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
This is how many mobs should be in game if you have set it up correctly
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 ^^
You must be registered to see links