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 guidesAdvanced & custom systems
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.
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 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.
