<?xml version="1.0" encoding="utf-8"?>
<!--
// ============================================================
// == X6 MUONLINE SERVER EMULATOR
// == www.igcn.mu
// ==
// == (C) 2017 IGC-Network | EviNetwork (R)
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// == File is a part of EviNetwork MuOnline Server files.
// ============================================================
//
// ### CastleSiegeEvent ###
// Enable: Deactivates or activates the event, 0/1
// FriendlyFire: Allowing to attack self team companions, 0/1
// ResetAccumulatedTimeAfterKill: Resets accumulated time after killing Guild Master, 0/1
// LordMixDailyLimit: Daily limit of Lord Mixes
// TowerEntryWithoutAlliance: Enables ability to enter the Castle Tower without Guild Alliance by Siege winning Guild, 0/1
//
// ### CastleSiegeEvent::DamageReduction ###
// OppositeTeam: Damage reduction on Opposite Team players during the event, expressed in percent, 0-100
// SelfTeam: Damage reduction on Self Team companions during the event, expressed in percent, 0-100
//
// ### CastleSiegeEvent::CycleSettings ###
// Days: Total amount of days event cycle last
// StartYear: Year the event starts on
// StartMonth: Month the event starts on, 1-12
// StartDay: Day the event starts on, 1-31
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// StartYear, StartMonth and StartDay values configured in the file getting inserted into
// [dbo].[MuCatle_DATA].[SIEGE_START_DATE] after GameServer load or option reload and reset back to 0
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// ### CastleSiegeEvent::CycleSettings::Cycle ### - configuration of stages at specified days of cycle
// Stage: Definition of event stage type:
// 1 ~ Registration for Castle Siege
// 2 ~ Idle
// 3 ~ Register Mark Of The Lord
// 4 ~ Idle
// 5 ~ Castle Attack Guild Notification
// 6 ~ Reading the state of Castle Siege
// 7 ~ Start of Castle Siege event
// 8 ~ End of Castle Siege event
// 9 ~ End of Castle Siege cycle
// Day: Day of a Cycle to run specified State, 0 is used for registration period before event cycle start
// Hour: Hour to run specified state of the cycle, 0-23
// Minute: Minute to run specified state of the cycle, 0-60
//
// ### CastleSiegeEvent::CycleCorrection ### - used to force start of specified state of the event in case of some fault or a need to speed it up
// State: Defines specific State of the event, for a list of states see Stages list above
// Year: Year to run the state on
// Day: Day to run the state on, 1-31
// Hour: Hour to run the state on, 0-23
// Minute: Minute to run the state on, 0-60
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// State, Year, Month, Day, Hour and Minute values configured in the file getting inserted into
// [dbo].[MuCatle_DATA].[SIEGE_START_DATE] after GameServer load or option reload and reset back to 0
// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// ### CastleSiegeEvent::NPCSettings::NPC ###
// Index: Index of NPC (MonsterList.xml)
// Number: Sequence Number for specific NPC Type (index), starts from 1
// DBSave: Saves NPC (usually gates and statues) in Database for purpose of update of their data (HP, Defense, etc), 0/1
// Side: Defines a side for NPC:
// 1 ~ Attacking Team
// 2 ~ Defending Team
// DefenseLevel:
// HPRecLevel:
// MaxHP: Maximum HP for the NPC
// StartX: Spawn location for the NPC, Start X Coordinate
// StartY: Spawn location for the NPC, Start Y Coordinate
// EndX: Spawn location for the NPC, End X Coordinate, -1 if not applies
// EndY: Spawn location for the NPC, End Y Coordinate, -1 if not applies
// Dir: Direction a spawned NPC looks at:
// ~ 0: Central
// ~ 1: South-West
// ~ 2: South
// ~ 3: South-East
// ~ 4: East
// ~ 5: North-East
// ~ 6: North
// ~ 7: North-West
// ~ 8: West
// ~ -1: Random
// Name: Name of NPC, used for in-file description purpose only
//
// ### CastleSiegeEvent::DefenseUpgrade::Gates::Defense ### - Next level defense upgrade cost
// Level: Level of Gates Defense, section does not allow definitions of extra levels
// ReqJewelOfGuardian: Required count of Jewel of Guardian for upgrade to next level, must be higher than 0
