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PRACTICAL TUTORIAL / 184 min read · Beginner

Enable an event and change its schedule

An event needs its gameplay switch, schedule, valid entry conditions, map ownership, spawn templates and rewards. The Event Board display is a separate layer.

Try in the lab
Core schema source-checkedEdition 2.0 · English / 简体中文
01 / WHAT YOU WILL LEARN

The outcome to aim for

  • Write seven ordered values in the existing section 1.
  • Use the host’s local clock and the correct weekday convention.
  • Keep event enablement and state initialization separate from scheduling.

Success check: For ticket events, also test an invalid ticket, wrong level bracket and failed travel; verify entry items are handled correctly.

Before you start

Back up the selected event file. This is a numbered-section table, even though its extension is .ini. Plan a maintenance window for /reload event.

ScopeTeaching examples and recorded structures. Application and gameplay must be verified on your deployed version.

Files you need

1Enable
2Schedule
3Spawns + entry
4Rewards + exit

Understand the fields

FieldMeaning & dependencies
Year / Month / Day* in these recurring examples; do not use cron lists or ranges.
DoW* = every day; 1 = Sunday through 7 = Saturday.
Hour / Minute / Second0–23 / 0–59 / 0–59 in host-local time, not browser time.
Section 1 / endKeep all other sections and merge into the existing section.
VISUAL WALKTHROUGH

One step at a time

  1. STEP 1

    Choose the event’s own file, such as BloodCastle.ini, DevilSquare.ini or ChaosCastle.ini. These use numbered tables; preserve all sections.

  2. STEP 2

    Find the master switch in Event.ini or that event’s own configuration. Not every event has a same-named Switch key in Event.ini; do not add an invented key.

  3. STEP 3

    The common schedule row is Year Month Day DoW Hour Minute Second. Existing * fields are wildcards. Copy a working daily row and change Hour/Minute. Use the server machine’s clock for schedules unless that specific system explicitly uses UTC.

  4. STEP 4

    Set one near-future test time in a test environment. Confirm warning, opening, admission, monsters, completion, reward and exit. A countdown alone does not prove gameplay is working.

  5. STEP 5

    Adjust the EventBoard entry separately if you want visibility or travel changes. Apply /reload event during a safe period; active events can be reinitialized.

Configuration example

TUTORIAL EXAMPLE · MERGE FRAGMENT

Keep the existing root/sections and unrelated rows. This example is not a complete original or a full replacement file.

TEACHING FRAGMENT
// Replace/adapt a row inside the existing section 1. Do not duplicate section 1.
1
//Year Month Day DoW Hour Minute Second
* * * * 20 0 0
end
Change values and see the before/after comparison →

What changed?

The default daily row moves the target from 18:00:00 to 20:00:00 on the host clock. Replace the intended row; adding it alongside the old row keeps both occurrences.

The lab names changed fields and keeps the example separate from your real configuration.

Open this demonstration

Apply the real change

Replace/adapt the intended row within existing section 1; do not append a duplicate section or replace the whole file. /reload event reloads and initializes multiple systems: apply while events are idle.

Find the file’s reload instructions →

Verify the result in game

For ticket events, also test an invalid ticket, wrong level bracket and failed travel; verify entry items are handled correctly.

If the expected result is missing, restore the backed-up files and repeat the same reload/restart before adding another change.

If something goes wrong

Event did not start

Check server-local clock, event enable setting, selected section and the first load error.

Active event reset

The event reload calls initialization. Do not apply it during an active event.

Dependencies & important details

BloodCastle/DevilSquare/ChaosCastle schedule targets use host-local time and represent event-state boundaries; combat may begin after entry/notify phases. AutoEvents.ini uses a separate conventional INI scheduler.

Built around the supplied MOMU configuration snapshot. Reference entries flag alternate copies and unconfirmed fields. Match the guide to your deployed version; archived packages and live gameplay were not audited by publishing these pages.