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[Guide] Placing Monster Spawns

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This Guide will be compatible with 2.1.5-2.2.3.2

Placing Monster spawns can be a lot of work depending on the number of new spawns you wish to make.

Lets start with elf_skyA02 for an example



You require a elf_skyA02-[BLOCK].dat

This should have all the monster you require and it will load the elf_skyA02m01.dat.

For me elf_skyA02m01.dat contains a monster code and the elf_skyA02-[BLOCK].dat will contain spawn times and secondary dmm monsters to call that you can set in the spt file.

You also require a elf_skyA02.spt

The spt file contains the monster.dat name that has the mob code inside and then the spt will spawn it ingame depending on the cords you set.

Code:
script_begin


[HelperObjectBegin]
	
	
	*dsstart0	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*dsstart1	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*dsstart2	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*elf_skyA02m01	-30	-100	-30		30	100	30
	-node_tm
	-0.954780 0.000000 0.297312 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.297312 0.000000 -0.954780 0.000000
	-815 149 20142  1.000000

	*elf_skyA02m02	-20	-100	-20		20	100	20
	-node_tm
	-0.010948 0.000000 -0.999940 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.999940 0.000000 -0.010948 0.000000
	-1217 379 1085 1.000000

	*elf_skyA02m03	-20	-100	-20		20	100	20
	-node_tm
	-0.010948 0.000000 -0.999940 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.999940 0.000000 -0.010948 0.000000
	-1468 379 1074 1.000000

	
[HelperObjectEnd]

script_end

Spawn Code linking the mob.dat to the spt

elf_skyA02m01
elf_skyA02m02
elf_skyA02m03

dmm01_0 = secondary monster spawning on a different location or the same as the original elf_skyA02m01. This is how multiple monsters are spawned near each other that are the same.

dmm01_0
dmm02_0
dmm03_0

Code:
	*dmm01_0	-30	-100	-30		30	100	30
	-node_tm
	-0.954780 0.000000 0.297312 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.297312 0.000000 -0.954780 0.000000
	-815 149 20142 1.000000

	*dmm02_0	-20	-100	-20		20	100	20
	-node_tm
	-0.999937 0.000000 -0.011225 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.011225 0.000000 -0.999937 0.000000
	1094 379 991 1.000000

	*dmm03_0	-20	-100	-20		20	100	20
	-node_tm
	-0.880812 0.000000 0.473465 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.473465 0.000000 -0.880812 0.000000
	2276 125 8369 1.000000

Copy a map that already has working monsters then copy its monster m.dat files and Block.dat

Rename the Block.dat like this

mapname-[BLOCK].dat

rename the m.dat if you want but it isn't necessary the m.dat files as it will be simpler this way you can rename them on a later date.

Open up your spt file and start filling in the cords a long with the m.dat name and dmm name.

This is how the Block.dat should look like with only 3 m.dat files linked

Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums


This is how many mobs should be in game if you have set it up correctly

Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums


The number can change randomly depending on how the zone spawns every thing. Restart your zone server a few times and you will notice it will spawn 0-8 randomly if you set up the server to load 3/6 mobs.

If you see any errors with this please let me know and i will correct it.

Here are the files for this map elf_skyA02 for the few mobs i did. They will spawn flems ^^

 
Last edited:
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Re: [Guide]Placing Monster Spawns

This Guide will be compatible with 2.1.5-2.2.3.2

Placing Monster spawns can be a lot of work depending on the number of new spawns you wish to make.

Lets start with elf_skyA02 for an example



You require a elf_skyA02-[BLOCK].dat

This should have all the monster you require and it will load the elf_skyA02m01.dat.

For me elf_skyA02m01.dat contains a monster code and the elf_skyA02-[BLOCK].dat will contain spawn times and secondary dmm monsters to call that you can set in the spt file.

You also require a elf_skyA02.spt

The spt file contains the monster.dat name that has the mob code inside and then the spt will spawn it ingame depending on the cords you set.

Code:
script_begin


[HelperObjectBegin]
	
	
	*dsstart0	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*dsstart1	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*dsstart2	-30	-30	-30		30	30	30
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	-966 -1139 -527 1.000000

	*elf_skyA02m01	-30	-100	-30		30	100	30
	-node_tm
	-0.954780 0.000000 0.297312 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.297312 0.000000 -0.954780 0.000000
	-815 149 20142  1.000000

	*elf_skyA02m02	-20	-100	-20		20	100	20
	-node_tm
	-0.010948 0.000000 -0.999940 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.999940 0.000000 -0.010948 0.000000
	-1217 379 1085 1.000000

	*elf_skyA02m03	-20	-100	-20		20	100	20
	-node_tm
	-0.010948 0.000000 -0.999940 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.999940 0.000000 -0.010948 0.000000
	-1468 379 1074 1.000000

	
[HelperObjectEnd]

script_end

Spawn Code linking the mob.dat to the spt

elf_skyA02m01
elf_skyA02m02
elf_skyA02m03

dmm01_0 = secondary monster spawning on a different location or the same as the original elf_skyA02m01. This is how multiple monsters are spawned near each other that are the same.

dmm01_0
dmm02_0
dmm03_0

Code:
	*dmm01_0	-30	-100	-30		30	100	30
	-node_tm
	-0.954780 0.000000 0.297312 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.297312 0.000000 -0.954780 0.000000
	-815 149 20142 1.000000

	*dmm02_0	-20	-100	-20		20	100	20
	-node_tm
	-0.999937 0.000000 -0.011225 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.011225 0.000000 -0.999937 0.000000
	1094 379 991 1.000000

	*dmm03_0	-20	-100	-20		20	100	20
	-node_tm
	-0.880812 0.000000 0.473465 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.473465 0.000000 -0.880812 0.000000
	2276 125 8369 1.000000

Copy a map that already has working monsters then copy its monster m.dat files and Block.dat

Rename the Block.dat like this

mapname-[BLOCK].dat

rename the m.dat if you want but it isn't necessary the m.dat files as it will be simpler this way you can rename them on a later date.

