diff options
Diffstat (limited to 'db/re/achievement_db.conf')
-rw-r--r-- | db/re/achievement_db.conf | 184 |
1 files changed, 92 insertions, 92 deletions
diff --git a/db/re/achievement_db.conf b/db/re/achievement_db.conf index 68334840..dee92f5c 100644 --- a/db/re/achievement_db.conf +++ b/db/re/achievement_db.conf @@ -29,106 +29,106 @@ achievement_db: ( /***************************************************************** - * Entry Structure - ***************************************************************** +* 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) + [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: {...} + 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. + 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. } - *****************************************************************/ +*****************************************************************/ ) |