MapleStory .wz Editing Guide(Hackers Pack)

Maple Story Other Hacks, Bots, Tuts Discussion Discuss, MapleStory .wz Editing Guide(Hackers Pack) at Maple Story Hacks Bots Tuts Discussion forum; What it contains : All Map Pvac Undead Import .Wz Data PVac Concept No Jump Deactivate Mob Skills Telepor tRange ...


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Old 10-20-2011, 02:57 PM
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MapleStory .wz Editing Guide(Hackers Pack)

What it contains:

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 *****, 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
deMSwz For gMS -deMSwz
deMSwz for eMS - EMS wz
Hex Editor A.K.A HxD - Hex Editor

Remember to "like" this thread if it helped!

---------- Post added at 03:57 PM ---------- Previous post was at 02:33 PM ----------

Woops.
Placed the thread in the wrong section.
Please move it.
Thanks.
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  #2  
Old 10-21-2011, 06:23 AM
Double Wood Axe
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cannot download it ..
y .. ? EMS. wz ....
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Old 01-02-2012, 12:23 PM
Chick
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can't download GMS.
And happy holidays
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