# Achievement Database Structure
# Table of contents
1. [Id](#id)
2. [Group](#group)
1. [Valid Groups](#valid-groups)
4. [Name](#name)
5. [Targets](#targets)
6. [Condition](#condition)
7. [Map](#map)
8. [Dependents](#dependents)
9. [Rewards](#rewards)
10. [Score](#score)
11. [Example](#example)
### Id
Unique achievement ID.
### Group
Achievement group type.
Each achievement type calls a specific objective check.
#### Valid groups
None
- Can be used for custom achievements that are given through a script with no trigger events.
Add_Friend
- Triggered when a player adds a friend.
Adventure
- Does not trigger automatically. These are triggered by the achievementcomplete script command.
Baby
- Triggered when a player becomes a baby job.
Battle
- Triggered when a player kills a monster.
Chatting
- Aegis uses this when talking to a NPC. These are triggered by the achievementupdate script command.
Chatting_Count
- Triggered when a player has a chatroom open and others join.
Chatting_Create
- Triggered when a player creates a chatroom.
Chatting_Dying
- Triggered when a player creates a chatroom and dies with it open.
Eat
- Unknown.
Get_Item
- Triggered when a player gets an item that has a specific sell value.
Get_Zeny
- Triggered when a player gets a specific amount of zeny at once.
Goal_Achieve
- Triggered when a player's achievement rank levels up.
Goal_Level
- Triggered when a player's base level or job level changes.
Goal_Status
- Triggered when a player's base stats changes.
Job_Change
- Triggered when a player's job changes.
Marry
- Triggered when two players get married.
Party
- Triggered when a player creates a party.
Enchant_Fail
- Triggered when a player fails to refine an equipment.
Enchant_Success
- Triggered when a player successfully refines an equipment.
Spend_Zeny
- Triggered when a player spends any amount of zeny on vendors.
Taming
- Triggered when a player tames a monster.
### Name
Achievement name. Used when sending rewards through RODEX.
### Targets
A list of monster names 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`. See
examples below:
Player must kill 5 Scorpions and 10 Porings
```yml
Targets:
- Id: 0
Mob: SCORPION
Count: 5
- Id: 1
Mob: PORING
Count: 10
```
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.
```yml
Condition: " ARG0 >= 100 "
Targets:
- 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. See examples below:
This function will send 1 argument (ARG0) with a value of i + 1 when a friend is added.
```yml
achievement_update_objective(f_sd, AG_ADD_FRIEND, 1, i + 1);
```
This function will send 2 arguments (ARG0 and ARG1) with values of weapon level and refine level, respectively, when an
equipment is successfully refined.
```yml
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 Chatting group which increments the counter based on the player's map.
> NOTICE: This option is currently disabled until the official behavior is confirmed.
### Dependents
A list of achievement IDs that need to be completed before this achievement is considered complete. See examples below:
Player must complete achievements 10001 and 10002 first.
```yml
Dependents:
10001: true
10002: true
```
Used with the import, dependent achievements can be disabled. The player now only requires completion of achievement
10001.
```
Dependents:
10002: false
```
### Rewards
A list of rewards that are given on completion. All fields are optional.
```yml
Item: Item Name
Amount:
Amount of Item (Default: 1)
Script: Bonus Script
TitleId: Title ID
```
### Score
Achievement points that are given on completion.
### Example
```yml
- Id: 99
Group: Baby
Name: Example Achieve
Targets:
- Id: 0
Mob: XM_CELINE_KIMI
Count: 1
Condition: " BaseLevel >= 99 "
Map: prontera
Dependents:
- Id: 100
Rewards:
Item: Shabby_Purse
Amount: 10
Script: " specialeffect2 EF_BLESSING; sc_start SC_BLESSING,30000,10; "
TitleId: 1000
Score: 10
```