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Redmoon Assistance

Newbie Spellweaver
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If anyone needs helps just drop a post.



Understanding Monster Spawns 3.8



First off I take zero credit for this, greensmurf rules!

Ok, first the Mop0XXX is the Mop that coorisponds with the map file Map0XXX. Now, NEVER touch the Map0XXX file ONLY the Mop0XXX file.

1) Choose a Mop file to edit.

2) At the top is something like

; À̸§ ¸ó½ºÅ͹øÈ£ À§Ä¡ (left, top, right, bottom) ¾ÆÀÌÅÛ¼ö ¾ÆÀÌÅÛµé ÆÐÅÏ ¸ó½ºÅͼö ¸®Á¨Å¸ÀÓ

But you can change it so you can understand...

;[monster name] [index] [left top right bottom] [ItemCount] [ItemIndex] [ItemID] [Count] [Pat] [Qty] [Respawn]

Better, right?

3) Understand the Monster Numbers.

0-n/a
1-Hooligan
2-Spy 1
3-Thug
4-Cyborg
5-Jester
6-Mutant
7-Gangster
8-Robber
9-Dragon Infantry
10-Sniper
11-Commando
12-Esper
13-TNT
14-Quest Spy
15-27 are the same as 1-13. (Except 16-Spy 2)
28-Android
29-Giant Bat 1
30-Skeleton
31-Machine Gun 3
32-Machine Gun 1 (there is no machine gun 2)
33-Minotaur
34-Giant Bat 1
35-Revertix
36-Lab Tech
37-Combat Drone
38-Boss Spy
39-Spy 3
40-Yeti
41-Shiva
42-Destroyer
43-Storm Trooper
44-Buccis
45-50 are n/a
51-Space Pirate
52-Rock Beast
53-Scout Robot
54-Scouter
55-Base Gaurd
56-Platoon Leader
57-Spy Plane
58-Army Hall Security
59-Machine Gun 3
60-Machine Gun 1
61-n/a
62-Fake Doctor
63-Fake Doctor
64-Centinal
65-Anihilator
66-Sky Cop
67-Psyanide
68-n/a
69-n/a
70-Zombie
71-n/a
72-Apophis
73-Giant Bat 2
74-Soul Stalker
75-Wyvern
76-Apophis 2

81-87 are DBL exp monsters for Street 1, 2, & 3 only.

90-Spy 3
91-Cyborg
92-Esper

100-141 are Light Blue Monsters ranging from 1-30 & 33-44.
150-191 are Light Red Monsters ranging from 1-30 & 33-44.
300-341 are Light/Med Blue Monsters ranging from 1-30 & 33-44.
350-391 are Light/Med Red Monsters ranging from 1-30 & 33-44.
500-541 are Med Blue Monsters ranging from 1-30 & 33-44.
550-591 are Med Red Monsters ranging from 1-30 & 33-44.
700-741 are Dark/Med Blue Monsters ranging from 1-30 & 33-44.
750-791 are Dark/Med Red Monsters ranging from 1-30 & 33-44.
900-941 are Dark Blue Monsters ranging from 1-30 & 33-44.
950-991 are Dark Red Monsters ranging from 1-30 & 33-44.

4) Index I believe is always left at 1.

5) The left right top bottom are the far left, far right, very top, and very bottom of the area the enemies can spawn in creating a box.

6) Item count is simple. 0 for no drops then put another 0 for the field following it. So, you get 0 0. Easy! 1 for a total of 1 drop or 2 for 2 differnt drops. So it could look like:

3 5 0 80000 5 0 90000 5 0 100000 (Note: this is only part of the MopSpawn.)

This would drop 3 differnt piles of loot. The first possibility being 800 gold, or 900 gold or 1000 gold. Its easy as long as you remember that for more than 1 item multiply the count by 100 (so far, I've only checked this with gold).

7) Ok, Now for Item Index and Item ID you put down the item index and ID seperatly. Gold is 5 0. Refer to the above example for comparison.

Count is the number of items that will be dropped. Multiply the amount you want by 100 unless you only want 1 then I believe you can just leave it at 1.

9) Pattern is the enemies logic. Always put 0 for a Normal monster and always put 2 for an Assassin. 1 seems to be an NPC setting and 3 seems to be a standing/non-animated pattern. NEW!!! 5 is a SUPER!!! I haven't checked yet but 4 seems to be a golden named monster with slightly altered stats fromt he MopInfo file.

