
Synchronized the process of loading and parsing YAML databases. Provides more robust parse warnings/errors. Added Header checks to validate database versions. Adjusted root keys to a standard name of Body. Adjusted inter-server storages, achievements, and attendance to follow the new format. Fixes #3483 Thanks to @Lemongrass3110!
104 lines
4.4 KiB
Plaintext
104 lines
4.4 KiB
Plaintext
//===== rAthena Documentation ================================
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//= Achievement Database Structure
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20190226
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//===== Description: =========================================
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//= Explanation of the achievements_db.yml file and structure.
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//============================================================
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---------------------------------------
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ID: Unique achievement ID.
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---------------------------------------
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Group: Achievement group type. Each achievement type calls a specific objective check.
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Valid groups:
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AG_ADD_FRIEND - Triggered when a player adds a friend.
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AG_ADVENTURE - Does not trigger automatically. These are triggered by the achievementcomplete script command.
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AG_BABY - Triggered when a player becomes a baby job.
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AG_BATTLE - Triggered when a player kills a monster.
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AG_CHATTING - Unknown.
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AG_CHATTING_COUNT - Triggered when a player has a chatroom open and others join.
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AG_CHATTING_CREATE - Triggered when a player creates a chatroom.
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AG_CHATTING_DYING - Triggered when a player creates a chatroom and dies with it open.
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AG_EAT - Unknown.
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AG_GET_ITEM - Triggered when a player gets an item that has a specific sell value.
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AG_GET_ZENY - Triggered when a player gets a specific amount of zeny at once.
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AG_GOAL_ACHIEVE - Triggered when a player's achievement rank levels up.
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AG_GOAL_LEVEL - Triggered when a player's base level or job level changes.
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AG_GOAL_STATUS - Triggered when a player's base stats changes.
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AG_HEAR - Unknown.
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AG_JOB_CHANGE - Triggered when a player's job changes.
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AG_MARRY - Triggered when two players get married.
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AG_PARTY - Triggered when a player creates a party.
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AG_ENCHANT_FAIL - Triggered when a player fails to refine an equipment.
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AG_ENCHANT_SUCCESS - Triggered when a player successfully refines an equipment.
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AG_SEE - Unknown.
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AG_SPEND_ZENY - Triggered when a player spends any amount of zeny on vendors.
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AG_TAMING - Triggered when a player tames a monster.
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---------------------------------------
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Name: Achievement name. Not read into source but used for quick look ups.
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---------------------------------------
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Target: A list of monster ID and count values that the achievement requires.
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The target count can also be used for achievements that keep a counter while not being related to monster kills.
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Capped at MAX_ACHIEVEMENT_OBJECTIVES.
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Example:
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// Player must kill 5 Scorpions and 10 Poring.
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Target:
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- MobID: 1001
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Count: 5
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- MobID: 1002
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Count: 10
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Example 2:
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// Player must have 100 or more of ARG0 value. Using the count target value is useful for achievements that are increased in increments
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// and not checked for a total (UI_Type = 1).
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// 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.
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Condition: " ARG0 >= 100 "
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Target:
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- Id: 0 // Array index value
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Count: 100
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---------------------------------------
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Condition: A conditional statement that must be met for the achievement to be considered complete. Accepts script constants, player variables, and
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ARGX (where X is the argument vector value). The ARGX values are sent from the server to the achievement script engine on special events.
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Below are two examples of how the ARGX feature works.
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Example:
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// This function will send 1 argument (ARG0) with a value of i + 1 when a friend is added.
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achievement_update_objective(f_sd, AG_ADD_FRIEND, 1, i + 1);
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Example 2:
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// This function will send 2 arguments (ARG0 and ARG1) with values of weapon level and refine level, respectively, when an equipment is
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// successfully refined.
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achievement_update_objective(sd, AG_REFINE_SUCCESS, 2, sd->inventory_data[i]->wlv, sd->inventory.u.items_inventory[i].refine);
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---------------------------------------
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Map: A map name that is used for the AG_CHATTING type which increments the counter based on the player's map.
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---------------------------------------
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Dependent: A list of achievement IDs that need to be completed before this achievement is considered complete.
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---------------------------------------
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Reward: A list of rewards that are given on completion. All fields are optional.
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ItemID: Item ID
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Amount: Amount of Item ID (default 1)
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Script: Bonus Script
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TitleID: Title ID
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---------------------------------------
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Score: Achievement points that are given on completion.
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