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📑BloodCastle

Complete configuration for the Blood Castle event. The file contains 7 blocks, each starting with the block number (0 to 6) on its own line and ending with end.

Section 0 — General Timers

Column
Accepted Values
Description

WarningTime

Number, in minutes

How long before the event starts the countdown warning begins to appear.

NotifyTime

Number, in minutes

Duration of the waiting/entry phase before the event actually starts.

EventTime

Number, in minutes

Duration of the event itself (time available to defeat the boss).

CloseTime

Number, in minutes

Duration of the closing phase after the event ends.

DeliveryTime

Number, in minutes

Extra grace period for reward delivery at the end (0 disables it).

Section 1 — Start Schedule

Column
Accepted Values
Description

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

Number or *

One scheduled start time per line. * = any value (works like a "cron" schedule).

In the default file, all rows use * for Year/Month/Day/DoW and only define the Hour — meaning the event starts every day, every 2 hours, always at minute 0 and second 0.

Section 2 — Experience (per Castle Level, 0 to 7)

Column
Accepted Values
Description

Level

Number from 0 to 7

Castle level (Blood Castle 1 to 8).

ExperienceTable1

Number

Experience awarded to the player who lands the final hit (and their party, if allowed — see the notes).

ExperienceTable2

Number

Experience awarded to all other participants.

Section 3 — Zen (per Castle Level)

Column
Accepted Values
Description

Level

Number from 0 to 7

Castle level.

MoneyTable1

Number

Zen awarded to the player who lands the final hit (and their party).

MoneyTable2

Number

Zen awarded to all other participants.

Section 4 — NPCs and Monsters (per Castle Level)

Column
Accepted Values
Description

Level

Number from 0 to 7

Castle level.

GateNpcLife

Number

HP of the gate that must be destroyed to open the bridge.

StatueNpcLife

Number

HP of the Saint Statue (the final objective of the event).

HallwayMonster

Number

Additional monsters spawned in the hallway/bridge per player who enters (this is not a fixed total — see the notes).

RoomMonster

Number

Additional monsters spawned in the final room per player who enters.

Section 5 — Coin Rewards (per Castle Level)

Column
Accepted Values
Description

Level

Number from 0 to 7

Castle level.

WC

Number

Bonus WCoinC.

WP

Number

Bonus WCoinP.

GP

Number

Bonus Goblin Points.

Section 6 — Minimum and Maximum Level/Reset Requirements

Column
Accepted Values
Description

Level

Number from 0 to 6

Castle level (Blood Castle 8 is not configured here — see the notes).

NormalMin / NormalMax

Number

Allowed range for first-class characters (Dark Wizard, Dark Knight, Fairy Elf, Summoner).

SpecialMin / SpecialMax

Number

Allowed range for special classes (Magic Gladiator, Dark Lord, Rage Fighter).

Notes

  • All timers in Block 0 are measured in minutes, not seconds.

  • In Block 2 and Block 3, the Table1 column only applies to the player who lands the final hit on the boss—and to their party as well, if the corresponding option is enabled in Event.dat. All other participants receive the rewards defined in Table2. This applies to both experience and Zen.

  • In Block 4, HallwayMonster and RoomMonster are not the total number of monsters. The server multiplies these values by the number of players who entered that castle area.

  • The coin rewards in Block 5, as well as the special reward item (linked to the "Blood Castle 1" through "Blood Castle 8" entries in EventItemBagManager.txt), are awarded only to the player who lands the final hit. Other participants do not receive them.

  • Block 6 does not include Level 7 (Blood Castle 8). Entry to this castle is automatically granted to players who have already exceeded the highest configured requirement (for example, after completing the 2nd class advancement, or exceeding the maximum Reset/Master Reset configured here, depending on the selected criteria).

  • The requirement used to allow entry—character Level, Reset count, or Master Reset count—is defined by the BloodCastleEnterType option in Event.dat, not in this file.

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