10) Qty is quantity which means the number of which spawn in the given field.

11) Respawn is the amount of time (in seconds) between being killed and respawning.

E.g.

Monster1 1 1 1 14 17 1 6 66 1 2 1 100
;This will spawn an Assassin Hooligan that can drop Legendary Medecine.
;It spawns 1 at a time every 100 seconds after its death.
Monster2 2 1 1 14 17 0 0 4 50
;This will spawn a Normal Spy 1. It spawns 4 every 50 seconds after death.



To make your own monsters it easy too!
Let's make an Azlar, shall we? Open the MopInfo.rsm This is where the Monster Data is stored.

Ok, first pick an index number not taken let's say 992. DO NOT duplicate index numbers. Then choose an enemy type for your character to base you character from. Such as, a Destroyer or index number 42. To see how I got this number refer to earlier in this guide.

Then pick the sprite number, Azlar is 1. Information will be provided below.

Next input the information for the first 6 fields from the example you've chosen to use.

Next choose 6 attacks from the skills list or keep the same ones from you example (preferably ones that belong to the char). Also will be provided below.

Then the next 4 fields are: STR/SPR/DEX/POW

The next field immediatly after this is EXP. Pick a number that is reasonable.

Ignore the next 2 fields and the third number is the HONOR the monster has.

Then add a 0 to the end and you have a new char!

42 75 13 2 1 1 1000 1000 0 0 196 197 1000 1000 7720 6720 6720 9720 369356 0 0 0 0 <==Destroyer

992 1 13 2 1 1 2500 2500 11 0 19 313 313 20 600 47946 10 22010 3061760 0 0 -1000 0 <==Azlar

Sprites

0-Philar
1-Azlar
2-Sadad
3-Destino
4-Jarexx
5-Cannon
6-Kitara
7-Lunera
8-Lavita
9-Aurello *New NPC
10-Attendant *For the bank
11-Watchman
12-Old Woman
13-Doctor
14-Runaway Girl
15-Archeologist
16-Store Owner
17-Scientist
18-Geologist
19-Vendor
20-Nurse
21-Bank Clerk
22-Armyhall Manager
23-Geographer
24-Trade Shop Owner
25-Kasham
26-Spy Master
27-Signus Male *New NPC
28-Signus Messanger *New NPC
29-Signus Child *New NPC
30-Warden
31-Bank Clerk *Old Bank Clerk
32-Doctor *Old Doctor
33-Shop Owner *Old Shop Owner

Now that you know all of this you can find the sprites for the other chars too! Just look at the second number in the listing or the first after the index number.

So, 42 75 13 2 1 1 1000 1000 0 0 196 197 1000 1000 7720 6720 6720 9720 369356 is a Destroyer only because of the number 75. The sprite is set to the number 42. You can just as easily add another Destroyer with higher or lower stats. Just COPY and PASTE the line at the bottom of the file and change the INDEX NUMBER to an unused one. Then proceed to change the rest of the information as you see fit.

Skills

1-Cure
2-Heal
3-Soul Sphere
4-Night and Dream
5-Awakening
6-Dimensional Gate
7-Voodoo
8-Psychic Punch
9-Sandman
10-Psychic Punch
11-Psychic Shock
12-Ice Rain
13-Absolute Defense
14-Hatred
15-Recall
16-Dispell
17-Nostalgia
18-Eidolon
19-Cold Cell
20-Rage
21-Soul Blade
22-Free Soul
23-Barrier
24-Recover
25-Slash
26-Guillotine
27-Vampiric Touch
28-Teleport
29-Soul Drinker
30-Lightning Blade
31-Disguise
32-Soul Blade
33-Psycho Kinesis
34-Hide
35-Horror
36-Illusion Blade
37-Illusion Blade
38-Evasion
39-Hallucination
40-Scarecrow
41-Willpower
42-Fighting Spirit
43-Roar
44-Javelin
45-Dash
46-Fast Spear
47-Berserker
48-Madspin
49-n/a
50-n/a
51-Sharpshoot
52-Faster Reload
53-Eye of Hawk
54-Concentration
55-Mind Shield
56-Snipe
57-Hide
58-Dysperse
59-Chain Reaction
60-n/a
61-Soul Blade
62-Barrier
63-Fetters
64-Warp
65-Red Halo
66-Dark Sword
67-Starlight Shower
68-Drain
69-n/a
70-n/a
71-Ghost Will
72-Hasten
73-Sweet Water
74-Gaurdian Deity
75-Goddess of Mercy
76-Mistress Vampire
77-Lord of Wars
78-God of Death
79-n/a
80-Gaurdian Deity
81-Enticement
82-Devil's Kiss
83-Hold
84-Dark Curtain
85-Mind Shield
86-Obscurity
87-Invisibility
88-Fire Arrow
89-Ice Arrow
90-Assassin
301-Resurrection
302-Wraith
303-Morpheus
304-Starlight
305-Soul Crush
311-Mind Sheild
312-Psychic Boost
313-Ice Storm
314-Holy Sheild
315-Damned Armor
321-Rabbit's Foot
326-Hope
331-Silver Arror
332-Chaos
335-Lord of Wars
346-Destruction
347-Slow
361-Purity of Heart
371-Purification
372-Zyphyrus
373-God of Death





