Crywolf.dat

Crywolf event: start schedule, state machine durations, AI group rotation, boss turn-up timing, MVP scoring tables, and rank reward thresholds.

File Location#

Data/Event/Crywolf.dat

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

Sections#

Section 0 - Start Schedule#

0
//Mode   State   Month   Day   DayOfWeek   Hour   Minute   ContinuanceTime
0        1       *       *     4           20     30       *
0        1       *       *     7           20     30       *
end

Each row is a scheduled start trigger. Shipped baseline: Wednesdays and Saturdays at 20:30.

ColumnEffect
Mode0 runs the event once per trigger; 1 loops (on ENDCYCLE the state re-enters NOTIFY1 instead of returning to NONE)
StateState to enter on this trigger. 1 = NOTIFY1 (first notification)
Month* matches any month
Day* matches any day of month
DayOfWeekMFC weekday: 1 = Sunday, 2 = Monday, 3 = Tuesday, 4 = Wednesday, 5 = Thursday, 6 = Friday, 7 = Saturday. * matches any weekday
Hour0-23
Minute0-59
ContinuanceTime* uses the per-state durations from section 1

Section 1 - State Durations#

1
//State   Hour   Minute   Second
1         0      0        300
2         0      0        60
3         0      0        120
4         0      0        900
5         0      0        15
6         0      0        10
end

Duration of each of the six Crywolf states. The state progression is:

StateNameShipped duration
1NOTIFY1 (first announcement)300s
2NOTIFY2 (second announcement)60s
3READY (altar contracting window)120s
4START (main battle)900s
5END (results)15s
6ENDCYCLE (cleanup)10s

After state 6, the event returns to NONE (or loops to NOTIFY1 if section 0 Mode=1).

Section 2 - Battle AI Group Rotation#

2
//AIGroupNumber
1
2
3
4
6
7
8
9
10
11
12
13
end

List of AI group indices initialized at state READY and running during state START. These groups are cycled to the "monster rush" AI order after the boss turn-up interval elapses.

Section 3 - Boss Group Turn-Up#

3
//Group   TurnUpTime
5         600
end
ColumnEffect
GroupAI group index for the boss (Balgass + entourage). Initialized and put into AI order 1 when the turn-up fires
TurnUpTimeSeconds into state START before the boss spawns

Section 4 - Battle AI Rush Time#

4
//AIChangeTime
300
end

Seconds into state START before the section-2 AI groups switch to AI order 2 ("Monster Rush"). This is a single one-shot switch, not a repeating rotation interval.

Section 5 - MVP Score Table#

5
//MVPScoreTable1   MVPScoreTable2   MVPScoreTable3   MVPScoreTable4   MVPScoreTable5   MVPScoreTable6   MVPScoreTable7
7000              3000              600               700               600               1000              6000
end

Score granted per contribution type. The slots are indexed by what was killed or claimed:

IndexColumnAwarded for
0MVPScoreTable1Killing Balgass (class 349)
1MVPScoreTable2Killing Dark Elf (class 340)
2MVPScoreTable3Killing class 344
3MVPScoreTable4Killing class 341
4MVPScoreTable5Killing class 345
5MVPScoreTable6Killing class 348
6MVPScoreTable7Altar contract reward (granted to each altar contractor at state END)

TODO: verify the precise monster name for each class id (340, 341, 344, 345, 348) in the final script.

Section 6 - MVP Rank Score Thresholds#

6
//MVPRankScoreTable1   MVPRankScoreTable2   MVPRankScoreTable3   MVPRankScoreTable4   MVPRankScoreTable5
0                     1001                  3001                  5001                  10001
end

Score thresholds for MVP rank 0-4 (highest accumulated threshold the player meets sets their rank). The rank is used to look up the XP reward in section 7.

Section 7 - MVP Rank XP Rewards#

7
//MVPRankExpTable1   MVPRankExpTable2   MVPRankExpTable3   MVPRankExpTable4   MVPRankExpTable5
0                   200000              800000              1200000             1800000
end

Experience awarded per MVP rank (indexes 0-4, matching section 6). If the event failed (occupation state 1), each reward is scaled to 10% of the listed value. The final experience is further multiplied by the per-account-level AddEventExperienceRate table from the account-tier config.

Important Behavior#

  • A character that logs in while the Crywolf map is mid state-swap is relocated to a safe spawn and always respawned. Earlier builds could leave such a character in a bad map position that triggered a repeating disconnect/reconnect loop; the shipped build clears that on login.

Cross-File Dependencies#

ValueRelated in
Enable flagEvent.dat CrywolfEvent
Benefit/penalty toggles and valuesEvent.dat CrywolfBenefit* / CrywolfPenalty*
Map (Crywolf)MapManager.xml
AI groups (section 2, section 3 boss group)MonsterAIGroup.xml
Reward bagEventItemBag
Boss/minion monster classes (340, 341, 344, 345, 348, 349)Monster.xml

Common Issues#

  • Event never starts - section 0 has no rows with Used=1, or the only rows have invalid DayOfWeek values (valid range 1-7 or * / -1)
  • Boss never spawns - section 3 TurnUpTime exceeds section 1 state 4 duration (900s shipped), so START ends before the boss timer fires
  • Monster rush never triggers - section 4 AIChangeTime exceeds state 4 duration; section-2 AI groups never switch to AI order 2
  • No MVP rewards - section 7 XP values are all zero, or player score is below the rank 1 threshold in section 6
  • Event runs back-to-back every cycle - section 0 Mode=1 loops via ENDCYCLE back to NOTIFY1; set Mode=0 to return to NONE and wait for the next schedule row
  • Benefit/penalty doesn't apply - CrywolfBenefitSwitch / CrywolfPenaltySwitch off in Event.dat, or occupation state does not match (benefit applies only when occupation state is 0, i.e., the event was won)

Last updated July 2, 2026