// ReqZen: Required Zen amount to upgrade for the next level, must be higher than 0
//
// ### CastleSiegeEvent::DefenseUpgrade::Statues::Defense ### - Next level defense upgrade cost
// Level: Level of Statues Defense, section does not allow definitions of extra levels
// ReqJewelOfGuardian: Required count of Jewel of Guardian for upgrade to next level, must be higher than 0
// ReqZen: Required Zen amount to upgrade for the next level, must be higher than 0
//
// ### CastleSiegeEvent::HealthUpgrade::Gates::Health ###
// Value: Level of Gates Health, section does not allow definitions of extra levels
// ReqJewelOfGuardian: Required count of Jewel of Guardian for upgrade to next level, must be higher than 0
// ReqZen: Required Zen amount to upgrade for the next level, must be higher than 0
//
// ### CastleSiegeEvent::HealthUpgrade::Statues::Health ###
// Value: Level of Statues Health, section does not allow definitions of extra levels
// ReqJewelOfGuardian: Required count of Jewel of Guardian for upgrade to next level, must be higher than 0
// ReqZen: Required Zen amount to upgrade for the next level, must be higher than 0
//
// ### CastleSiegeEvent::StatueHealthRecoveryUpgrade::Recovery ###
// Level: Level of Statues HP Recovery level, section does not allow definitions of extra levels
// ReqJewelOfGuardian: Required count of Jewel of Guardian for upgrade to next level, must be higher than 0
// ReqZen: Required Zen amount to upgrade for the next level, must be higher than 0
//
// ### CastleSiegeEvent::DefenseSettings::Gates::Defense ### - defense value on specific Gate Level
// Level: Level of Gate, section does not allow definitions of extra levels
// Value: Defense Value
//
// ### CastleSiegeEvent::DefenseSettings::Statues::Defense ### - defense value on specific Statue Level
// Level: Level of Statue, section does not allow definitions of extra levels
// Value: Defense Value
//
-->
<CastleSiegeEvent Enable="1" FriendlyFire="1" ResetAccumulatedTimeAfterKill="0" LordMixDailyLimit="1" TowerEntryWithoutAlliance="0">
<DamageReduction OppositeTeam="40" SelfTeam="20" />
<CycleSettings Days="7" StartYear="0" StartMonth="0" StartDay="0">
<Cycle Stage="1" Day="0" Hour="0" Minute="0" />
<!-- Register Period -->
<Cycle Stage="2" Day="1" Hour="23" Minute="59" />
<!-- Idle -->
<Cycle Stage="3" Day="2" Hour="0" Minute="0" />
<!-- Register Mark Of The Lord -->
<Cycle Stage="4" Day="3" Hour="0" Minute="0" />
<!-- Idle -->
<Cycle Stage="5" Day="4" Hour="12" Minute="0" />
<!-- Castle Attack Guild Notification -->
<Cycle Stage="6" Day="4" Hour="19" Minute="0" />
<!-- Ready For Castle Siege -->
<Cycle Stage="7" Day="6" Hour="19" Minute="0" />
<!-- Castle Siege Start -->
<Cycle Stage="8" Day="6" Hour="20" Minute="0" />
<!-- Castle Siege End -->
<Cycle Stage="9" Day="7" Hour="0" Minute="0" />
<!-- End of Cycle -->
</CycleSettings>
<CycleCorrection State="0" Year="0" Month="0" Day="0" Hour="0" Minute="0" />
<NPCSettings>
<NPC Index="283" Number="1" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1500000" StartX="94" StartY="227" EndX="-1" EndY="-1" Dir="1" Name="Guardian Statue" />
<NPC Index="283" Number="2" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1500000" StartX="94" StartY="182" EndX="-1" EndY="-1" Dir="1" Name="Guardian Statue" />
<NPC Index="283" Number="3" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1500000" StartX="82" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Guardian Statue" />
<NPC Index="283" Number="4" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1500000" StartX="107" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Guardian Statue" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<NPC Index="277" Number="1" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="93" StartY="204" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<NPC Index="277" Number="2" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="81" StartY="161" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<NPC Index="277" Number="3" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="107" StartY="161" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<NPC