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Dungeons

Dark Hole scenarios and keys

Total 51 Known 50 Derived 1 Unused 0

Overview

A dungeon (Dark Hole in the code) is opened by a key item and runs by a text scenario. The key is a BattleDungeonItem.dat row (item table 23, codes ix…, the “Items” category); the scenario is a file Quest\<name>.txt (a “quest” in the code: quest → missions → jobs); the link key → scenario is Quest\Index.ini [MATCH], a derived file; the map is an ordinary type 1 map, all scenario objects (points, portals, zones) come from the dummies of its .spt.

BattleDungeonItem.dat                  Quest\Index.ini [MATCH]          Quest\<name>.txt
row N: m_strCode = ixkey01      ──►    ixkey01 = Dungeon00_1520_winBoss ──► quest → missions → jobs
Map\Dungeon00\Dungeon00.spt  ◄──────── use_map, dummy:, area, start_pos ───┘

How it works

  • A channel is one running instance of the dungeon on a separate map layer; a hole is the entrance object on the field next to the opener. The channel count and closing delay on Sirin are set by ModDarkHole*.lua.
  • A scenario is written in CP949 with tabs and ends with [END_OF_FILE]; quest keys follow ###, missions ##, jobs #. Order matters: use_map before dummy references, area before dummy:, type before contents, respawn_monster before its options, change_monster before its if.
  • Every mission has start_pos (dp* inside area) and lim_time_sec > 0; the quest has limit_lv_max (and limit_lv_min), otherwise the key does not open. The quest number = the key's row number, so the row order of BattleDungeonItem matters; the key's m_bQualification must equal membership_party ≠ 0 of its scenario.
  • reward_item rewards are thresholds, not shares; DarkHoleRewardRate from ServerRate.ini does not affect them. The description and complete_msg codes (≤ 16 bytes) must exist in the NDItem.edf texts of every client language.
  • Limits unchecked by the code: blocks, groups, inner, respond, add_time, change_monster, gate_pos, reactions — the editor watches them.

A scenario is tokens separated by space/tab/newline; the catalog unit is a marker, key or compound argument. Key meanings — the tables of dungeons.md §3.1–3.3 (digest rows).

Files of the category

3 in the registry
FileSideFormatLevelCorporaRecordDigestNote
Quest\<scenario>.txtserverlistready for fullAoP 45, GU 44, Sirin 45dungeons.md—
Quest\Index.iniserveriniderivedAoP ✓, GU ✓, Sirin ✓dungeons.mdDerived from: references of BattleDungeonItem keys to the scenario (ref<Scenario>). only this file sets the “key → scenario” link; an exception to “server ini postponed” — dungeon scenarios are in scope (user decision 29.10.2026)
Quest\MissionText.txtserverlistout of scope (never read)AoP ✓, GU ✓, Sirin ✓dungeons.mdKorean source of mission texts; the server does not read it (dungeons.md §7a)

“ready for full” — the format is understood and the fields are described; “derived” — the file is assembled from another; “opaque” — the format is not fully known; “postponed” and “out of scope” — the studio does not edit the file.

Sections of the category

The files of the category are split into groups; every group and subgroup has its own page with the fields of its files only.

Scenarios

Quest\<scenario>.txt

Total 49 Known 49 Derived 0 Unused 0

Key index

Quest\Index.ini

Total 2 Known 1 Derived 1 Unused 0

Unused parameters

This category has no unused parameters: every field is read by the server, the client or the build.

RF Online is a trademark of its owners. The reference is compiled from research for content development. Built 01.11.2026 · field catalog dated 29.10.2026 · Adagio UI 0.5.0