First Time Server Guides.

FUTURA

Golden Oldie
Golden Oldie
Jun 25, 2003
1,517
16
195
DXB
Some help just in case :

Adding Maps and Mob Spawns
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Adding Maps

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To explain this I will use the mapname 'F1' as an example.

Basically my aim is to add the map F1, a huge province called Mir Province, to my server.
I have the map on my desktop..

Firstly I need to copy and paste the actual map file into 2 locations:

1) C:\mirserver\Mir200\Map

2) C:\Program Files\WEMADE Entertainment\Legend of Mir\Map ( depending on the location of your
clients Map folder)


Then you need to add the map to Mapinfo.txt located here :

C:\mirserver\Mir200\Envir\Mapinfo.txt

To add a map you need to go by this structure :

[{Map Number} {Map Name} 0]

So I want to add F1 to my server. I use this layout:

[F1 Mir Province 0] The last number is always 0

There are various effects that can be gained from the Mapinfo.txt, listed here:

FIGHT - Contest room
SAFE - Safe Zone
NORECALL - people cannot be recalled in
NORECONNECT - if you log out or die here then you will re-appear in the last Starpoint
NORECONNECT(mapnumber) - if you logout of die you will reconnect at the mapnumber in the brackets.
DARK - The map is always night time, torch/candle needed to see
DAY - the map is always day
NORANDOMMOVE - you cannot RT or use a Tele Ring
MINE - you can mine the walls of the map for ore
FIGHT3 - turns the map into a guildwar map
NOPOSITIONMOVE - you cannot use a teleport ring i.e tele with set co0ords
CHECKQUEST(mapnumber) - linked to MapQuest.txt
NODRUG - no pots can be used

These commands can be used like this-

Example - [F1 Mir Province] FIGHT DAY SAFE NORAMMOVE

This means my province will be a CR, always day, a safe zone and RT's cant be used.

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Spawning Mobs on a Server

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To do this you need to access the 'Mongen.txt file' - C:\mirserver\Mir200\Envir\Mongen.txt

The structure for this goes:

{Map Number} {X Co-ord} {Y Co-ord} {Mob Name} {Range from XY co ords} {Amount} {Time between spawns}

eg. F1 100 100 Hen 500 200 4

This means, that on map F1, at a range of 500 spaces around the XY co-ords of 100:100, every 4
minutes 200 Hens will be spawned.

You must make sure that the mob is in the Monster.DB file in order for it to spawn.

Also all letters in the {Map Number} must be capitals or the mobs wont function properly


Creating Mobs in DB Commander
===============================================================

To access the monster database, using DB commander open the 'monster.db' file..

Withing each column, -1 gives 65'000 as the value for that characteristic, eg -1 in the HP
column gives the monster 65'000 hit points.


These are the basic meanings of the various headings to the columns:


=============Name=============================================

This is the name of the monster. Numbers wont appear when the Mobs are spawned,
so you can have a Woomataurus and a Woomataurus1, each with different drop files,
but on the actual game they both appear as 'Woomataurus'

=========Race, RaceImg, APPR==================================

These basically work together to determine the image of the mob as it appears on the
screen during play.

the RACE and RaceImg are basically the type of mob it is, ie. if it follows you, if
it stays still until you attack, or if it uses mob magic like RME or Woomataurus.

The APPR basically is the mob image you see on the screen. (e.g Hen = 160, change it to 161
and you see a deer)

==========Level===============================================

This is the level taken on by the mob. It determines at what levels the mob can be:

Warrior - shoulder dashed
Taoist - trap hexagon'ed
Wizard - Tamed, Turn Undead'ed, repulsed

Also, take for example a lvl 12 Yob which the DB says should give 10'000 exp. If a level 10 warrior
kills it, he will recieve the full 10'000. But if a level 35 warrior kills it, he would probably
gain about 600 exp, therefore the higher a player's level is, and the lower the mobs level exp is, the
less exp the person gains.

The level also determines how fast a pet levels up, 10 lvl 255 Scarecrows would level up a shinsu more
than 100 lvl 1 scarecrows.

==========Undead===============================================

This number can only either be 0 or 1.

0 = dead, can be tamed, can't be turn undead
1 = undead, can't be tamed, can be turn undead (dependant on the level)

==========CoolEye==============================================

This is the percentage chance of a Mob seeing through Hide or a clear ring.

For example the CoolEye of a boss mob, e.g Woomataurus, is 100. This means it will always see through
hide/clear ring.

but for a BoneFighter, the cooleye is 0, which means it can't see through hide/clear ring.

If for example a Oma has 50 as its cooleye number, there is a 50% chance it will see through it and a
50% chance that it wont see through it.

==============EXP==============================================

This is the amount of expierience points that the player gains after killing the mob.

-1 gives 65'000 exp

==============HP===============================================

This is the number of Hitpoints the monster has.

============MP=================================================

This is the number of Magic Points the monster has, nessacary for monster magic.

============AC=================================================

This is the armour class for the monster, the higher the number the harder it is to land
a blow on it. This is basically ther defense against warrior attacks, i.e physical attack

============MAC================================================

This is the magic armour class for the monster, the higher the numbe the harder it is to land
a spell on it. This is basically the defense against wizard spells/SFB, i.e magical long range attacks

===========DC==================================================

This is the minumum damage that the monster can deal onto a player

=========DC Max================================================

This is the maximum damage that the monster can deal onto a player

=========SC/MC=================================================

These are basically the SC and MC of the monster, not often used
unless with monster magic.

