Kanturu.dat
Kanturu runs as a four-phase pipeline: Battle Standby -> Battle of Maya -> Battle of Nightmare -> Tower of Refinement. Each phase has its own internal state machine loaded from this file. On failure at Maya or Nightmare the pipeline jumps straight to END; after END the event returns to NONE and the next cycle begins immediately on the next tick.
File Location#
Data/Event/Kanturu.dat
Loaded once at GameServer startup. Gated by Event.dat KanturuEvent. Changes require a restart.
Sections#
Each "state transition" section has the same three-column layout; the section number selects which state machine it drives. Condition=1 rows use Value as seconds and auto-advance to the next state when that many seconds elapse. Condition=0 rows never time out (the phase advances via a gameplay event, e.g., boss killed).
Section 0 - Outer Pipeline State Machine#
0
//State Condition Value
0 0 0
1 0 0
2 0 0
3 0 0
4 0 0
5 1 0
end
Drives the top-level Kanturu phase transitions. The outer pipeline transitions are event-driven (sub-stage completion), not timer-driven, so most rows are Condition=0.
| State | Name |
|---|---|
| 0 | NONE |
| 1 | BATTLE_STANDBY |
| 2 | BATTLE_OF_MAYA |
| 3 | BATTLE_OF_NIGHTMARE |
| 4 | TOWER_OF_REFINEMENT |
| 5 | END |
Section 1 - Battle Standby State Machine#
1
//State Condition Value
0 0 0
1 1 200
2 1 60
3 0 0
end
Standby phase: 0=NONE, 1=START (timer, shipped 200s), 2=NOTIFY (timer, shipped 60s, sends the "Kanturu event is about to begin" notice), 3=END.
Section 2 - Battle of Maya Outer Timing#
2
//State Condition Value
0 1 900
1 1 900
2 1 1200
end
Per-scene Battle-of-Maya time budget (3 scenes in Maya's Hand fight). Shipped: 900s, 900s, 1200s.
Section 3 - Battle of Maya Scene State Machine#
3
//State Condition Value
0 0 0
1 1 120
2 1 15
...
end
Inner state machine for each Maya scene (entry timers, Maya hand spawn, hand-death pause, ice-storm wind-up, etc.). 19 state rows total (0-18). Only modify if you fully understand the scene flow; truncating rows will leave states with Value=0 and break the scene.
Section 4 - Maya Hand AI Change Times#
4
//AIChangeTime
3
60
60
900
end
Four seconds-valued entries (converted to milliseconds on load). These are the AI-order switch delays for Maya's Hand during the fight. Each entry is consumed in sequence as the hand's AI escalates.
Section 5 - Maya Hand AI Groups#
5
//AIGroupNumber
20
21
22
end
AI group indices used by Maya's Hand. Shipped: 20, 21, 22 (one per Maya scene).
Section 6 - Maya Hand Ice Storm Rate#
6
//IceStormRate
60
end
Percent chance (0-100) that Maya's Hand triggers Ice Storm during the Battle of Maya scene. Shipped: 60. Despite the generic name this value is used only in the Battle of Maya phase, not in the Nightmare phase.
Section 7 - Battle of Nightmare State Machine#
7
//State Condition Value
0 0 0
1 1 5
2 1 10
3 1 1200
4 1 5
5 0 0
end
Nightmare phase: 0=NONE, 1=IDLE, 2=NOTIFY, 3=START (timer, shipped 1200s = 20 min fight window), 4=END, 5=ENDCYCLE. If the Nightmare boss dies before state 3's timer expires, the phase transitions to END with success and the pipeline proceeds to Tower of Refinement; otherwise it is a failure and the pipeline jumps to the outer END.
Section 8 - Nightmare AI Group#
8
//AIGroupNumber
23
end
Single AI group index for the Nightmare boss. Shipped: 23.
Section 9 - Tower of Refinement State Machine#
9
//State Condition Value
0 0 0
1 1 82500
2 1 300
3 1 2220
4 1 180
5 1 5
end
Tower of Refinement phase. State 1 timer is the "revitalization" window before the tower opens for entry (shipped 82500s). States 2-4 gate entry open, tower active, and shutdown windows. Shipped values yield a long idle period between Nightmare success and Tower being enterable.
Section 10 - Moon Stone Check#
10
//EnableCheckMoonStone
1
end
Toggle for the equipment check when entering the Kanturu battle zone: 1 requires a Moon Stone (item 13,38) in ring slot 10 or 11 with durability > 0; 0 skips the check.
Cross-File Dependencies#
| Value | Related in |
|---|---|
| Enable flag | Event.dat KanturuEvent |
| AI group indices (sections 5 and 8) | MonsterAIGroup.xml |
| Kanturu-specific spawn sets | KanturuMonsterSetBase.xml |
| Maya Hand / Nightmare / Tower monsters | Monster.xml |
| Maps Kanturu 1, Kanturu 2, Kanturu Boss (Nightmare) | MapManager.xml |
Common Issues#
- Stage never transitions -
Condition=0on a row where the phase expects a timer; setCondition=1and provideValuein seconds - Event skips Maya or Nightmare - outer pipeline advances to END on success/failure lookup from the sub-phase result; a sub-phase that never sets success will always be treated as failure and skip the following phase
- Moon Stone unexpectedly required/ignored - section 10
EnableCheckMoonStonemismatches intended behavior - Maya hand never changes tactics - section 4 only has 1-2 rows or all values are very large; the hand exhausts its AI change slots and stays on the initial AI
- Ice storm too rare/common - section 6
IceStormRateaway from shipped baseline 60 - Tower of Refinement never becomes enterable - section 9 row for state 1 has a very large value (shipped 82500s); reduce only with care, this timer gates a global cooldown
- Bosses never appear - AI group numbers in sections 5 or 8 do not exist in MonsterAIGroup.xml, or the Kanturu-specific spawn set is missing entries in KanturuMonsterSetBase.xml