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# 000 - MapName

## <mark style="color:yellow;">SetBase\Event — Event Instance Maps</mark>

<mark style="color:green;">Defines the static population of event instance maps (Blood Castle, Chaos Castle, Devil Square, Illusion Temple, Imperial Guardian): the entrance guard NPC and the regular monsters that populate the corridor/arena. It uses the same format as</mark> <mark style="color:green;"></mark><mark style="color:green;">`SetBase`</mark> <mark style="color:green;"></mark><mark style="color:green;">in the root folder—the only difference is the type of content stored in each file.</mark>

<mark style="color:orange;">**This is not the event mechanism itself.**</mark> <mark style="color:orange;"></mark><mark style="color:orange;">Boss appearances, event phases, timers, and closing conditions are defined by the event's own data file (</mark><mark style="color:orange;">`BloodCastle.dat`</mark><mark style="color:orange;">,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`ChaosCastle.dat`</mark><mark style="color:orange;">,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`DevilSquare.dat`</mark><mark style="color:orange;">, etc.), each of which implements its own separate spawn logic.</mark>

<mark style="color:orange;">The filename must begin with three digits followed by</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`-`</mark> <mark style="color:orange;"></mark><mark style="color:orange;">(e.g.,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`011 - Blood Castle 1.txt`</mark><mark style="color:orange;">). Each file contains one or more blocks, identified by a number (</mark><mark style="color:orange;">`0`</mark><mark style="color:orange;">,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`1`</mark><mark style="color:orange;">,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`2`</mark><mark style="color:orange;">,</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`3`</mark><mark style="color:orange;">, or</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`4`</mark><mark style="color:orange;">) on its own line and terminated by</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`end`</mark><mark style="color:orange;">.</mark>

### <mark style="color:yellow;">Section</mark>  <mark style="color:yellow;"></mark><mark style="color:yellow;">`0`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">and Section</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">`4`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">— Fixed Spawn at an Exact Position</mark>

| Column                | Accepted Values             | Description                                        |
| --------------------- | --------------------------- | -------------------------------------------------- |
| Monster               | Monster/NPC class number    | The entity that spawns.                            |
| Map                   | Map number                  | **No effect** — see notes.                         |
| Range                 | Number                      | Monster movement radius around its spawn point.    |
| PositionX / PositionY | Coordinates                 | Spawn location.                                    |
| Direction             | Number from 0 to 7, or `-1` | Initial facing direction. `-1` = random direction. |
| Comment               | Text after `//`             | Free-form note; ignored by the game.               |

<mark style="color:orange;">In the default files, block</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`0`</mark> <mark style="color:orange;"></mark><mark style="color:orange;">contains the entrance guard NPC (e.g., the Archangel), while block</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`4`</mark> <mark style="color:orange;"></mark><mark style="color:orange;">(labeled "EVENT" in comments only) contains the regular monsters in the corridor/arena, one per line.</mark>

### <mark style="color:yellow;">Section</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">`2`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">— Fixed Spawn with Slight Random Variation</mark>

<mark style="color:orange;">Uses the same columns as blocks</mark> <mark style="color:orange;"></mark><mark style="color:orange;">`0`</mark><mark style="color:orange;">/</mark><mark style="color:orange;">`4`</mark><mark style="color:orange;">, but the final position (</mark><mark style="color:orange;">`PositionX`</mark><mark style="color:orange;">/</mark><mark style="color:orange;">`PositionY`</mark><mark style="color:orange;">) is randomly selected within a 7x7 area around the specified point—chosen once when the server starts, and chosen again (within an even smaller area) each time the monster respawns.</mark>

### <mark style="color:yellow;">Section</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">`1`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">and Section</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">`3`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">— Multiple Monsters Within an Area</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted Values</th><th>Description</th></tr></thead><tbody><tr><td>Monster</td><td>Monster class number</td><td>The entity that spawns.</td></tr><tr><td>Map</td><td>Map number</td><td><strong>No effect</strong> — see notes.</td></tr><tr><td>Range</td><td>Number</td><td>Movement radius for each monster around its individual spawn point.</td></tr><tr><td>PositionX / PositionY</td><td>Coordinates</td><td>One corner of the spawn area.</td></tr><tr><td>TargetX / TargetY</td><td>Coordinates</td><td>Opposite corner of the spawn area—each monster spawns at a random point within the rectangle defined by both corners.</td></tr><tr><td>Direction</td><td>Number from 0 to 7, or <code>-1</code></td><td>Initial facing direction. <code>-1</code> = random.</td></tr><tr><td>Count</td><td>Number</td><td>Number of monsters of this type spawned throughout the area.</td></tr><tr><td>Value <em>(Block 3 only)</em></td><td>Number</td><td>Additional value associated with this spawn group.</td></tr><tr><td>Comment</td><td>Text after <code>//</code></td><td>Free-form note; ignored by the game.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* **The `Map`/`Lorencia` column inside the file has no effect whatsoever.** The actual map is determined by the three digits in the **filename**. To move a spawn group to another map, the file must be renamed or moved—editing the column inside the file changes nothing.
* Blocks `0` and `4` behave identically when determining spawn positions. The distinction between them is handled elsewhere in the server and does not affect where monsters spawn.
* These monsters are always present in the instance map, regardless of whether the event is currently running—they are not created or removed by the event timer.
