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PRACTICAL TUTORIAL / 124 min read · Beginner

Add, 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.

Try in the lab
Core schema source-checkedEdition 2.0 · English / 简体中文
01 / WHAT YOU WILL LEARN

The outcome to aim for

  • Choose SPOT population versus one exact MONSTER point.
  • Use exclusive rectangle ends and a registered class.
  • Check profile, role ownership, terrain and actual population.

Before you start

Select the map XML used by the active profile and a valid class. Coordinate bounds are not proof that terrain is walkable.

ScopeTeaching examples and recorded structures. Application and gameplay must be verified on your deployed version.

Files you need

1Choose map XML
2Set Class + area
3Set Quantity
4Reload & count

Understand the fields

FieldMeaning & dependencies
ClassAn existing monster definition ID.
BeginPosX/Y → EndPosX/YTwo corners of the walkable spawn rectangle, within map bounds.
QuantityNumber of monsters generated by this Config. Duplicate rows add more.
RangeDistance parameter; it does not set population.
DirectionFacing direction; -1 is random facing in this layout.
ElementElemental assignment; leave a working value unless changing elemental behavior.
VISUAL WALKTHROUGH

One step at a time

  1. STEP 1

    Choose the owning role and map file, for example 000 - Lorencia.xml. Modern map 112 uses the 621 profile folder. Confirm that the selected profile allows the map.

  2. STEP 2

    Find a valid monster Class in Monster.txt or the loaded modern monster extension. Choose walkable coordinates away from town safe areas, walls, exits and quest NPCs.

  3. STEP 3

    Add the sample Config inside the existing SPOT element. BeginPosX/Y and EndPosX/Y define the rectangle; Quantity is the number spawned. Range is the spawn’s distance parameter, not its population.

  4. STEP 4

    For a fixed-position normal monster, use a Config under MONSTER with PositionX and PositionY. Use NPC only for NPC placements; EVENT and INVASION are controlled by their event logic.

  5. STEP 5

    To remove a spot, remove or comment the entire Config element after backing it up. To move it, update both rectangle corners. Coordinates must stay within 0..255 and point to usable terrain.

  6. STEP 6

    Apply /reload monster in maintenance or restart the owning GameServer. Visit the location, count monsters, test respawn after kills and verify players are not trapped.

Configuration example

TUTORIAL EXAMPLE · MERGE FRAGMENT

Keep the existing root/sections and unrelated rows. This example is not a complete original or a full replacement file.

TEACHING FRAGMENT
<Config Class="3" Range="2" BeginPosX="193" BeginPosY="128" EndPosX="198" EndPosY="133" Direction="-1" Quantity="8" Element="0" />
Change values and see the before/after comparison →

What changed?

The default rectangle stays X=193–197 and Y=128–132; Quantity changes from 4 to 8. This configures twice as many spawn entries, not a terrain-aware guarantee that every placement succeeds.

The lab names changed fields and keeps the example separate from your real configuration.

Open this demonstration

Apply the real change

Merge Config into the matching <SPOT> or <MONSTER> under the existing MonsterSetBase root in the selected three-digit map XML. Use /reload monster during maintenance on the owning role.

Find the file’s reload instructions →

Verify the result in game

If the expected result is missing, restore the backed-up files and repeat the same reload/restart before adding another change.

If something goes wrong

Population differs

Duplicate Config rows add creatures. Terrain placement can fail, and event templates are separate.

Legacy TXT edit has no effect

The per-map XML folder takes priority when present. Check active profile and GS versus GSCS.

Dependencies & important details

The example reproduces an existing Lorencia spot. Edit that row or use a different area; appending it again at the same position duplicates the population. Minimap marker edits do not create monsters.

SPOT end coordinates are exclusive: 193→198 covers 193–197. Use Begin<End. MONSTER is an exact point with one spawn, not a quantity rectangle.

Built 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.