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.

StateName
0NONE
1BATTLE_STANDBY
2BATTLE_OF_MAYA
3BATTLE_OF_NIGHTMARE
4TOWER_OF_REFINEMENT
5END

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#

ValueRelated in
Enable flagEvent.dat KanturuEvent
AI group indices (sections 5 and 8)MonsterAIGroup.xml
Kanturu-specific spawn setsKanturuMonsterSetBase.xml
Maya Hand / Nightmare / Tower monstersMonster.xml
Maps Kanturu 1, Kanturu 2, Kanturu Boss (Nightmare)MapManager.xml

Common Issues#

  • Stage never transitions - Condition=0 on a row where the phase expects a timer; set Condition=1 and provide Value in 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 EnableCheckMoonStone mismatches 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 IceStormRate away 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

Last updated April 21, 2026