This is my first attempt at doing a guide so forgive me if it raises questions.
OK here goes lol
THINGS YOU NEED
1- A working database, we will use Revolution for this exercise
2- Excel spreadsheet, most spreadsheets will work but excel is more compatible with the database.
3- Patience.
4- A working test server
Step 1- Choose a Map
All maps are located in Cq_map. There are plenty to select from, but for the purposes of this exercise we will use 1020, ElephantHills.
Step 2- The Monsters
All monsters are located in Cq_monstertype, alongwith all the euds. Under the column header Type, if there is a 1, this is in use as an eud and cannot be used. Yes i know its possible to change this by creating a new database entry for the monster while keeping the original as an eud. But we wont do that.
As most of the monsters within any database are usually already in use you will need to create new ID's for those you wish to use. This is fairly easy, just look for a space in the ID numbers and insert a new line in the database.
To do this, select a line and click on the + at the bottom of the screen.
Insert your new ID, and then copy and paste the monster details from the original location, omitting the original ID.
WTG, you just created a new monster. If you want, you can change them name now, it makes it easier for later. Copy your newly created monster into excel.
SAVE THIS FILE FOR FUTURE ADJUSTING AND ADDITION!
Step 3- The Map Pt2
Open Cq-generator and locate the ID for the chosen map, in this case 1020.
Copy and paste the entire line into excel. You will also need the column names.
ID- this corresponds to the action you want cq_generator to do
MAPID- the ID for the map, (we are using 1020)
Bound X- the first of the co-ordinates of the spawn point
Bound Y- the second of the co-ordinates of the spawn point
BoundCX+CY- the area of the spawn point the monsters will move in
Grid- the size of the area of the spawn point
Restsec- the amount of seconds between spawns
Max Per Gen- The amount of monsters to be spawned
NPC Type- This is where you put the ID of the monsters you have created.
Timer Begin- leave as 0
Timer End- leave as 0
BornX+Y- Set these to the same as the CX+CY
Max Amount- The maximum allowed monsters in the spawn point. I set this to no more than 20-25% above the max Per Gen number.
Now the frustrating bit.
For every spawn point you want in the map, you need to add an ID in the first column. Make sure you choose available numbers, i found using consecutive numbers higher than the highest in the cq_generator you are working with works. This makes the whole ''new map'' easily accessible in the database.
And as this particular map is likely to have a lot of spawn points, creating these ID's will take a while.
Once you are happy with your work- SAVE THE EXCEL SHEET!
Step 4- Adjusting the Monsters.
Open your monsters excel sheet.
The main things to adjust are:-
Life, max is around 65k
Attack_max, experiment with this as its important (you dont want to die in 1 hit)
Attack_min- obviously needs to be lower than the max
Defence- experiment with this (you dont want it too high or you wont kill it)
Dexterity- about 100 is a good start
Dodge- as above
Attack_range- 1 is up close and personal
View_Range- 15 is a good start
Attack_speed- 2000 is about normal
Level- the required level of the monster
Attack_user- 32771 is about max here
Size_add- use this to make it bigger or smaller
Action - how it moves
Magic_def- its defence against magic attacks
Defence2-
Extra_exp- (important if you want to make the monsters good for levelling)
And the x4 element_def's - i found 100 here is a good start.
Once you have set all these for each monster and are happy with your work, SAVE IT!
ALMOST DONE
Open the cq_monster and create a new line as explained earlier, use copy and paste to add your monsters
Open cq_generator and add your map.
Finally save your database and run the test server.
Edit the monsters as you please if you want them weaker or stronger.
Add the excel files to the server database when you are happy with your work.
Thank you for reading this.