The complete guide on 3.8 monster spawns.




Here is my guide on Monster spawns. It includes everything about monsters including drops. I made it a few weeks ago but I haven’t posted it till now

I’m sure there are errors here. I don’t feel like reading the whole thing again.
jfield420 - Redmoon Assistance - RaGEZONE Forums
If you find any errors post here and I’ll correct them. Also if I forgot anything post here. I’ll add it and give you credit.

MopInfo.rsm

[Index] [Skin] [Los] [Wspeed] [ATT1Ran] [ATT2Ran] [Att1int] [Att2Int] [Att1Ani] [Att2Ani] [Skill1] [Skill2] [Skill1Int] [Skill1int] [Str] [Spr] [Dex] [Pow] [Exp] [Dir1] [Dir2] [Honor] [Fly]


Index – The number to identify the monster by. Used in the Mop00XXX.rsm files.

Skin – What the monster looks like.
NOTE: The NPCs(10 – 34) don’t have death, attack or skill animations so they get messed up when they try to use one. For example if you kill one it will just stand there. If the same one spawns in your screen it won’t use the walk animation, instead it will jerk around in the position it died it. Also if you use a number that doesn’t have a skin you will get the doctor.

0 Philar (doesn’t work for me?)
1 Azlar
2 Sadad
3 Destino
4 Jarexx
5 Canon
6 Kitara
7 Lunarena
8 Lavita
9 Aurello
10 Attendent (Bank Lady)
11 Watchman
12 Old Woman
13 Doctor
14 Runaway Girl
15 Archeologist
16 Store Owner
17 Scientist
18 Geologist
19 Vendor
20 Nurse
21 Bank Clerk
22 Army Hall Manager
23 Geographer
24 Tradeshop Owner
25 Kasham
26 Spy Master
27 Signus Male
28 Signus Messenger
29 Signus Child
30 Warden
31 Bank Clerk
32 Doctor
33 Signus Research Lab Engineer
34 Shop Owner
50 Hooligan
51 Spy
52 Thug
53 Cyborg
54 Jester
55 Mutant
56 Gangster
57 Robber
58 Dragon Infantry
59 Sniper
60 Commando
61 Esper
62 TNT
63 Android
64 Giant Bat
65 Skeleton
66 Machine Gun SW-NE
67 Machine Gun NW-SE
68 Minotaur
69 Boss Spy
70 Revertix
71 Combat Drone
72 Lab Tech
73 Yeti
74 Shiva
75 Destroyer
76 Storm Trooper
77 Buccus
78 Santa (doesn’t work for me)
79 Space Pirate
80 Rock Beast
81 Scout Robot
82 Scouter
83 Base Guard
84 Platoon Leader (automatically shouts)
85 Spy Plane
86 Army Hall Security
90 Centinel
91 Annihilator
92 Sky Cop
93 Psyanide
94 Apophis
95 Zombie
97 Soul Stalker
98 Wyvern (automatically shouts)
100 Bat
101 Taxi (only area attacks can hit it)
102 Dolphin
103 Seagull

LOS – How far away a monster sees you.

Wspeed – How fast the monster walks. The higher the number the slower it goes. 0 = stationary.

Att1Ran – The range of the first Melee attack.

Att2Ran – The range of the Second Melee attack.

Att1Int – How long to wait after this attack is used before another attack or skill can be made.