========SPEED/HIT==============================================

The speed and hit columns work together to determine how fast the monster attacks

=========Walk_spd/walk_step/walk_wait==============================================

This is how fast the monster walks around. The lower the number the faster it walks.

=============AttackSpd=======================================================

This is the speed of the monsters attacks, the lower the faster....


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Quickly Creating monsters

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To quickly create a monster the use of copy/paste can be employed.

For the example I will want to create a Mirotaurus. This will look like a Woomataurus but
will have more HP and more DC.

Firstly, highlight the 'Woomataurus' row. Go to 'edit ----> copy record'...

Next, go right to the bottom of the list and press the down arrow to create a new row.
Then click 'edit -----> paste record'

This creates another woomataurus. Then simply change the name to Mirotaurus, and increase the
HP/DC/DCmax columns to increase its strength.

This tactic can be used to quickly make and add more mobs to a server, for example copying a WEB
and making it extremely weak and use it as a leveling mob.
 
Last edited:

FUTURA

Golden Oldie
Golden Oldie
Jun 25, 2003
1,517
16
195
DXB
Guide to BDE Administator and Adding items :

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Firstly you need to download DB Commander, you can get this from leocrasher.myftp.org.....this file is about
5-7 Megs and will also install BDE Administrator onto your computer

Before you add items you need to setup BDE Administrator to read your DB's.

Go to :

start ---> control panel ---> BDE Administrator.

Once here go to :

object ---> new..

create a file called 'HeroDB' which has the following layout:

Type -------------------------STANDARD
DEFAULT DRIVER ----------------PARADOX
ENABLE BCD --------------------FALSE
PATH---------------------------c:\mirserver\mud2\DB (or whatever filepath your DB's are
at, usually c:\mirserver)

once this is setup your DB's can be read by the M2Server..

===================================================
Adding Items
===================================================

In the DB Commander go to 'file ---> open ----> left ----> stditems.db' This will open your
items database file. There are various headings:

=======Idx ===========================================================

This is the number of the Item, all numbers must rise continuously

=======Name===============================================

this is the name of the Item

=======Stdmode============================================

this is the type of the item :

4 = book
5 = weapon
6 = pickaxe
10 = male armour
11 = female armour
15 = helmet
19 = Necklace with magic evasion% etc.
20 = necklace
21 = necklace with attack speed
22 = ring
23 = ring with attack speed
24 = bracelet with agil/acc
26 = bracelet


========Shape=================================================

this is mainly used for the look of the weapon outside of the F10 screen
i.e in the actual mir environment. Different items require different numbers, for example weapons
and armours, if you open the (hum.wil for armours) or (weapon.wil for weapons) and then count
along, the order makes up the shape number. E.g Wooden Stick = 1, dagger = 2 etc etc

also this can be used for the special rings eg. teleport para etc:

Clear Ring = 111
Teleport Ring = 112
paralysis ring = 113
Revival Ring = 114
Flame Ring = 115
Recovery Ring = 116
Protection Ring = 118
Muscle Ring = 119
Skill Necklace = 120

(rings stdmode = 22, necklace stdmode = 20)

=================weight=========================================

This is the weight required to wear the item

=================anicount=======================================

This is always 0

=================source=========================================

This is always 0

=================reserved=======================================

This is always 0

=================looks==========================================

This number relates the item to the image viewed in the F10 window. So to get his number
using an image viewer open 'Stateitem.wil' and find the image number, for example in
the image viewer Demonic Bells are number 244, so you put 244 in the looks column.

Recommended image viewer is 'Gadgets Image Viewer'

=================DuraMax========================================

This is the dura of an item :

dura 1/1 = 1000 in this column

so ....... dura 9/9 = 9000

and so on...

=================AC=============================================

This is the base AC on the item

If a ring has stdmode of 23 then this determines the attack speed + points

If a necklace has a stdmode of 21 then this determines the attack speed + points
=================AC2============================================

This is the max AC on the item

If a bracelet has stdmode of 24 then this column determines the Accuracy + points

This also gives any weapon accuracy points.

=================Mac============================================

This is the base AMC on the item

=================Mac2===========================================

This is the max AMC on the item

On a necklace, (stdmode 20) this determines how many Agility + the item has.

For any weapon in the column it determines attack speed+. Attack speed -1 is '1' in this column
Attack Speed +1 is '-245' in this column, +2 is '-244' etc etc.

=================DC=============================================

This is the base DC on the item

=================DC2============================================

This is the max DC on the item

=================MC=============================================

This is the base MC on the item

=================MC2============================================

This is the max MC on the item

=================SC=============================================

This is the base SC on the item

=================SC2============================================

This is the max SC on the item

=================Need===========================================

This is when you want to put a necassary DC/MC/SC on an item:

1 = DC
2 = MC
3 = SC

=================NeedLevel======================================

If the 'Need' Column reads 0, then this number is the necassary level required to
wear the item, e.g Judgement Mace has a NeedLEvel number of 30

If the 'Need' Column reads 1/2/3 then the NeedLevel number determines the amount of
DC/MC/SC required


=================Price==========================================

This is the price the item can be sold to the shop at

=================Stock==========================================

This is the amount of this item that appears in the shops









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File written and created by imposer...

All this just from some files I wrote ages ago. I copied n pasted it so if it looks fked try work it out :P

/imposer