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  1. //================= Hercules Database =====================================
  2. //= _ _ _
  3. //= | | | | | |
  4. //= | |_| | ___ _ __ ___ _ _| | ___ ___
  5. //= | _ |/ _ \ '__/ __| | | | |/ _ \/ __|
  6. //= | | | | __/ | | (__| |_| | | __/\__ \
  7. //= \_| |_/\___|_| \___|\__,_|_|\___||___/
  8. //================= License ===============================================
  9. //= This file is part of Hercules.
  10. //= http://herc.ws - http://github.com/HerculesWS/Hercules
  11. //=
  12. //= Copyright (C) 2018 Hercules Dev Team
  13. //=
  14. //= Hercules is free software: you can redistribute it and/or modify
  15. //= it under the terms of the GNU General Public License as published by
  16. //= the Free Software Foundation, either version 3 of the License, or
  17. //= (at your option) any later version.
  18. //=
  19. //= This program is distributed in the hope that it will be useful,
  20. //= but WITHOUT ANY WARRANTY; without even the implied warranty of
  21. //= MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  22. //= GNU General Public License for more details.
  23. //=
  24. //= You should have received a copy of the GNU General Public License
  25. //= along with this program. If not, see <http://www.gnu.org/licenses/>.
  26. //=========================================================================
  27. //= Achievement Database
  28. //=========================================================================
  29.  
  30. achievement_db: (
  31. /*****************************************************************
  32. * Entry Structure
  33. *****************************************************************
  34. {
  35. Id: (int) Unique ID of the achievement representing it's client-side equivalent.
  36. Name: (string) Name/Title of the Achievement.
  37. Type: (string) Validation type for the achievement.
  38. [Type] [Validation Description] (Trigger)
  39. ACH_QUEST: Specific achievement objective update (Script).
  40. ACH_KILL_PC_TOTAL: (Accumulative) Total kill count. (Player kill)
  41. ACH_KILL_PC_JOB: Kill a player of the specified job. (Player Kill)
  42. ACH_KILL_PC_JOBTYPE: Kill a player of the specified job type. (Player Kill)
  43. ACH_KILL_MOB_CLASS: Kill a particular mob class. (Mob Kill)
  44. ACH_DAMAGE_PC_MAX: Maximum damage caused on a player. (Player Damage)
  45. ACH_DAMAGE_PC_TOTAL: (Accumulative) Damage on players. (Player Damage)
  46. ACH_DAMAGE_PC_REC_MAX: Maximum damage received by a player. (Receive Player Damage)
  47. ACH_DAMAGE_PC_REC_TOTAL: (Accumulative) Damage received by players. (Receive Player Damage)
  48. ACH_DAMAGE_MOB_MAX: Maximum damage caused on a monster. (Monster Damage)
  49. ACH_DAMAGE_MOB_TOTAL: (Accumulative) Damage caused on monsters. (Monster Damage)
  50. ACH_DAMAGE_MOB_REC_MAX: Maximum damage received by a monster. (Receive Monster Damage)
  51. ACH_DAMAGE_MOB_REC_TOTAL: (Accumulative) Damage received by monsters. (Receive Monster Damage)
  52. ACH_JOB_CHANGE: Change to a specific job. (Job Change)
  53. ACH_STATUS: Acquire a specific amount of a particular status type. (Stat Change)