Att2Int – The same as Att1Int except for the second attack

Att1Ani – The animation that is used to of Melee attack 1.

Note: This changes what come out of the monster and hits the player. It does not change the monster’s attack animation; the monster uses its Melee attack animation. This is only supposed to be for bullets but any animation can be used.

Att2Ani – Same at Att1Ani but for the second Melee attack

Attack Animations:
Note: Some of the attack animations are not used in game. I believe most of them JCE made for skills but for some reason they did not include in game. Example: I believe 76 would be what we would see for Soul Crush if JCE decided to include it. Also some skills include sounds and hit animations that you don’t normally see in game. The ones that aren’t used in game I tried to describe. They are horrible descriptions but I don’t feel like going in game again to see what they look like.
0 none
1 Bullet
2 Arrow
3 Ghost Will
4 Mystic Radian
5 Soul Sphere
6 Blood Fire/Hatred
7 Enticement
8 Devil's Kiss
9 Moon Wave
10 Blue Spirit
11 Luna Soul Blade
12 Sadad Soul Blade
13 Psychic Shock
14 Destino Soul Blade
15 Wave Illusion
16 Cyborg Shot
17 Dark Curtain Includes a hit animation and sound
18 Sniper Shot
19 Grenade
20 Heal
21 Cloud wrapping around
22 Fetters
23 Esper
24 Commando shot
25 TNT explosion
26 orange cloud hits low rises and wraps
27 Level Up
28 Goddess of Mercy
29 Android Zap
30 white comes down makes a little zig zag
31 Cold Cell
32 low hit star sparks around
33 Nostalgia
34 Illusion Blade
35 Lord of Wars
36 Mistress Vampire
37 Javelin
38 Sleep
39 Voodoo (normally only see it reflected off Red Halo)
40 Psychic Punch
41 Lavita Sleep
42 Starlight Shower
43 Dark Sword
44 Vampiric Touch
45 Slash
46 Guillotine
47 ball of light above head
48 Blue Projectile fast white explosion messed up
49 Green sparks explosion below knee
50 Revertix slow
51 Lab Tech Includes a hit animation
52 Destroyer shot
53 colorful spark explosion on knees
54 Storm Trouper
55 Ice Storm
56 Hallucination
57 God of Death
58 Purification
59 Dash
60 Fast spear
61 Wraith
62 Resurrection
63 colorful sparks below knee
64 Fire Arrow
65 Ice Arrow
66 Drain
67 Assassin
68 Soul Drinker
69 Bazooka
70 Rock Beast
71 Base Guard
72 Devine Punishment (gives system message)
73 Silver Arrow
74 Zyphyrus
75 Starlight
76 Blue yellow spiral slow rotating
77 Destruction Includes a hit animation and sound
78 Lavita's slow? Includes a hit animation and sound
79 Hope
80 Lightning Blade
81 Bazooka
82 Rock Beast
83 Annihilator
84 Sky Cop
85 Booster
86 Booster
87 Booster
88 Booster
89 Unique Gun
90 Unique Wand
91 Unique Spear
92 Unique Bow
93 Unique Sword
94 Booster

Note: I tried a few numbers higher but anything higher crashes the client. I don’t know why I only found 5 booster animations. Perhaps there are more somewhere.

Skill1 – The first skill the monster uses. This part can cause the most problems. It’s probably best to just give the monsters they are supposed to have. Some combinations can freeze the monster’s animations or can even crash the client. Here are a few tips to help but there are exceptions.

Note: All of the monster status effect skills work but only one of the player status effect skills work. (Lavita’s blind) Also none of the player support skills work.

Player Skin with Player Skill: This works best with using a skill the skin has. (Jarexx using Jarexx skills.) It is possible to use other characters skills but do not use a skill higher than what the skin can have. Example: If you use a Jarexx skin you can use the first 8 Azlar skills (Jarexx only has 8 skills total). If you use a skill higher than the skin has it will crash the client. Single Attacks don’t seem to hit players only area attacks do.

Player Skin with Monster skill: If you are using a player skin you can use monster skills but the animation of the monster will freeze until it uses its normal attack animation. Some combinations may crash the client.

Monster skin with Monster skill: I believe most work but they freeze the animation of the monster. Some combinations crash the client.

Monster skin with player skill: some work but freeze the animation but some crash the client.

Skill2 – same as skill one but for a second skill.


