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author | Jesusaves <cpntb1@ymail.com> | 2018-09-27 21:19:03 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2018-09-27 21:19:03 -0300 |
commit | 28cfa29309ad22f9788cc976ba465c81e4f5f3d6 (patch) | |
tree | 632252855d3acacc815ebe8940676490815c2f98 /db/re | |
parent | 5777d6db154f3c671f0d105f2b51921dab5fcca0 (diff) | |
download | serverdata-28cfa29309ad22f9788cc976ba465c81e4f5f3d6.tar.gz serverdata-28cfa29309ad22f9788cc976ba465c81e4f5f3d6.tar.bz2 serverdata-28cfa29309ad22f9788cc976ba465c81e4f5f3d6.tar.xz serverdata-28cfa29309ad22f9788cc976ba465c81e4f5f3d6.zip |
Dummy, transitional commit. It may be safely disregarded.
Diffstat (limited to 'db/re')
-rw-r--r-- | db/re/achievement_db.conf | 134 |
1 files changed, 134 insertions, 0 deletions
diff --git a/db/re/achievement_db.conf b/db/re/achievement_db.conf new file mode 100644 index 000000000..683348400 --- /dev/null +++ b/db/re/achievement_db.conf @@ -0,0 +1,134 @@ +//================= 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. +} + *****************************************************************/ +) |