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+//================= Hercules Database =====================================
+//= _ _ _
+//= | | | | | |
+//= | |_| | ___ _ __ ___ _ _| | ___ ___
+//= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
+//= | | | | __/ | | (__| |_| | | __/\__ \
+//= \_| |_/\___|_| \___|\__,_|_|\___||___/
+//================= License ===============================================
+//= This file is part of Hercules.
+//= http://herc.ws - http://github.com/HerculesWS/Hercules
+//=
+//= Copyright (C) 2018 Hercules Dev Team
+//=
+//= Hercules is free software: you can redistribute it and/or modify
+//= it under the terms of the GNU General Public License as published by
+//= the Free Software Foundation, either version 3 of the License, or
+//= (at your option) any later version.
+//=
+//= This program is distributed in the hope that it will be useful,
+//= but WITHOUT ANY WARRANTY; without even the implied warranty of
+//= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+//= GNU General Public License for more details.
+//=
+//= You should have received a copy of the GNU General Public License
+//= along with this program. If not, see <http://www.gnu.org/licenses/>.
+//=========================================================================
+//= Achievement Database
+//=========================================================================
+
+achievement_db: (
+/*****************************************************************
+ * Entry Structure
+ *****************************************************************
+{
+ Id: (int) Unique ID of the achievement representing it's client-side equivalent.
+ Name: (string) Name/Title of the Achievement.
+ Type: (string) Validation type for the achievement.
+ [Type] [Validation Description] (Trigger)
+ ACH_QUEST: Specific achievement objective update (Script).
+ ACH_KILL_PC_TOTAL: (Accumulative) Total kill count. (Player kill)
+ ACH_KILL_PC_JOB: Kill a player of the specified job. (Player Kill)
+ ACH_KILL_PC_JOBTYPE: Kill a player of the specified job type. (Player Kill)
+ ACH_KILL_MOB_CLASS: Kill a particular mob class. (Mob Kill)
+ ACH_DAMAGE_PC_MAX: Maximum damage caused on a player. (Player Damage)
+ ACH_DAMAGE_PC_TOTAL: (Accumulative) Damage on players. (Player Damage)
+ ACH_DAMAGE_PC_REC_MAX: Maximum damage received by a player. (Receive Player Damage)
+ ACH_DAMAGE_PC_REC_TOTAL: (Accumulative) Damage received by players. (Receive Player Damage)
+ ACH_DAMAGE_MOB_MAX: Maximum damage caused on a monster. (Monster Damage)
+ ACH_DAMAGE_MOB_TOTAL: (Accumulative) Damage caused on monsters. (Monster Damage)
+ ACH_DAMAGE_MOB_REC_MAX: Maximum damage received by a monster. (Receive Monster Damage)
+ ACH_DAMAGE_MOB_REC_TOTAL: (Accumulative) Damage received by monsters. (Receive Monster Damage)
+ ACH_JOB_CHANGE: Change to a specific job. (Job Change)
+ ACH_STATUS: Acquire a specific amount of a particular status type. (Stat Change)
+ ACH_STATUS_BY_JOB: Acquire a specific amount of a status type as a job class. (Stat Change)
+ ACH_STATUS_BY_JOBTYPE: Acquire a specific amount of a status type as a job type. (Stat Change)
+ ACH_CHATROOM_CREATE_DEAD: (Accumulative) Create a chatroom when dead. (Chatroom Creation)
+ ACH_CHATROOM_CREATE: (Accumulative) Create a chatroom. (Chatroom Creation)
+ ACH_CHATROOM_MEMBERS: Gather 'n' members in a chatroom. (Chatroom Join)
+ ACH_FRIEND_ADD: Add a specific number of friends. (Friend Addition)
+ ACH_PARTY_CREATE: (Accumulative) Create a specific number of parties. (Party Creation)
+ ACH_PARTY_JOIN: (Accumulative) Join a specific number of parties. (Party Join)
+ ACH_MARRY: (Accumulative) Marry a specified number of times. (Marriage)
+ ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
+ ACH_ADOPT_PARENT: (Accumulative) Adopt a Baby. (Adoption)
+ ACH_ZENY_HOLD: Hold a specific amount of zeny in your inventory. (Gain Zeny)