Note- Remember that all player helping skills, status effect, and single attacks don’t seem to work. The ones I *ed seem like the monster doesn’t even try to cast the skill.

Skill List:
1 Cure*
2 Heal*
3 Soul Sphere
4 Night and Dream*
5 Awakening
6 Dimensional Gate*
7 Voodoo
8 Psychic Punch
9 Sandman
10 Psychic Punch
11 Pschyic Shock
12 Ice Rain
13 Aboluste Defence
14 Hatrid
15 Recall
16 Dispell
17 Nostalgia*
18 Eidolin
19 Cold Cell
20 Hartid
21 Soul Blade
22 FreeSoul
23 Barrier*
24 Recover*
25 Slash
26 Guillotine
27 vampiric touch
28 teleport
29 Soul Drinker
30 Lightning Blade
31 Disguise
32 Soul Blade
33 Psycho Kinesis
34 Hide
35 Horror
36 Illusion Blade
37 Illusion Blade
38 Evasion
39 Hallucination
40 Scare Crow
41 Will Power
42 Fighting Spirit
43 Roar
44 Javelin
45 Dash
46 Fast Spear
47 Berserker
48 MadSpin
49 none
50 none
51 Sharpshoot
52 Faster Reload
53 Eye of the Hawk
54 Concentration
55 Mind Shield
56 Snipe
57 Hide
58 Dysperse
59 Chain Reaction
60 none
61 Soul Blade
62 Barrier*
63 Fetters
64 Warp
65 Red Halo
66 Dark Sword
67 Starlight Shower
68 Drain
69 Assassin
70 Hope
71 Ghost Will
72 Hasten
73 Sweet Water
74 Guardian Deity*
75 Goddess of Mercy
76 Mistress Vampire
77 Lord of Wars
78 God of Death
79 Lord of Wars
80 Guardian Deity*
81 Enticement
82 Devil's Kiss
83 Hold
84 Dark Curtain WORKS
85 Mind Shield
86 Obscurity
87 Invisibility
88 Fire Arrow
89 Ice Arrow
90 Destruction
91 Blood Fire
101 Suicide Sun
111 Mairage Sphere
121 Illusion Wave
131 Pain Kill
141 Rainbow Kick
151 Blue Spirit
161 Mystic Radian
171 Moon Wave
181 Hold (Spy)
182 Jump Kick (Thug)
183 Heal (Snipper)
184 Esper Attack (Esper)
185 Curtain (Esper)
186 Electric Shock (Android)
187 Skeleton War-Will (Skeleton)
188 Rush (Minotaur)
189 Slow (Revertix)
190 Poison (Lab Tech)
191 Steal Steal one of targets equipped items
192 Invisibility (Boss Spy)
193 Cold Cell (Boss Spy)
194 Hide (Shiva)
195 Nerve Drain (Shiva)
196 Eagle Eye (Destroyer)
197 Curtain (Destroyer)
198 Mole Eye (Storm Trooper)
199 Santa's Hold
200 Santa's Sleep
201 Thief (Space Pirate)
202 Cosmos Blast (Rock Beast)
203 Droid Hold (Scout Robot)
204 DDroid Cure (Scouter)
205 Army Recall (Platoon Leader)
206 Regent Regen (Platoon Leader)
207 Centinel Squad (Centinel)
208 Annihilator's Power Attack
209 SkyCop's Spin Attack
210 Psyanide's Basic Attack
211 Psyanide's Deadly Attack (bad WNI translation its actually Psyanide casting its skill)
212 Apophis
213 Zombie
214 Soul Stalker
215 Wyvern (Fire Attack)
216 Wyvern (Earthquake Attack)
301 Resurrection
302 Wraith
303 Morpheus
304 Starlight
305 Soul Crush
311 Mind Sheild
312 Psychic Boost
313 Ice Storm
314 Holy Sheild
315 Damned Armor
321 Rabbit's Foot
331 Silver Arrow
332 Chaos
361 Purity of Heart
371 Purification
372 Zyphyrus
373 God of Death
381 Slow


Skill1Int – similar to Att1Int. How long to wait after this skill is used before another attack or skill can be made.

Skill1Int – same as Skill1Int except for the second skill.

Str – The strength of the monster.

Spr – The spirit of the monster.

Dex – The dexterity of the monster.

Pow – The power of the monster.

Exp – The amount of experience the monster gives when killed.