  54. ACH_STATUS_BY_JOB: Acquire a specific amount of a status type as a job class. (Stat Change)
  55. ACH_STATUS_BY_JOBTYPE: Acquire a specific amount of a status type as a job type. (Stat Change)
  56. ACH_CHATROOM_CREATE_DEAD: (Accumulative) Create a chatroom when dead. (Chatroom Creation)
  57. ACH_CHATROOM_CREATE: (Accumulative) Create a chatroom. (Chatroom Creation)
  58. ACH_CHATROOM_MEMBERS: Gather 'n' members in a chatroom. (Chatroom Join)
  59. ACH_FRIEND_ADD: Add a specific number of friends. (Friend Addition)
  60. ACH_PARTY_CREATE: (Accumulative) Create a specific number of parties. (Party Creation)
  61. ACH_PARTY_JOIN: (Accumulative) Join a specific number of parties. (Party Join)
  62. ACH_MARRY: (Accumulative) Marry a specified number of times. (Marriage)
  63. ACH_ADOPT_BABY: (Accumulative) Get Adopted. (Adoption)
  64. ACH_ADOPT_PARENT: (Accumulative) Adopt a Baby. (Adoption)
  65. ACH_ZENY_HOLD: Hold a specific amount of zeny in your inventory. (Gain Zeny)
  66. ACH_ZENY_GET_ONCE: Gain a specific amount of zeny in one transaction. (Gain Zeny)
  67. ACH_ZENY_GET_TOTAL: (Accumulative) Gain a specific amount of zeny in total. (Gain Zeny)
  68. ACH_ZENY_SPEND_ONCE: Spend a specific amount of zeny in one transaction. (Pay Zeny)
  69. ACH_ZENY_SPEND_TOTAL: (Accumulative) Spend a specific amount of zeny in total. (Pay Zeny)
  70. ACH_EQUIP_REFINE_SUCCESS: Refine an item to +N. (Successful Refine)
  71. ACH_EQUIP_REFINE_FAILURE: Fail to refine an item of +N refine. (Failed Refine)
  72. ACH_EQUIP_REFINE_SUCCESS_TOTAL: (Accumulative) Refine an item successfully N times. (Success Refine)
  73. ACH_EQUIP_REFINE_FAILURE_TOTAL: (Accumulative) Fail to refine an item N times. (Failed Refine)
  74. ACH_EQUIP_REFINE_SUCCESS_WLV: Refine a Weapon of a particular Level to +N. (Success Refine)
  75. ACH_EQUIP_REFINE_FAILURE_WLV: Fail to refine a Weapon of a particular level from +N. (Failed Refine)
  76. ACH_EQUIP_REFINE_SUCCESS_ID: Refine a particular Item successfully to +N. (Success Refine)
  77. ACH_EQUIP_REFINE_FAILURE_ID: Fail to refine a particular item successfully from +N. (Failed Refine)
  78. ACH_ITEM_GET_COUNT: Acquire N amount of an item of a particular ID. (Acquire Item)
  79. ACH_ITEM_GET_COUNT_ITEMTYPE: Acquire N amount of items of a particular type mask. (Acquire Item)
  80. ACH_ITEM_GET_WORTH: Acquire an item of buy value N. (Acquire Item)
  81. ACH_ITEM_SELL_WORTH: Sell an item of sell value N. (NPC Sell Item)
  82. ACH_PET_CREATE: Successfully tame a pet of a particular mob class. (Successful Pet Tame)
  83. ACH_ACHIEVE: Achieve an Achievement. (Achievement Completion)
  84. ACH_ACHIEVEMENT_RANK: Achieve an Achievement Rank. (Achievement Rank Increase)
  85. Objectives: { [Mandatory Field] Objectives of an achievement. Up to 10 objectives per achievement.
  86. To comply with the client's order of objectives, this list must be in order.
  87. *1: {
  88. Description: (string) [Mandatory Field] Description of a particular objective.
  89. Criteria: { This is a field for achievements whose objectives must meet
  90. certain criteria before evaluating the player's progress for it.
