📑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
AlarmTimeandEventTimeare in minutes, butDropDelay(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 (
AlarmTimebefore the start) → item drop (lasts forEventTime, pouring out the items from block 2 according to each one'sDropDelay). OnceEventTimeends, 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
Indexruns independently.
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