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[Guide] Making Monsters Visible

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I have mentioned this a thousand times already on the forums but members are still facing problems. So here is the guide to make those invisible creeps in your new maps visible.

Step 1: Converting MC.ull to MC.ini

You need to go to the client folder and make a spare copy of the MC.ull present in the data folder. Once this is done, open your a3ullconv.exe and convert MC.ull to MC.ini

In order to do this, open your Command Prompt and go to the location where your a3ullconv.exe is located. Make sure even your mc.ull is present in the same folder.

Then type -

a3ullconv.exe /d mc.ull mc.ini

And press enter. You can find that MC.ini has been created in the same folder.

Once this is done, you can study the MC.ini

Step 2: Studying the MC.ini

When you open the MC.ini you can find a lot of details about the maps and etc. You will find that each map consists of 56 bytes of data each. This data stands for the client side reception of the map info from the server side.

Now go to the new episode 4 or 5 map you implemented on the server side. You can see that even this map has 56 bytes of data.

Now you need to edit the information present here in order to make the creeps visible.

Step 3: Finding Group and Creep Codes

You need to understand that all the monsters are sorted into various groups. Each monster is assigned 2 groups - 0 and the particular map group number.

NPC's of group 0 can be seen in all the maps and the unique group number mobs can only be seen in the maps they are set to. Now our job is to find the creep code of the monster you wish and that too in group 0 so that we can use that code to make the creep visible.

(You can find all the group and creep codes in MON.ull present on the client side. Decode the MON.ull to MON.ini to get the Creep code in Group 0.)

Step 4: Studying the MC.ini - Part 2

As mentioned, in MC.ini, each map is defined as a set of 56 bytes. The creep data is given in the bytes 09, 10, 11 and 12.

00000460:00 00 00 00 14 00 00 00 11 00 00 00 ff ff ff ff ............
00000470:01 00 00 00 3b 00 00 00 ff ff ff ff 4e 65 76 69 ....;...Nevi
00000480:61 20 43 61 6e 79 6f 6e 00 00 00 00 00 00 00 00 a Canyon........
00000490:00 00 00 00 00 00 00 00 ........
Nevia Canyon's was already posted on the forums. So I'll take it as an example. The four bold bytes are values we need to edit in order to make the creeps appear.

11 00 00 00 - when decoded gives the value 17. Now open the MON.ini you decoded earlier and look for the Group 17. You fill find the set of creeps that are supposed to be a part of Nevia Kanyon.

Now for example - if you want to add Khainen as the main boss of Nevia Kanyon. We know that Khainen is a monster of Selvarb fourth floor. When you decode the Group number of Selvarb - we get the code as 13 ( 0D 00 00 00). Now go look for group 13 monster codes in MON.ull - Here you will find out that the code of Khainen is 98. Now you're job is to add Khainen to Group no 17 so that he also becomes a part of Group 17 and hence a creep of Nevia Kanyon.

On doing so, you'll notice that Khainen cannot be seen but he is still causing damage on you. This is because the creep code 98 for Khainen is exclusive to Selvarb only. Now you need to find the creep code for Khainen on Group 0 - which is visible to all. When you look for it - you will find that the creep code is 413. When you add Khainen as 413 to Group 17, you will see that he is present in Nevia Kanyon.

Step 5: Editing MC.bin

Now that you have understood the working of the files, you need to edit them. Editing them in MC.ini and saving them back to MC.ull will not work.

In order to do this open your command prompt again and type in -

a3ullconv.exe /d MC.ull MC.bin

On doing this MC.bin will appear in the same folder. Open MC.bin in the hex editor and make all the changes you want. Once this is done, open Command Prompt again and type in -

a3ullconv.exe /e MC.bin MC.ull

Now you can paste and use the new MC.ull

Congratulations on making your mobs visible in the new maps.

Step 6: Alternative Method

As you have seen, we were editing the MC.ull to makes the creeps appear. But instead of that you can edit the group codes of the creeps in MON.ull to also make it work. It's just working backwards. You should be able to figure it out.

But I'd say edit the MC.ull and not MC.ini to avoid any complications.

Miscellaneous Information:

You can later on edit your creep spawn file (n_ndt) and etc to set the spawn rate and spawn points of the creeps you just made visible on the NPC. You can also limit them to 1 creep and hence making them the boss of that map.

You also need to make sure that the MC.ull and MON.ini you are using should belong to a Episode 5 client to contain all the creep an map data. Otherwise, recreating them all over again would just be a pain.

Thank You,
- iNs@nE

P.S
: I posted everything that came to my mind. If I later realize that I missed something, I will add it on. Until then, best of luck.
 
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Exactly but they failed to read so had to write it down clear this time.
 
My LanHouse in Brazil!!!!
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Mr. INs@nE, I am posting the Mc.ull correct, I got suscesfull through your guide, please check ....

The Monster of maps 47, 48 and 49 appear normally ....



Thx Mr. Ins@nE.....
 

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Just look at the MC.ull from the Episode V Client and try editing your MC.ull accordingly. Try using the MC.ll from Epi V Client but i think this will make your client crash! Try!
 
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@ Cvrdheeraj, ...

I already tried that, but the biggest customer of version 5.20 him crash ....



Sorry Bad English
 
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USING MC.ULL DOES NOT CRASH YOUR CLIENT.

MC.ull does nothing but keep the co-ordinates of the teleporting maps. Your client might be crashing when you replace the MON.ull - thats coz the slots dont match on the server and client side and your server is spawing different creeps when it aint supposed to and the map can accept that and hence the crash.
 
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