All your questions answered at
http://www.lomcn.co.uk/forum/showthread.php?t=29587 but I'll explain anyway becasue I'm so generous >_>
1. Firstly, copy the named maps into your ../Mir200/Map directory. After doing so, open ../Mir200/Envir/Mapinfo.txt and add new lines in the following format:
Code:
[MAPNUMBER MAPNAME 0]
[0 Bichon-Province 0]
[MYNEWCAVE Dark-Cave 0] DARK
The Mapnumber MUST be identical to how it appears in your ../Mir200/Map directory. For example, Bichon Province is simply 0, and Mongchon Province is 3.
The Mapname is what you want to call the map, for example 'Bichon-Province' (dont put spaces in the mapname or mapnumber, or else it all screws up).
You can also add extra map commands AFTER the square brackets separated by spaces. DARK is the example I've included, which makes the map dark (orly?). Other exampels can be found from
http://www.lomcn.co.uk/forum/showthread.php?t=29587
2. NPCs are added by copying your NPC script into the ../Mir200/Envir/market_def directory, and adding the mapname the NPC will appear on at the end (e.g. mycavenpc-MYNEWCAVE.txt )
After doing this, open ../Mir200/Envir/merchant.txt, you will see the following or similar:
Code:
; Merchant NPC Setup File
; Bichon Wall NPC
1Bme 0102 9 7 Kim 0 11 0
1Bme 0 313 271 Danielle 0 4 0
2Bwe 0103 19 18 Vincent 0 1 0
; 2bwe 0 ???
2Bbl 0 302 219 Bill 0 0 0
3Bdr 0106 19 6 Ann 0 7 0
3Drapers_shop1 0 330 270 Tailor 0 1 0
; 3drapers_shop 0156 ???
4Bdu 0108 7 7 Larry 0 1 0
4Bdu 0 324 291 Sam 0 5 0
4Bdm 0109 4 8 Travis 0 9 0
5Bbo 0104 5 8 Steven 0 2 0
5Bichon_bookstore1 0 325 250 Steven 0 2 0
6Bwh 0125 8 6 Mary 0 9 0
6Bwh 0 301 257 Brittany 0 6 0
7Bst 0 378 298 Tommas 0 3 0
8Bri 0105 18 6 Diana 0 4 0
8Bbr 0105 12 12 Olivia 0 5 0
8Bne 0105 6 18 Kristin 0 6 0
etc, etc.
The first value is the name of the script (minus the map value at the end). In my case my value would be
mycavenpc
The second value is the map the NPC script will appear on (e.g.
MYNEWCAVE)
The Third value is the X-coordinate the NPC will appear on and the Fourth value is the Y-coordinate. If I want an NPC at 50:100 I set the 3rd value to
50 and the 4th value to
100.
The Fifth value is the name of the NPC. I'm going to call mine
MichaelJackson for the hell of it (don't use spaces!)
Set your Sixth value to
0
Your Seventh value is the appearance of the NPC. Obviously, different NPC.WIL files mean different appearance numbers, so play with it yourself.
Set your Seventh value to
0
Repeat for each of your NPCs.
3.
Code:
1/1 CannibalLeaf
1/5 CannibalFruit
../Mir200/Envir/MonItems has the stuff. Name a new text file labelled EXACTLY as the mob name in Database (e.g.
EvilHen.txt).
Inside the file, you put a drop chance as a fraction with the numerator as 1 (e.g.
1/100) and then type the name of the item that's dropped EXACTLY as it appears in the Database (e.g.
HenArmour(M)). This means that approximately every 100 kills on my EvilHen will drop HenArmour(M).
4. Get a good set and fiddle with your appearances in the Stditems.DB
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No offence intended or anything, but if you don't know how to do these simple things I doubt people will take much interest in your server. Origrinality tends to be what people lean towards, and if you're unprepared to produce your own features then you may find your time wasted. Just my opinion, and I hope it won't deter you from putting the effort in though. Just want to make sure you learn how to swim before jumping into the deep end!