Dir1 and Dir2 – The directions the monster can hit a target. This is used for machine guns (although they can be used for any monster). The directions are as follows:
7 8 9
4 5 6
1 2 3
0 (and 5) mean they can hit in all directions. The monster will hit from Direction1 clockwise to Direction 2. For example if you set a monster’s direction1 to 9 and direction2 to 1, the monster will be able to hit in directions 9,6,3,2, and 1. If you put Direction1 and Direction2 to the same value it will only hit in that one direction.

Honor – The honor the monster gives when it is killed. The amount of honor needs to be multiplied by 100 (exception is 1 honor, it can be 1 or 100). Example if you want the monster to give –3 honor the number you would put for this column would be –300. The maximum amount of honor that can be given is 10/-10. You can put even amounts of honor!

Fly – this determines if monsters can move over walls. Normally used for bats. (but can be used for any monster.)

==============================================================

Mop00XXX.rsm

Note: This file can have an option to shut off the monster spawns by default. The option is “DefaultMopRegenOff” (without the quotes). This means the monsters won’t spawn on this map until a GM uses the command `mob regen (permission +32. opposite command to stop monster spawns is `mob noregen)

[monster name] [index]
[top]
[bottom] [#ofdrops] [ItemKind1] [ItemIndex1] [Count1] [ItemKind2] [ItemIndex2] [Count2] [ItemKind3] [ItemIndex3] [Count3] [ItemKind4] [ItemIndex4] [Count4] [ItemIndex5] [ItemIndex5] [count5] [Pattern] [MonsterQuantity] [RespawnTime(secs)]
Note: You will only have as many sets of ItemKind, ItemIndex and Counts as you set in #ofdrops.


Monster Name – The name of the monster. I believe you can set this to anything you want. I believe the only time it is seen is when a monster uses a player skill.

Index – The number assigned to the monster from the MopInfo.rsm file.

, [top],
, and [bottom] –These columns form a box within which the monster can spawn. The numbers are actually the XYs coordinates on the map where a monster can spawn in.

Here is a diagram made by ZeroHaVok to better explain it.

.(X1,Y1)_________________where(X1 is 'left', Y1 is 'top')
.....|..........................................|
.....|...........Spawn....................|
.....|............Area......................|
.....|_________________(X2,Y2)where(X2 is 'right', Y2 is 'bottom')

#ofdrops – The amount of drops this monster has. I believe the limit is 5. This is used with the three columns listed below. See the notes below.

ItemKind, ItemIndex, and Count – ItemKind is the type of item to drop. ItemIndex is the Index of the item to drop. Count is the amount of the item to drop. You can find a list of ItemKinds and ItemIndexs in this post.

Notes: What ever you set ItemKindCount to you need to have that many sets of ItemKind, ItemIndex and Count. Also for every set of Items, each has a 1 in 5 chance to drop. It doesn’t matter how many items you have dropping. Examples to explain myself better:

If you have 1 item set to drop, the monster will have a 1 in 5 chance to drop it
If you have 2 different items set to drop each will have a 1 in 5 chance to drop.
If you have 2 of the same item set to drop the monster will have a 2 in 5 chance to drop it.
If you have 2 of one kind of item and 3 of another, The first item will have a 2 in 5 chance to drop while the second will have a 3 in 5 chance.
If you have 5 of the same item to drop, The monser will drop the item 5 out of 5 times (100%).

Also Note: If you put uniques or sunsets in these columns they will spawn over the limit. If you don’t want to uniques to drop over the limit see my guide on the MopSpc.rsm file.

Pattern - This is the AI the monster uses. The following is a list of the types.

0 normal
1 run away (will still attack if you get in its range)
2 assassin
3 frozen (does not move or attack and you cannot attack it)
4 Yellow Name
5 Super
6 Random walking (attacks if your in range)
7 Monster Follows into safe zones!!!

I do not believe there are anymore. Anything higher seems to act like 7.

MonsterQuantity – The maximum amount of this monster on the map.

RespawnTime(secs) – The amount of time that goes by when a monster is killed before another is spawned.

Note: this also means how long before a monster first spawns when a map is reset.

==============================================================
MopSpc.rsm

This file determines rare drops. This file is used for uniques, sunset, and rare items such as Signus rares and Earth rare weapons.