  91. MobId: (mixed) MonsterId required for an objective.
  92. For types such as ACH_KILL_MOB_CLASS and ACH_PET_CREATE. Can be either int or string constant.
  93. JobId: (mixed) Array or Single entry of JobIds.
  94. For types - ACH_KILL_PC_JOBTYPE, ACH_JOB_CHANGE or ACH_STATUS_BY_JOBTYPE.
  95. Can be either a numeric or string constant.
  96. ItemId: (mixed) ItemId required for an objective.
  97. For Types such as ACH_ITEM_GET_COUNT. Can be either int or string constant.
  98. StatusType: (mixed) Status Type required for an objective.
  99. For Types such as ACH_STATUS, ACH_STATUS_BY_JOB, ACH_STATUS_BY_JOBTYPE.
  100. Types -
  101. "SP_STR" - Strength
  102. "SP_AGI" - Agility
  103. "SP_VIT" - Vitality
  104. "SP_INT" - Intelligence
  105. "SP_DEX" - Dexterity
  106. "SP_LUK" - Luck
  107. "SP_BASELEVEL" - Base Level
  108. "SP_JOBLEVEL" - Job Level
  109. Can be either int or string constant.
  110. ItemType: (mixed) Item type that is required for this achievement.
  111. For Types such as ACH_ITEM_GET_COUNT_ITEMTYPE.
  112. Can be either int, string or list.
  113. Refer "Item types" Constants from constants.conf
  114. WeaponLevel: (int) Weapon Level that is required for this achievement. (Eg. 0, 1, 2, 3 or 4).
  115. For Types such as ACH_EQUIP_REFINE_SUCCESS_WLV and ACH_EQUIP_REFINE_FAILURE_WLV.
  116. Achieve: (int) AchievementID to be achieved.
  117. For Type - ACH_ACHIEVE.
  118. }
  119. Goal: (int) Target amount to be met for the completion of the objective. Default is 1.
  120. }
  121. ...
  122. *10: {...}
  123. }
  124. Rewards: {
  125. Bonus: <""> (script) Script code bonus to be given as a reward for an achievement.
  126. Items: { Item rewards per achievement. With a maximum defined in mmo.h as MAX_ACHEIVEMENT_ITEM_REWARDS.
  127. Apple: 1 (int) Item ID (int or string constant) : Amount (int)
  128. }
  129. TitleId: (int) ID of the Title (from the Title System) awarded.
  130. }
  131. Points: (int) Points per achievement given on it's successful completion.
  132. }
  133. *****************************************************************/
  134. {
  135. Id: 230101
  136. Name: "Blood for Blood (1)"
  137. Type: "ACH_KILL_PC_TOTAL"
  138. Objectives: {
  139. *1: {
  140. Description: "Accumulate 5x Kills in PvP!"
  141. Criteria: {
  142. JobId: [ "Job_Swordman", "Job_Mage", "Job_Archer", "Job_Acolyte", "Job_Merchant", "Job_Thief" ]
  143. }
  144. Goal: 5
  145. }
  146. }
  147. Rewards: {
  148. Items: {
  149. Jellopy: 2
  150. }
  151. }
  152. Points: 10
  153. },
  154. {
  155. Id: 230102
  156. Name: "Blood for Blood (2)"
  157. Type: "ACH_KILL_PC_TOTAL"
  158. Objectives: {
  159. *1: {
  160. Description: "Accumulate 10x Kills in PvP!"
  161. Criteria: {
  162. JobId: [ "Job_Swordman", "Job_Mage", "Job_Archer", "Job_Acolyte", "Job_Merchant", "Job_Thief" ]
  163. }
  164. Goal: 10
  165. }
  166. }
  167. Rewards: {
  168. Items: {
  169. Jellopy: 2
  170. }
  171. }
  172. Points: 10
  173. },
  174. {
  175. Id: 230103
  176. Name: "Blood for Blood (3)"
  177. Type: "ACH_KILL_PC_TOTAL"
  178. Objectives: {
  179. *1: {
  180. Description: "Accumulate 15x Kills in PvP!"
  181. Criteria: {
  182. JobId: [ "Job_Swordman", "Job_Mage", "Job_Archer", "Job_Acolyte", "Job_Merchant", "Job_Thief" ]
  183. }
  184. Goal: 15
  185. }
  186. }
  187. Rewards: {
  188. Items: {
  189. Jellopy: 2
  190. }
  191. }
  192. Points: 10
  193. },
  194. {
  195. Id: 230100
  196. Name: "Killing Leisure"
  197. Type: "ACH_ACHIEVE"
  198. Objectives: {
  199. *1: {
  200. Description: "Complete 'Blood for Blood (1)' challenge."
  201. Criteria: {
  202. Achieve: 230101
  203. }
  204. },
  205. *2: {
  206. Description: "Complete 'Blood for Blood (2)' challenge."
  207. Criteria: {
  208. Achieve: 230102
  209. }
  210. },
  211. *3: {
  212. Description: "Complete 'Blood for Blood (3)' challenge."
  213. Criteria: {
  214. Achieve: 230103
  215. }
  216. }
  217. }
  218. Rewards: {
  219. TitleId: 1025
  220. Bonus: <" specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start SC_INC_AGI, 30000, 1; ">
  221. }
  222. Points: 10
  223. },
  224. )
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