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MOMU EMULATOR THE SERVER OWNER’S LIBRARYNeed a hand? Get support ↗
MOMUEMULATOR
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MOMU SERVER OWNER ACADEMY · 2.0

Your server, explained.

Choose a goal. Find the right file. Understand each value, rehearse the change and verify the result.

49step-by-step guides
1,204file references
2,809game identifiers
02languages, one clear manual
START WITH YOUR GOAL

A place for every question.

Looking for a file?
THE PRACTICAL PLAYBOOK

Make the change with confidence.

49 guides
01 4 min read

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.

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02 4 min read

Find 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.

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03 4 min read

Make 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.

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04 4 min read

Edit 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.

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05 4 min read · Example included

Start, 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.

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06 4 min read

Reload 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.

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07 4 min read

Understand the four different drop controls

Choose the correct layer before changing a number. There is no single universal “drop percentage” for the entire server.

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08 4 min read · Example included

Change 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.

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09 4 min read · Example included

Create 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.

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10 4 min read · Example included

Edit 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.

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11 4 min read · Example included

Reward 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.

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12 4 min read · Example included

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.

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13 4 min read

Tune 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.

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14 4 min read · Example included

Create 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.

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15 4 min read

Edit 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.

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16 3 min read · Example included

Jewel 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.

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17 4 min read

Select 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.

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18 4 min read · Example included

Enable 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.

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19 3 min read

Configure 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.

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20 4 min read

Castle 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.

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21 4 min read

Sky 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.

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22 3 min read

Automatic Guess, Math and Run events

AutoEvents.ini defines a rotating scheduler and its rewards. It is separate from the classic event schedule tables.

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23 4 min read

Tune 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.

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24 4 min read

Configure 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.

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25 4 min read

Balance 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.

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26 4 min read

Configure 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.

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27 4 min read

Items, 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.

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28 4 min read

Create 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.

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29 3 min read

Daily missions and login rewards

DailyMissions.xml contains account/day assignments, login rewards and a full-completion reward. This differs from the sequential WinQuest system.

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30 4 min read · Example included

Create 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.

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31 4 min read · Example included

Titles, 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.

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32 5 min read

Relife, 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.

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33 4 min read

Pets, Muun life, mounts and bonuses

Separate pet registration, life/feeding, bonus conditions and mount quests. Server behavior and client descriptions must agree.

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34 4 min read

Pentagrams, 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.

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35 3 min read

ForceIT matchmaking, seasons and rewards

ForceIT is separate from ordinary duel scoring. Its own Enabled and WinScore settings control its match behavior.

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36 3 min read · Example included

Poker 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.

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37 3 min read

Guilds, 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.

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38 3 min read · Example included

Player 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.

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39 3 min read

MU 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.

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40 4 min read

Service 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.

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41 3 min read

Skins, 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.

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42 3 min read

Minimap NPC, boss and hunting markers

Markers describe existing world objects. A marker entry is not a spawn instruction, a gate or a shop registration.

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43 3 min read

English/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.

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44 3 min read

Database 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.

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45 3 min read

Connection 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.

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46 4 min read

Export 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.

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47 3 min read

Use 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.

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48 4 min read

Troubleshoot by symptom

Start with the first failure and the exact role. Changing many settings at once usually hides the cause.

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49 3 min read · Example included

Change log and customer handover checklist

Keep a small change record with each customer installation. It makes later troubleshooting and rollback much faster.

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BEFORE YOU PRESS SAVE

A good edit starts with a backup.

One system at a time. The correct file. A targeted reload. A result you have checked.

See the editing checklist

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.