📑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
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
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/Lorenciacolumn 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
0and4behave 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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