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.
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.
Files you need
Understand the fields
| Field | Meaning & 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 / Second | 0–23 / 0–59 / 0–59 in host-local time, not browser time. |
Section 1 / end | Keep all other sections and merge into the existing section. |
One step at a time
- STEP 1
Choose the event’s own file, such as BloodCastle.ini, DevilSquare.ini or ChaosCastle.ini. These use numbered tables; preserve all sections.
- 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.
- 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.
- 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.
- 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.
Progress is saved only in this browser. Completion is your learning record, not proof of a live server change.
Configuration example
Keep the existing root/sections and unrelated rows. This example is not a complete original or a full replacement file.
// 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
endWhat 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 demonstrationApply 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.
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.
