Your server, explained.
Choose a goal. Find the right file. Understand each value, rehearse the change and verify the result.
A place for every question.
Getting started
5 practical guidesInstallation & infrastructure
3 practical guidesGameplay configuration
5 practical guidesItems, shops & economy
8 practical guidesMaps, monsters & NPCs
5 practical guidesEvents & Castle Siege
4 practical guidesAdvanced & custom systems
14 practical guidesClient & tools
3 practical guidesWebsite & data integration
1 practical guidesTroubleshooting
1 practical guidesMake the change with confidence.
Read this first: how to use your server manual
This manual describes the files supplied with this MOMU server installation. Start with the task you want to perform, follow its file paths, and use the File Reference for the exact keys or columns. All paths begin inside your Mu Server folder. Values shown in examples are training examples, not replacement configuration files.
Open the guide 02Find the correct configuration: GS, GSCS and fallback files
There are two different Data locations for each GameServer role. Most gameplay tables are in Sub-1/Data. GameServerInfo - *.ini files are in Sub-1/GameServer/Data. Mixing these locations is a common reason for edits having no effect.
Open the guide 03Make a change, apply it and roll it back
Use this procedure for every edit. It separates a text edit from a successful gameplay change and gives you a reliable way back.
Open the guide 04Edit INI, XML and section tables correctly
A parser reads structure, not the visual alignment of a file. Keep each file’s original syntax and encoding. Do not translate technical names such as MapNumber, Enable or Index.
Open the guide 05Start, stop and diagnose the server stack
ConnectServer lists and routes subservers; JoinServer handles account login; DataServer handles persistent data. GameServer runs gameplay, and GameServerCS owns the configured siege maps. StartUp.xml is a process launch list, not a gameplay configuration file.
Open the guide 06Reload only the system you changed
The supplied command handler supports targeted reloads. The command label and permission are controlled by Command.txt (stable command index 35) and its command settings. Use a properly authorized administrator character.
Open the guide 07Understand the four different drop controls
Choose the correct layer before changing a number. There is no single universal “drop percentage” for the entire server.
Open the guide 08Change drops, EXP and restrictions on one map
Each row is one map. Edit the active Data/MapManager.txt for the owning role, regardless of whether profile 603 or 621 is selected.
Open the guide 09Create an item drop rule for a map or monster
Use ItemDrop.xml when the goal names a specific item, monster or monster-level range. Item category and index identify the item; they are not a shop number or monster ID.
Open the guide 10Edit box, boss and event rewards
The manager connects an item, monster or special event value to a numbered reward bag. Editing a similarly named bag without checking this connection may change the wrong reward.
Open the guide 11Reward bag section 0: quantity, Zen and quality rolls
The outer bag configuration is applied before the weighted candidate pool. Its rate scales differ from ItemDrop.xml and MapManager.
Open the guide 12Add, move or remove a monster hunting spot
The supplied server loads per-map XML spawns when the XML folder is present. The first three filename digits identify the map. Profile 621 adds modern-map XML files on top of the base set.
Open the guide 13Tune monster strength, respawn and boss behavior
Separate a monster’s definition from its spawn. Monster.txt defines the creature; MonsterSetBase determines where and how many appear. CustomMonster can override behavior or rewards, and BossHealthBar controls presentation.
Open the guide 14Create a normal NPC shop from start to finish
A working NPC shop has three connections: an NPC on the map, a ShopManager row, and a numbered inventory file. A shop list alone cannot spawn an NPC.
Open the guide 15Edit coin shops, extended shops and Cash Shop
These are different shop systems with different currencies and delivery paths. Identify which interface the customer uses before editing a price.
Open the guide 16Jewel Bank deposits, withdrawals and bundles
The bank maps stable slots to item coordinates and, for some entries, bundle coordinates. Other upgrade systems may refer to these slot identifiers.
Open the guide 17Select map profiles, edit moves and fix teleports
603 is the classic map profile; 621 adds the supplied modern map preview. The selector is cached at startup. A new Move row alone cannot create map terrain or transfer ownership.
Open the guide 18Enable an event and change its schedule
An event needs its gameplay switch, schedule, valid entry conditions, map ownership, spawn templates and rewards. The Event Board display is a separate layer.
Open the guide 19Configure boss invasions and Event Board travel
An invasion combines a scheduled invasion ID with matching INVASION spawn entries. The boss’s reward is connected separately by the reward manager.
Open the guide 20Castle Siege, Crywolf and Castle Deep
These systems depend on the GSCS role and map ownership. Do not enable an event on both roles merely to make it appear.
Open the guide 21Sky Event, guild bosses and team arenas
Custom events have their own XML schemas. Their NPC, stage times, team or guild requirements and reward definitions must be edited as one system.
Open the guide 22Automatic Guess, Math and Run events
AutoEvents.ini defines a rotating scheduler and its rewards. It is separate from the classic event schedule tables.
