursed" value="1"/> </imgdir> </imgdir>
Self explanatory ...
int name="incSTR"
int name="incDEX"
int name="incINT"
int name="incLUK"
int name="incPDD"
int name="incMDD"
int name="incPAD"
int name="incMAD"
int name="incACC"
int name="incEVA"
int name="incSpeed"
int name="incJump"
int name="incMHP"
int name="incMMP"
Increase the str/dex/int/luk/physical defense/magical defense/weapon attack/magic attack/accuracy/evasion/speed/jump/HP/MP by the value you put in. Negatives work as well I do believe.
int name="success"
The success rate of the scroll.
int name="cursed"
The 'cursed' rate of the scroll. (The rate of how much it will be destroyed)
Throwing Stars
For this part of the guide go to
Your Repack/Source>Wz>Item.wz>Consume>0207.img
Code:
<imgdir name="0207.img"> <imgdir name="02070000"> <imgdir name="info"> <canvas name="icon" width="26" height="28"> <vector name="origin" x="-3" y="28"/> <int name="z" value="0"/> </canvas> <canvas name="iconRaw" width="25" height="26"> <vector name="origin" x="-3" y="28"/> <int name="z" value="0"/> </canvas> <int name="price" value="250"/> <int name="slotMax" value="500"/> <double name="unitPrice" value="0.3"/> <int name="incPAD" value="15"/> <int name="reqLevel" value="10"/> </imgdir> <imgdir name="bullet"> <canvas name="0" width="19" height="19"> <vector name="origin" x="9" y="9"/> <int name="z" value="0"/> <int name="delay" value="30"/> </canvas> <canvas name="1" width="16" height="17"> <vector name="origin" x="8" y="8"/> <int name="z" value="0"/> <int name="delay" value="30"/> </canvas> </imgdir>
The price ...
int name="slotMax"
How much the star will carry at maximum.
double name="unitPrice"
The unit price per 1 of the stars.
int name="incPAD"
The physical damage it adds.
int name="reqLevel"
Required level.
================================================== ========Well this is the end of the guide