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📑CustomEventDrop

Using this file, create a drop event on the server.

Configures up to 10 automatic item drop events at a fixed point on the map (time-based event, with prior notice). The file has 3 blocks, with each line starting with the event Index (0 to 9) — the same Index binds the lines of the 3 blocks together.

Block 0 — times when the event triggers

Column

Accepted values

What it is

Index

Number from 0 to 9

The event to which this time belongs. There can be multiple lines with the same Index (the event triggers at each of the listed times).

Year / Month / Day / DoW / Hour / Minute / Second

Number, or *

Year/Month/Day/Day of the week/Hour/Minute/Second when the event starts. * = any value works (no restriction).

Block 1 — general event data

Column

Accepted values

What it is

Index

Number from 0 to 9

The event to which this line belongs (only one line per event).

Name

Text in quotation marks

Name of the event, used in chat announcements.

DropMap

Number

Map where the items will drop.

DropX / DropY

Number

Center of the drop area.

DropRange

Number

Radius (in squares) around DropX/DropY where items can land.

AlarmTime

Number (minutes)

How long before the event starts that players are notified.

EventTime

Number (minutes)

Total duration of the event (item dropping).

Block 2 — items that drop during the event

Column

Accepted values

What it is

Index

Number from 0 to 9

The event to which this item belongs.

ItemIndex

Number (pre-combined item code)

Item that will drop.

ItemLevel

Number

Level (+how much) of the item.

DropCount

Number

How many copies of this item drop when its turn comes.

DropDelay

Number (seconds)

How long after the start of the event (not the server) this item begins to drop.

Notes

  • AlarmTime and EventTime are in minutes, but DropDelay (block 2) is in seconds, counted from the start of the event's drop phase — not from midnight or the scheduled time in block 0.

  • An event goes through 3 phases: waiting → announcement (AlarmTime before the start) → item drop (lasts for EventTime, pouring out the items from block 2 according to each one's DropDelay). Once EventTime ends, the event returns to waiting for the next time in block 0.

  • If two events (different indexes) have the same scheduled time, both trigger normally — there is no conflict, as each Index runs independently.

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