Event
Per-event schedule, rewards, spawns, and stage data
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Per-event schedule, rewards, spawns, and stage data
One .dat file per scheduled event. Each file defines its own schedule, rewards, monster spawns, and stage progression. High-level enable flags live in GameServerInfo - Event.dat; this folder holds the detailed content each event needs to run.
Data/Event/Every file loaded once at GameServer startup. Changes require a restart.
All event files use the same section-based text format:
<section_id>
//<column comments>
<row data>
<row data>
end
<next_section_id>
//<column comments>
<row data>
endSections are numbered starting from 0 (or sometimes comment-labeled)
Each section begins with its ID on its own line
Column header lines start with //
Data rows follow, whitespace-delimited (tabs or spaces both fine)
Each section ends with end on its own line
A wildcard * in a time column means "any". For example, * * * * 0 0 0 means every year, month, day, and weekday, at 00:00:00.
The high-level enable flag in Event.dat only gates whether the event runs. Schedule and content come from this file. Setting BloodCastleEvent = 1 with an empty BloodCastle.dat makes the event run but spawn nothing.
Time block - sections using the 7-column year/month/day/DoW/hour/minute/second format for scheduling
WarningTime / NotifyTime / EventTime / CloseTime - how long the pre-event warning, entry window, main run, and cleanup last (minutes)
Level / Reward tables - per-tier experience, zen, item rewards indexed by event level
Monster spawn blocks - per-stage monster class, count, and coordinates
Individual event pages below document each file's full section layout.
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