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📑Crywolf

Complete configuration for the Crywolf event. The file contains 8 blocks, each starting with the block number (0 to 7) on its own line and ending with end.

Section 0 — event start schedule

Column
Accepted Values
Description

Mode

0 or 1

0 = after completing a full cycle, the event waits for the next scheduled time in this table before starting again. 1 = after completing a full cycle, the event restarts automatically without using the schedule again.

State

Number from 1 to 6 (see the state table in Block 1)

The event phase entered when this scheduled time is reached—normally the initial warning phase.

Month / Day / DayOfWeek / Hour / Minute

Number or *

Scheduled time. * = any value (cron-style schedule).

ContinuanceTime

Number or *

Additional duration field for this specific schedule entry. In the default files, it is always *.

Section 1 — duration of each event phase

Column
Accepted Values
Description

State

Fixed values: 1 Warning 1, 2 Warning 2, 3 Preparation, 4 Battle, 5 Closing, 6 End of Cycle

The event phase.

Hour / Minute / Second

Number

Duration of this phase, calculated by adding the three columns together (this is not a clock time—it is a total duration. For example, 0 0 900 is equivalent to 0 15 0).

Section 2 — event monster groups

Column
Accepted Values
Description

AIGroupNumber

Number, one per line

Each entry is a monster AI group that participates in the event (attacking Crywolf).

Section 3 — event boss

Column
Accepted Values
Description

Group

Number

AI group of the event boss.

TurnUpTime

Number, in seconds

Time after the battle begins before the boss appears.

Section 4 — monster behavior changes

Column
Accepted Values
Description

AIChangeTime

Number, in seconds

Interval at which the event monsters change their behavior/aggressiveness during the battle.

Section 5 — MVP score per defeated monster

Column
Accepted Values
Description

MVPScoreTable1 – MVPScoreTable7

Number

MVP points awarded for defeating each specific event monster/boss. The table positions correspond to monster classes hardcoded in the server and cannot be rearranged. The last position is used as the default score when the defeated monster is not one of those specific monsters.

Section 6 — MVP score thresholds

Column
Accepted Values
Description

MVPRankScoreTable1 – MVPRankScoreTable5

Increasing numbers

Minimum MVP score required to reach each MVP rank, from lowest to highest.

Section 7 — experience per MVP rank

Column
Accepted Values
Description

MVPRankExpTable1 – MVPRankExpTable5

Number

Experience awarded to players who finish the event in each MVP rank (same order as Block 6).

Notes

  • Block 1 defines durations, not clock times. The Hour, Minute, and Second values are simply added together to determine the total duration of each phase. For this reason, the default file uses values such as 0 0 900 (900 seconds) instead of 0 15 0.

  • The positions in Block 5 (MVPScoreTable1MVPScoreTable7) are tied to specific Crywolf monster classes in the server code. You cannot add new monsters to this table by editing this file alone.

  • Block 0 controls only when the event starts. Once the event has begun, the duration of each phase is always taken from Block 1, not from Block 0.

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