Note: uniques and sunsets listed in this file will only spawn if there is one available to drop. You can change the limit of uniques and sunsets in the database table “tblSpecialItemLimit1”

[MAP] [MonsterName] [iMop] [kItem] [iItem] [regentime(sec)]

Map – The map number the item spawns on.

MonsterName – I believe this can be anything but I haven’t checked yet.

IMop – The index number of the monster to drop the item.

KItem – The ItemKind. You can find the list in the post.​


IItem = The ItemIndex You can find the list in


RegenTime(sec) – the amount of seconds before the item drops again. (and in the case of uniques/sunsets, if any are available)
==============================================================
tblSpecialItemLimit1

If you look in the database you will find tblSpecialItemLimit1. This table determines the limit of uniques and sunsets. It only works with the MopSpc.rsm file. If you make uniques spawn in the Mop00XXX.rsm files the limits here will not stop new uniques spawning from the Mop00XXX.rsm file.

The columns are very easy to understand.

ItemKind – the type of item

ItemIndex – the index of the item

ItemCountLimit – the limit of this unique or sunset.




where do i change where i go when i die?

I think you want to edit event files, like c:\rmserver\bin\data\event\event00001.rse

; ÁÖÅð¡ º´¿øÀ¸·Î
;
50 1 9 6 22 1
51 1 9 7 22 1
52 1 9 8 22 1
53 1 9 9 22 1

change the 9's to the hospital number, find a line with 22 as the 2nd number from the right




Enabling the sahara 1 trader.

Locate tblSpecialItemShop1

Add a new line for each uni you want traded, eg:

35 6 1 4 25 2 0

35 means sah1 trader, 6 means unique item, 1 means selion, 4 means its -0(dark blue), 35 means there are 25 of them available, 2 means each costs 2 duras, 0(instant item) i have no clue on that one.

For the 4.4 server, in order to make them buyable, you need to change the shop buy/sell special item procedures in sql.

locate the 2 procedures, in each there is an insert command, have it insert values into the notnull fields that exist in tblspecialitem1
heres an example:

INSERT tblSpecialItem1 (ItemKind, ItemIndex, ItemDurability, Position, GameID,WindowKind,WindowIndex,Map,X,Y,TileKind , powergrade, strengthgrade, spiritgrade, dexteritygrade, attackgrade, misctime) values (@ItemKind, @ItemIndex, @ItemDurability,1, GameID WindowKind WindowIndex,1,100,100,0,0,0,0,0,0,'5/27/2004 1:05:23 AM')

The stuff in bold is what i added

instant item is the order in which it appears in the traders menu. If everything is set to 0 then it will just use the order of how it appears in the database. If you want something to appear first give it a vaule of 0 and everything else a 1 or 2 or however you want it to show up.




Statues

Go to C:\Redmoon3.8\Bin\Data\Extra\

open Extra00001.rme (street 1)

Add the following line

kel 1000 1 112 132 112 132 2

This would make a azlar

NPC

To put a Bank Clerk in street1:

Add the following line to Extra00001.rme

BankClerk 31 6 68 100 74 108 0

To Enable Sahara Trader look at the post made by rock


Editing Way Points

Example for Dokdo

In the Dokdo event file (Event00087.rse) it looks like this

Code:
;[Event ID] [Event Á¾·ù] [±âŸÁ¤º¸ (Event Á¾·ù¸´Ù ´Ù¸§. ¸Ê À̵¿ À̺¥Æ®ÀÇ °æ¿ì ¸Ê¹øÈ£, x, y, ŸÀÏÁ¾·ù)]
; (ŸÀÏ Á¾·ù : 0 = > ´ëŸÀÏ, 1 => º»Å¸ÀÏ)
;
0 30 1200000
;
; ¹øÈ­°¡ 4·Î
;
1 1 39 40 39 1 39 60 37 1
;
; ¿ìÁÖ¼± ´øÁ¯À¸·Î
;
2 1 88 49 155 1
3 1 88 50 155 1
4 1 88 51 155 1
5 1 88 52 155 1
6 1 88 53 155 1
;
;
; ¹Ù´Ù
;
255 42


I don’t know what it all means but it looks like these parts are the movement parts:

Code:
1 1 39 40 39 1 39 60 37 1
;
; ¿ìÁÖ¼± ´øÁ¯À¸·Î
;
2 1 88 49 155 1
3 1 88 50 155 1
4 1 88 51 155 1
5 1 88 52 155 1
6 1 88 53 155 1


Map 39 is DT4 and Map 88 is the Spaceship. Both maps you can get to from Dokdo so I assume that’s what they are. I also assume the two numbers after the map number are the XY you appear at.