Open the guide 23Tune EXP, level caps and starting characters
Normal level, Master level, EXP gain and starting stats are separate controls. Account-tier values can make the same monster award different EXP to different accounts.
Open the guide 24Configure Reset, Master Reset and non-reset play
Reset and Master Reset have separate conditions, costs, counters and point policies. A non-reset preset is optional; its presence does not mean it is active.
Open the guide 25Balance PvP, PvM, skills and combo damage
Global damage, class damage, class-versus-class matrices and skill-specific formulas multiply or override different stages. Changing all of them together makes the cause of a balance problem hard to identify.
Open the guide 26Configure Chaos Machine, jewels and custom recipes
A mix needs an activation switch, valid materials, a cost, a success policy and an output. Client display alone does not determine success.
Open the guide 27Items, prices, stacking, sets and sockets
Identify an item with its section and index. Packed ID = section×512+index, but some fields use option groups, bank slots or other local indexes instead.
Open the guide 28Create and edit quests without breaking progress
This package has several quest systems. Classic class quests, QuestWorld, WinQuest and CustomNpcQuest use different IDs and layouts. Choose the system shown to the player.
Open the guide 29Daily missions and login rewards
DailyMissions.xml contains account/day assignments, login rewards and a full-completion reward. This differs from the sequential WinQuest system.
Open the guide 30Create a gift or promotion code
Gift codes are validated by GameServer, while DataServer centrally enforces the account/code redemption record. Inventory items are delivered to Cash Shop Storage in the supplied implementation.
Open the guide 31Titles, military ranks, soul rings and training
These systems store progression levels and exchange costs. Internal Vietnamese field names are part of the format and must remain unchanged.
Open the guide 32Relife, wheel, milestones, refinement and exchanges
These systems spend items, stored currencies or progression. Preserve stable IDs and validate both successful and rejected operations before opening them to players.
Open the guide 33Pets, Muun life, mounts and bonuses
Separate pet registration, life/feeding, bonus conditions and mount quests. Server behavior and client descriptions must agree.
Open the guide 34Pentagrams, Errtels and elemental monsters
The Pentagram master switch, monster elemental switch and client export setting are connected. Changing one side alone can produce hidden UI or inactive bonuses.
Open the guide 35ForceIT matchmaking, seasons and rewards
ForceIT is separate from ordinary duel scoring. Its own Enabled and WinScore settings control its match behavior.
Open the guide 36Poker tables, currency and buy-in limits
Poker has a root switch and per-table economy rules. A table can be rejected if the blind and buy-in limits are inconsistent.
Open the guide 37Guilds, parties, trading and PK rules
Global switches and map restrictions both affect player permissions. Enable a feature globally and on the intended map, then check account and guild requirements.
Open the guide 38Player commands, GM permissions and Chinese aliases
The numeric command index is stable; its label can have aliases. Aliases must not bypass the original command’s policy.
Open the guide 39MU Helper, offline attack and custom pickup
Helper permissions combine a global switch, account-tier conditions and map permissions. Offline helpers and custom attack are not the same system.
Open the guide 40Service bots, buff NPCs and exchange recipes
A service bot can provide crafting, exchange or buffs. Fake-online characters are a separate mechanism and may require existing database characters.
Open the guide 41Skins, name colors and appearance-related switches
Appearance data can change a visual selection, a purchase or gameplay bonuses depending on the system. Keep client registrations aligned with server IDs.
Open the guide 42Minimap NPC, boss and hunting markers
Markers describe existing world objects. A marker entry is not a spawn instruction, a gate or a shop registration.
Open the guide 43English/Chinese messages and text encoding
Server text, log text, client interface text and SQL storage are different layers. Translate display content while retaining keys and placeholders.
Open the guide 44Database scripts, account creation and migrations
SQL files are executable operations, not editable game balance tables. Some add schema; some alter data or clean a template. Read the actual script before running it.
Open the guide 45Connection protection, anti-dupe and anti-hack tuning
Protection settings can reject legitimate sessions or remove duplicated items. Tune with evidence from the relevant logs and a controlled test account.
Open the guide 46Export client data with GetMainInfo
GetMainInfo converts its supported settings and tables into client data. The tool’s input is not the same as the GameServer gameplay configuration.
Open the guide 47Use editors and optional tools deliberately
The Tool folder includes different applications. Their settings can point to separate databases or client directories; confirm the target before saving.
Open the guide 48Troubleshoot by symptom
Start with the first failure and the exact role. Changing many settings at once usually hides the cause.
Open the guide 49Change log and customer handover checklist
Keep a small change record with each customer installation. It makes later troubleshooting and rollback much faster.
Open the guideBuilt around the supplied MOMU configuration snapshot. Reference entries flag alternate copies and unconfirmed fields. Match the guide to your deployed version; archived packages and live gameplay were not audited by publishing these pages.