Index="277" Number="4" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="67" StartY="114" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<NPC Index="277" Number="5" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="93" StartY="114" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<NPC Index="277" Number="6" DBSave="1" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="1900000" StartX="119" StartY="114" EndX="-1" EndY="-1" Dir="1" Name="Castle Gate" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<NPC Index="288" Number="1" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="75" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="2" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="88" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="3" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="99" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="4" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="114" StartY="130" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="5" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="94" StartY="151" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="6" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="88" StartY="182" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="7" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="100" StartY="182" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="8" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="94" StartY="221" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<NPC Index="288" Number="9" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="3000000" StartX="94" StartY="233" EndX="-1" EndY="-1" Dir="1" Name="Canon Tower" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<NPC Index="215" Number="1" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="10000" StartX="94" StartY="242" EndX="-1" EndY="-1" Dir="1" Name="Shield" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<NPC Index="222" Number="1" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="10000" StartX="80" StartY="188" EndX="-1" EndY="-1" Dir="1" Name="Slingshot Defense" />
<NPC Index="222" Number="2" DBSave="0" Side="1" DefenseLevel="0" HPRecLevel="0" MaxHP="10000" StartX="105" StartY="188" EndX="-1" EndY="-1" Dir="1" Name="Slingshot Defense" />
<!-- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ -->
<NPC Index="221" Number="1" DBSave="0" Side="2" DefenseLevel="0" HPRecLevel="0" MaxHP="10000" StartX="63" StartY="19" EndX="-1" EndY="-1" Dir="5" Name="Slingshot Attack" />
<NPC Index="221" Number="2" DBSave="0" Side="2" DefenseLevel="0" HPRecLevel="0" MaxHP="10000" StartX="119" StartY="19" EndX="-1" EndY="-1" Dir="5" Name="Slingshot Attack" />
</NPCSettings>
<DefenseUpgrade>
<Gates>
<Defense Level="1" ReqJewelOfGuardian="2" ReqZen="3000000" />
<Defense Level="2" ReqJewelOfGuardian="3" ReqZen="3000000" />
<Defense Level="3" ReqJewelOfGuardian="4" ReqZen="3000000" />
</Gates>
<Statues>
<Defense Level="1" ReqJewelOfGuardian="3" ReqZen="3000000" />
<Defense Level="2" ReqJewelOfGuardian="5" ReqZen="3000000" />
<Defense Level="3" ReqJewelOfGuardian="7" ReqZen="3000000" />
</Statues>
</DefenseUpgrade>
<HealthUpgrade>
<Gates>
<Health Value="2500000" ReqJewelOfGuardian="2" ReqZen="1000000" />
<Health Value="3500000" ReqJewelOfGuardian="3" ReqZen="1000000" />
<Health Value="5200000" ReqJewelOfGuardian="4" ReqZen="1000000" />
</Gates>
<Statues>
<Health Value="2200000" ReqJewelOfGuardian="3" ReqZen="1000000" />
<Health Value="3400000" ReqJewelOfGuardian="5" ReqZen="1000000" />
<Health Value="5000000" ReqJewelOfGuardian="7" ReqZen="1000000" />
</Statues>
</HealthUpgrade>
<StatueHealthRecoveryUpgrade>
<Recovery Level="1" ReqJewelOfGuardian="3" ReqZen="5000000" />
<Recovery Level="2" ReqJewelOfGuardian="5" ReqZen="5000000" />
<Recovery Level="3" ReqJewelOfGuardian="7" ReqZen="5000000" />
</StatueHealthRecoveryUpgrade>
<DefenseSettings>
<Gates>
<Defense Level="0" Value="100" />
<Defense Level="1" Value="180" />
<Defense Level="2" Value="300" />
<Defense Level="3" Value="520" />
</Gates>
<Statues>
<Defense Level="0" Value="80" />
<Defense Level="1" Value="180" />
<Defense Level="2" Value="340" />
<Defense Level="3" Value="550" />
</Statues>
</DefenseSettings>
</CastleSiegeEvent>