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.
| Column | Effect |
|---|---|
Mode | 0 runs the event once per trigger; 1 loops (on ENDCYCLE the state re-enters NOTIFY1 instead of returning to NONE) |
State | State to enter on this trigger. 1 = NOTIFY1 (first notification) |
Month | * matches any month |
Day | * matches any day of month |
DayOfWeek | MFC weekday: 1 = Sunday, 2 = Monday, 3 = Tuesday, 4 = Wednesday, 5 = Thursday, 6 = Friday, 7 = Saturday. * matches any weekday |
Hour | 0-23 |
Minute | 0-59 |
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:
| State | Name | Shipped duration |
|---|---|---|
| 1 | NOTIFY1 (first announcement) | 300s |
| 2 | NOTIFY2 (second announcement) | 60s |
| 3 | READY (altar contracting window) | 120s |
| 4 | START (main battle) | 900s |
| 5 | END (results) | 15s |
| 6 | ENDCYCLE (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
| Column | Effect |
|---|---|
Group | AI group index for the boss (Balgass + entourage). Initialized and put into AI order 1 when the turn-up fires |
TurnUpTime | Seconds 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:
| Index | Column | Awarded for |
|---|---|---|
| 0 | MVPScoreTable1 | Killing Balgass (class 349) |
| 1 | MVPScoreTable2 | Killing Dark Elf (class 340) |
| 2 | MVPScoreTable3 | Killing class 344 |
| 3 | MVPScoreTable4 | Killing class 341 |
| 4 | MVPScoreTable5 | Killing class 345 |
| 5 | MVPScoreTable6 | Killing class 348 |
| 6 | MVPScoreTable7 | Altar 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#
| Value | Related in |
|---|---|
| Enable flag | Event.dat CrywolfEvent |
| Benefit/penalty toggles and values | Event.dat CrywolfBenefit* / CrywolfPenalty* |
| Map (Crywolf) | MapManager.xml |
| AI groups (section 2, section 3 boss group) | MonsterAIGroup.xml |
| Reward bag | EventItemBag |
| 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 invalidDayOfWeekvalues (valid range 1-7 or*/-1) - Boss never spawns - section 3
TurnUpTimeexceeds section 1 state 4 duration (900s shipped), so START ends before the boss timer fires - Monster rush never triggers - section 4
AIChangeTimeexceeds 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=1loops via ENDCYCLE back to NOTIFY1; setMode=0to return to NONE and wait for the next schedule row - Benefit/penalty doesn't apply -
CrywolfBenefitSwitch/CrywolfPenaltySwitchoff in Event.dat, or occupation state does not match (benefit applies only when occupation state is 0, i.e., the event was won)