Open up your spt file and start filling in the cords a long with the m.dat name and dmm name.

This is how the Block.dat should look like with only 3 m.dat files linked

Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums


This is how many mobs should be in game if you have set it up correctly

Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums


The number can change randomly depending on how the zone spawns every thing. Restart your zone server a few times and you will notice it will spawn 0-8 randomly if you set up the server to load 3/6 mobs.

If you see any errors with this please let me know and i will correct it.



Wooooooooooooooot finally you did it :D
 
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Re: [Guide]Placing Monster Spawns

yeah don't like writing out big guides lol always seem to forget something and it was around 4-5am when i made this.

If you combine this with http://forum.ragezone.com/f479/release-2-2-3-map-841755/ you will have 2 maps with spawns. Tho if i recall i never got around to adding a portal for one of them maybe i will revisit this on a later date to enhance the map pack.
 
Last edited:
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Re: [Guide]Placing Monster Spawns

yeah don't like writing out big guides lol always seem to forget something and it was around 4-5am when i made this.

If you combine this with http://forum.ragezone.com/f479/release-2-2-3-map-841755/ you will have 2 maps with spawns. Tho if i recall i never got around to adding a portal for one of them maybe i will revisit this on a later date to enhance the map pack.

show me an example please, start by filling in all of Wounded_land and then let me see how it's done. :p

I R lazy
 
Junior Spellweaver
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Re: [Guide]Placing Monster Spawns

lol sure once i fill the map need to do it anyway xD

lol it's fine, was messing with you, you know i do it slightly differently. I truly am lazy, and i fill that dat up all the way with 7 or 8 mobs
so save me lines
 
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Re: [Guide]Placing Monster Spawns

sorry strayed from the topic
I want to ask, how do I set the time spawm monster
 
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Re: [Guide]Placing Monster Spawns

sorry strayed from the topic
I want to ask, how do I set the time spawm monster

spawn times are in the individual dat files where you place the actual mob code.

in the above guide he calls them the " m.dat" files

EXAMPLE:
in your Elan map folder you'll see like

Elanm01.dat
Elanm02.dat
etc. etc..

In Exile_Land you see
Exile_Landm01.dat
Exile_Landm02.dat
etc. etc..

inside those are the mob codes and the respawn times
 
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Re: [Guide]Placing Monster Spawns

What strs files do I need for this? And in the server map folder I can't find the folder for elven map, even though the elven map works in game.
 
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Elven map is called Cora and for editing the m.dat files you can simply use hex. For the block.dat you need the [block].strs. The spt file you can use notepad
 
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1 more question for this i can use other files like Cragmine and rename all the files :) the m.dat and the block?
 
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i have problem about the elf_skyA02m01.dat i use your release mr busman got some error

mr busman can you give some hint to find location to put the monster where i will get it
 
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what did i do wrong ..

Cora-[BLOCK].dat
Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums


Cora.spt
PHP:
script_begin


[HelperObjectBegin]
    *dp_Cora_start	-20	-14	-20		20	14	20
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	262.000000 1099.000000 -8609.000000 1.000000

	*dsstart0	-150	-80	-150		150	80	150
	-node_tm
	0.999970 0.000000 0.007745 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.007745 0.000000 0.999970 0.000000
	245.332642 1124.354004 -8603.969727 1.000000

	*dsstart1	-150	-80	-150		150	80	150
	-node_tm
	0.999970 0.000000 0.007745 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.007745 0.000000 0.999970 0.000000
	242.469421 1121.500854 -8604.879883 1.000000

	*dsstart3	-150	-80	-150		150	80	150
	-node_tm
	0.999970 0.000000 0.007745 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.007745 0.000000 0.999970 0.000000
	249.685364 1123.413818 -8604.999023 1.000000

	*coram02	-50	-50	-50		50	50	50
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	3985.397949 637.479553 -3978.236816 1.000000

	*dmm02_0	-50	-50	-50		50	50	50
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	4005.190674 617.479553 -3975.372803 1.000000
	
	*dmm02_1	-50	-50	-50		50	50	50
	-node_tm
	1.000000 0.000000 -0.000000 0.000000
	0.000000 1.000000 0.000000 0.000000
	0.000000 0.000000 1.000000 0.000000
	3672.000000 628.000000 -3976.000000 1.000000
		
	*dpfrom_sette	-150	-130	-150		150	130	150
	-node_tm
	0.999892 0.000000 0.014698 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.014698 0.000000 0.999892 0.000000
	246.579895 1073.726074 -8604.558594 1.000000

	*dpgoto_exile_land	-200	-200	-200		200	200	200
	-node_tm
	0.966699 0.000000 0.255917 0.000000
	0.000000 1.000000 0.000000 0.000000
	-0.255917 0.000000 0.966699 0.000000
	-4802.303223 1280.413574 4311.914063 1.000000

[HelperObjectEnd]

script_end

coram02
Busman - [Guide] Placing Monster Spawns - RaGEZONE Forums
 
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