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📑000 - MapName

SetBase\Event — Event Instance Maps

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 SetBase in the root folder—the only difference is the type of content stored in each file.

This is not the event mechanism itself. Boss appearances, event phases, timers, and closing conditions are defined by the event's own data file (BloodCastle.dat, ChaosCastle.dat, DevilSquare.dat, etc.), each of which implements its own separate spawn logic.

The filename must begin with three digits followed by - (e.g., 011 - Blood Castle 1.txt). Each file contains one or more blocks, identified by a number (0, 1, 2, 3, or 4) on its own line and terminated by end.

Section 0 and Section 4 — Fixed Spawn at an Exact Position

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.

In the default files, block 0 contains the entrance guard NPC (e.g., the Archangel), while block 4 (labeled "EVENT" in comments only) contains the regular monsters in the corridor/arena, one per line.

Section 2 — Fixed Spawn with Slight Random Variation

Uses the same columns as blocks 0/4, but the final position (PositionX/PositionY) 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.

Section 1 and Section 3 — Multiple Monsters Within an Area

Column
Accepted Values
Description

Monster

Monster class number

The entity that spawns.

Map

Map number

No effect — see notes.

Range

Number

Movement radius for each monster around its individual spawn point.

PositionX / PositionY

Coordinates

One corner of the spawn area.

TargetX / TargetY

Coordinates

Opposite corner of the spawn area—each monster spawns at a random point within the rectangle defined by both corners.

Direction

Number from 0 to 7, or -1

Initial facing direction. -1 = random.

Count

Number

Number of monsters of this type spawned throughout the area.

Value (Block 3 only)

Number

Additional value associated with this spawn group.

Comment

Text after //

Free-form note; ignored by the game.

Notes

  • 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.

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