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- //===== rAthena Documentation ================================
- //= Achievement Database Structure
- //===== By: ==================================================
- //= rAthena Dev Team
- //===== Last Updated: ========================================
- //= 20190226
- //===== Description: =========================================
- //= Explanation of the achievements_db.yml file and structure.
- //============================================================
- ---------------------------------------
- ID: Unique achievement ID.
- ---------------------------------------
- Group: Achievement group type. Each achievement type calls a specific objective check.
- Valid groups:
- AG_ADD_FRIEND - Triggered when a player adds a friend.
- AG_ADVENTURE - Does not trigger automatically. These are triggered by the achievementcomplete script command.
- AG_BABY - Triggered when a player becomes a baby job.
- AG_BATTLE - Triggered when a player kills a monster.
- AG_CHATTING - Unknown.
- AG_CHATTING_COUNT - Triggered when a player has a chatroom open and others join.
- AG_CHATTING_CREATE - Triggered when a player creates a chatroom.
- AG_CHATTING_DYING - Triggered when a player creates a chatroom and dies with it open.
- AG_EAT - Unknown.
- AG_GET_ITEM - Triggered when a player gets an item that has a specific sell value.
- AG_GET_ZENY - Triggered when a player gets a specific amount of zeny at once.
- AG_GOAL_ACHIEVE - Triggered when a player's achievement rank levels up.
- AG_GOAL_LEVEL - Triggered when a player's base level or job level changes.
- AG_GOAL_STATUS - Triggered when a player's base stats changes.
- AG_HEAR - Unknown.
- AG_JOB_CHANGE - Triggered when a player's job changes.
- AG_MARRY - Triggered when two players get married.
- AG_PARTY - Triggered when a player creates a party.
- AG_ENCHANT_FAIL - Triggered when a player fails to refine an equipment.
- AG_ENCHANT_SUCCESS - Triggered when a player successfully refines an equipment.
- AG_SEE - Unknown.
- AG_SPEND_ZENY - Triggered when a player spends any amount of zeny on vendors.
- AG_TAMING - Triggered when a player tames a monster.
- ---------------------------------------
- Name: Achievement name. Not read into source but used for quick look ups.
- ---------------------------------------
- Target: A list of monster ID and count values that the achievement requires.
- The target count can also be used for achievements that keep a counter while not being related to monster kills.
- Capped at MAX_ACHIEVEMENT_OBJECTIVES.
- Example:
- // Player must kill 5 Scorpions and 10 Poring.
- Target:
- - MobID: 1001
- Count: 5
- - MobID: 1002
- Count: 10
- Example 2:
- // Player must have 100 or more of ARG0 value. Using the count target value is useful for achievements that are increased in increments
- // and not checked for a total (UI_Type = 1).
- // IE: In the achievement_list.lub file, UI_Type 0 is displayed as non-incremental while 1 shows a progress bar of completion for the achievement.
- Condition: " ARG0 >= 100 "
- Target:
- - Id: 0 // Array index value
- Count: 100
- ---------------------------------------
- Condition: A conditional statement that must be met for the achievement to be considered complete. Accepts script constants, player variables, and
- ARGX (where X is the argument vector value). The ARGX values are sent from the server to the achievement script engine on special events.
- Below are two examples of how the ARGX feature works.
- Example:
- // This function will send 1 argument (ARG0) with a value of i + 1 when a friend is added.
- achievement_update_objective(f_sd, AG_ADD_FRIEND, 1, i + 1);
- Example 2:
- // This function will send 2 arguments (ARG0 and ARG1) with values of weapon level and refine level, respectively, when an equipment is
- // successfully refined.
- achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, sd->inventory_data[i]->wlv, sd->inventory.u.items_inventory[i].refine);
- ---------------------------------------
- Map: A map name that is used for the AG_CHATTING type which increments the counter based on the player's map.
- ---------------------------------------
- Dependent: A list of achievement IDs that need to be completed before this achievement is considered complete.
- ---------------------------------------
- Reward: A list of rewards that are given on completion. All fields are optional.
- ItemID: Item ID
- Amount: Amount of Item ID (default 1)
- Script: Bonus Script
- TitleID: Title ID
- ---------------------------------------
- Score: Achievement points that are given on completion.
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