+ ACH_ZENY_GET_ONCE: Gain a specific amount of zeny in one transaction. (Gain Zeny)
+ ACH_ZENY_GET_TOTAL: (Accumulative) Gain a specific amount of zeny in total. (Gain Zeny)
+ ACH_ZENY_SPEND_ONCE: Spend a specific amount of zeny in one transaction. (Pay Zeny)
+ ACH_ZENY_SPEND_TOTAL: (Accumulative) Spend a specific amount of zeny in total. (Pay Zeny)
+ ACH_EQUIP_REFINE_SUCCESS: Refine an item to +N. (Successful Refine)
+ ACH_EQUIP_REFINE_FAILURE: Fail to refine an item of +N refine. (Failed Refine)
+ ACH_EQUIP_REFINE_SUCCESS_TOTAL: (Accumulative) Refine an item successfully N times. (Success Refine)
+ ACH_EQUIP_REFINE_FAILURE_TOTAL: (Accumulative) Fail to refine an item N times. (Failed Refine)
+ ACH_EQUIP_REFINE_SUCCESS_WLV: Refine a Weapon of a particular Level to +N. (Success Refine)
+ ACH_EQUIP_REFINE_FAILURE_WLV: Fail to refine a Weapon of a particular level from +N. (Failed Refine)
+ ACH_EQUIP_REFINE_SUCCESS_ID: Refine a particular Item successfully to +N. (Success Refine)
+ ACH_EQUIP_REFINE_FAILURE_ID: Fail to refine a particular item successfully from +N. (Failed Refine)
+ ACH_ITEM_GET_COUNT: Acquire N amount of an item of a particular ID. (Acquire Item)
+ ACH_ITEM_GET_COUNT_ITEMTYPE: Acquire N amount of items of a particular type mask. (Acquire Item)
+ ACH_ITEM_GET_WORTH: Acquire an item of buy value N. (Acquire Item)
+ ACH_ITEM_SELL_WORTH: Sell an item of sell value N. (NPC Sell Item)
+ ACH_PET_CREATE: Successfully tame a pet of a particular mob class. (Successful Pet Tame)
+ ACH_ACHIEVE: Achieve an Achievement. (Achievement Completion)
+ ACH_ACHIEVEMENT_RANK: Achieve an Achievement Rank. (Achievement Rank Increase)
+ Objectives: { [Mandatory Field] Objectives of an achievement. Up to 10 objectives per achievement.
+ To comply with the client's order of objectives, this list must be in order.
+ *1: {
+ Description: (string) [Mandatory Field] Description of a particular objective.
+ Criteria: { This is a field for achievements whose objectives must meet
+ certain criteria before evaluating the player's progress for it.
+ MobId: (mixed) MonsterId required for an objective.
+ For types such as ACH_KILL_MOB_CLASS and ACH_PET_CREATE. Can be either int or string constant.
+ JobId: (mixed) Array or Single entry of JobIds.
+ For types - ACH_KILL_PC_JOBTYPE, ACH_JOB_CHANGE or ACH_STATUS_BY_JOBTYPE.
+ Can be either a numeric or string constant.
+ ItemId: (mixed) ItemId required for an objective.
+ For Types such as ACH_ITEM_GET_COUNT. Can be either int or string constant.
+ StatusType: (mixed) Status Type required for an objective.
+ For Types such as ACH_STATUS, ACH_STATUS_BY_JOB, ACH_STATUS_BY_JOBTYPE.
+ Types -
+ "SP_STR" - Strength
+ "SP_AGI" - Agility
+ "SP_VIT" - Vitality
+ "SP_INT" - Intelligence
+ "SP_DEX" - Dexterity
+ "SP_LUK" - Luck
+ "SP_BASELEVEL" - Base Level
+ "SP_JOBLEVEL" - Job Level
+ Can be either int or string constant.
+ ItemType: (mixed) Item type that is required for this achievement.
+ For Types such as ACH_ITEM_GET_COUNT_ITEMTYPE.
+ Can be either int, string or list.
+ Refer "Item types" Constants from constants.conf
+ WeaponLevel: (int) Weapon Level that is required for this achievement. (Eg. 0, 1, 2, 3 or 4).
+ For Types such as ACH_EQUIP_REFINE_SUCCESS_WLV and ACH_EQUIP_REFINE_FAILURE_WLV.
+ Achieve: (int) AchievementID to be achieved.
+ For Type - ACH_ACHIEVE.
+ }
+ Goal: (int) Target amount to be met for the completion of the objective. Default is 1.
+ }
+ ...
+ *10: {...}
+ }
+ Rewards: {
+ Bonus: <""> (script) Script code bonus to be given as a reward for an achievement.
+ Items: { Item rewards per achievement. With a maximum defined in mmo.h as MAX_ACHEIVEMENT_ITEM_REWARDS.
+ Apple: 1 (int) Item ID (int or string constant) : Amount (int)
+ }
+ TitleId: (int) ID of the Title (from the Title System) awarded.
+ }
+ Points: (int) Points per achievement given on it's successful completion.
+}
+ *****************************************************************/
+)