BloodCastle.dat

Blood Castle event configuration: schedule, timing windows, per-level experience and money rewards, gate/statue HP scaling, and optional coin rewards.

File Location#

Data/Event/BloodCastle.dat

Loaded once at GameServer startup. Gated by Event.dat BloodCastleEvent. Changes require a restart.

Event Summary#

Blood Castle has 8 tiers (0-7), each mapped to a dedicated instance map (maps 11-17 plus map 52 for tier 7). Which tier a character can enter is decided by configurable bracket bounds on level, reset, grand reset, and master reset.

The vanilla hardcoded brackets are used only when every BloodCastleTier<N>... key in Event.dat is -1 (untouched). If any tier on any bound is set, the engine reads the configured bounds for every tier of this event and syncs them to the client so entry dialogs and ticket tooltips reflect the live config.

Vanilla fallback brackets (active when Event.dat is untouched):

TierDK / BK / ME / MU / SM / GM / ELF / MUSE / HE / SUM / BS LevelMG / DL / RF Level
015 - 8010 - 60
181 - 13061 - 110
2131 - 180111 - 160
3181 - 230161 - 210
4231 - 280211 - 260
5281 - 330261 - 310
6331 - MaxLevel311 - MaxLevel
7Any character with 2nd or later Master (ChangeUp >= 2)Any character with 2nd or later Master

A player may only enter the tier matching their bracket. Entry requires the Scroll of Archangel ticket (item 13, 18, whose item-level equals tier + 1) or a Premium ticket (item 13, 47). The party leader triggers entry for the whole party; the party must match the tier. Set BloodCastleMasterAnyTier = 1 to let master characters pick any tier; set BloodCastlePerIpCharCap to limit alt-stacking from one IP.

Sections#

Sections are numbered 0-5 and terminated with end.

Section 0 - Timing#

0
//WarningTime   NotifyTime   EventTime   CloseTime
5               1            15          4
end
ColumnUnitEffect
WarningTimeminutesLength of the pre-event window during which the minute-countdown is broadcast and players may enter
NotifyTimeminutesShort entry-open announcement window
EventTimeminutesMain event duration (party must break the gate, kill the boss, and destroy the Crown Statue before it ends)
CloseTimeminutesPost-event hold before survivors are teleported out and the instance is cleaned

Section 1 - Schedule#

1
//Year   Month   Day   DoW   Hour   Minute   Second
*        *       *     *     0      0        0
*        *       *     *     2      0        0
...
end

Each row is one scheduled start. * means "any". The shipped template runs 12 times per day on even hours (00:00, 02:00, ..., 22:00).

ColumnTypeMeaning
Yearint or *4-digit year
Month1-12 or *Month
Day1-31 or *Day of month
DoW1-7 or *Day of week (1 = Sunday, 7 = Saturday)
Hour0-23 or *Hour
Minute0-59 or *Minute
Second0-59 or *Second

Section 2 - Experience Rewards#

Per-tier XP granted at event end.

2
//Level   ExperienceTable1   ExperienceTable2
0         20000              5000
1         50000              10000
...
7         130000             40000
end
ColumnEffect
LevelBlood Castle tier (0-7)
ExperienceTable1XP for the winner (the player who destroyed the Crown Statue) and every member of the winner's party
ExperienceTable2XP for every other surviving participant

The final granted XP is further multiplied by the account-level event-XP rate from Common.dat.

Section 3 - Money Rewards#

Same tier layout as section 2. The winner and winner's party receive MoneyTable1; other survivors receive MoneyTable2.

3
//Level   MoneyTable1   MoneyTable2
0         20000         10000
...
7         350000        160000
end

Section 4 - Gate and Statue HP#

4
//Level   GateNpcLife   StatueNpcLife
0         65000         150000
...
7         345000        650000
end
ColumnEffect
LevelBlood Castle tier
GateNpcLifeHP of the entrance gate NPC the party must break to reach the inner zone
StatueNpcLifeHP of the Crown Statue NPC; destroying it ends the event with a winner

Gate and Statue are spawned as monsters: their monster class rows are defined in Monster.xml. The HP values configured here override whatever is in Monster.xml for those NPC classes when they are spawned by Blood Castle.

Section 5 - Coin Rewards#

5
//Level   WC   WP   GP
0         0    0    0
...
7         0    0    0
end

Per-tier cash-coin reward paid to the winner and the winner's party when the event is completed. Three columns: WCoin (WC), WCoin-Premium (WP), Goblin Point (GP). All zero in the shipped template.

Cross-File Dependencies#

ValueRelated in
Enable flagEvent.dat BloodCastleEvent
Player cap per instanceEvent.dat BloodCastleMaxUser
Entry ticket drops and recipesChaosMix plugin (Scroll of Archangel recipes)
Instance map rulesMapManager.xml entries for maps 11-17 and 52
Gate and Statue NPC statsMonster.xml (HP is overridden by section 4 above)
Completion reward bagsEvent item bags 12-19 in EventItemBag

Common Issues#

  • Event starts but no monsters spawn - the Gate/Statue monster classes referenced by Blood Castle are missing from Monster.xml, or MapServerInfo does not place them on the instance maps.
  • Players can enter but timer never counts down - EventTime is 0.
  • Winners get no XP/money - section 2 or 3 row for that tier is all-zero; check the tier rows.
  • Event runs too often / never - section 1 schedule has a row for every hour of the day, or no rows match the current time.
  • Only some players get the high reward - by design: only the player who destroyed the Crown Statue and members of that player's party receive Table1. Solo participants outside that party receive Table2.
  • Party cannot enter even with tickets - all members must be in the class/level bracket matching the tier on the ticket; any member out of bracket blocks the entry.

Last updated August 20, 2026