I would try changing the 88’s to one of the Signus maps and the next two numbers to the XY you want to appear at.

This should be all.

Credits all goes to

mark, rock, rapap

iam sorry if i missed out any




Installing Apache/PHP
------------------------------

1.) First thing's first is to install Apache. To do this, you need to download and install it to its default directory. You can download Apache here:



2.) Next, you want to download the PHP files and extract them to a folder named php in C. When you extract the PHP files, it makes a subfolder inside of your php folder. You need to cut all the files out of C:\php\php-4.3.7-Win32\ and place them into C:\php. If you've done this correctly, all files should be in C:\php.

You can download the PHP files here:



Now bare with me, this takes a lot of computer knowledge and file moving. Please do the following if you want to have a good running Apache/PHP server.

3.) After installing Apache, you want to open "httpd.conf" under Start > Programs > Apache HTTP Server > Configure Apache Server

Once you have that opened, scroll down until you see the LoadModule section. It should have # signs infront of LoadModule. At the bottom of this list you want to make a space for a line you're about to put in. You want to insert the following line under the LoadModule section without the # sign:

LoadModule php4_module c:/php/sapi/php4apache.dll

There's 2 more lines you need to add into the httpd.conf file. Once that first line is entered in, scroll down until you see AddModule and at the bottom of this list is where you enter this next line without the # sign:

AddModule mod_php4.c

The last line you need to enter is pretty tricky to find. Scroll down about 3/4 the way down till you see AddType. If you can't find it go up to Edit and Find and type in AddType and first AddType you come to is where you need to add this line without the # sign:

AddType application/x-httpd-php .php

Now you've added all the lines into httpd.conf and now can close and save what you just edited.

4.) Next, we need to go make the "php.ini" file and put it into your C:\WINDOWS\ directory. To make php.ini, you need to Cut "php.ini-dist" located in C:\php and place it into your C:\WINDOWS\ directory. Once it's placed there, right click on php.ini-dist and rename it to "php.ini". Now you should be able to open this file in Notepad.

Now we need to do some editing in "php.ini". Open php.ini and scroll down until you see "Paths and Directories" or just Find it under Edit. Under Paths and Directories, you need to edit the following lines:

; Directory in which the loadable extensions (modules) reside.
extension_dir = ".\"

To:

; Directory in which the loadable extensions (modules) reside.
extension_dir = "c:\php"

Now that you have that line in there, scroll down until you find a bunch of extension files with ; in front of them. In this list of extensions, you need to remove the ; infront of:

;extension=php_mssql.dll

Now you can close out of php.ini and save the editing you just did.

5.) Now we'll start moving files around to make Apache work. First file to move we'll start with "php.ini". If you still have your WINDOWS folder open, copy php.ini and paste it into:

C:\Program Files\Apache Group\Apache\

Next, you'll want to copy "php_mssql.dll" from C:\php\extensions\ and paste it in the following:

C:\php\

C:\WINDOWS\system32\

Now, you'll want to copy "php4ts.dll" from C:\php\sapi(C:\php\ if it's not there) and paste them in the following:

C:\php\

C:\Program Files\Apache Group\Apache\

C:\WINDOWS\system32\
-------------------------------------------------------------------------------

Congratulations! If you've gotten this far, you have done everything correctly. Now you can go to Start > Programs > Apache HTTP Server > Start Apache in Console. If you don't get any errors, then you have done everything right. All your php files that you want to execute in Internet Explorer go in C:\Program Files\Apache Group\Apache\htdocs. To run these, for example, you would type in Internet Explorer:



If you come across a problem when giving your external IP to others and it forwards them to
the easy fix to this is to open your httpd.conf and scroll down to where it says:

# 127.0.0.1 is the TCP/IP local loop-back address, often named localhost. Your
# machine always knows itself by this address. If you use Apache strictly for
# local testing and development, you may use 127.0.0.1 as the server name.
#
ServerName localhost

You would change "localhost" to your external IP so it forwards them to that IP when they click on your link.


I hope everything above has helped as much as it did for me writing it. Good luck everyone!

Writen by,
Logan H

With help by,
Kijyata
 
Last edited:
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