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HOW TO CONFIGURE:

Reward Types:

Configs: 
Random = 0,
SpecialEventBag = {},
RandomSpecialEventBag = {},
Item = {},
RandomItem = {},
ItemGive = {},
ItemGiveDb = {},
RandomItemGive = {},
Effect = {},
RandomEffect = {},
Summon = {},
RandomSummon = {},
Ruud = 0,
RandomRuud = {},
Money = 0,
RandomMoney = {},
WCoinC = 0,
RandomWCoinC = {},
WCoinP = 0,
RandomWCoinP = {},
GoblinPoint = 0,
RandomGoblinPoint = {},
LevelUpPoint = 0,
RandomLevelUpPoint = {},
MasterLevelUpPoint = 0,
RandomMasterLevelUpPoint = {},
QueryAccount = {},
QueryAccountRandom = {},
QueryCharacter = {},
QueryCharacterRandom = {}   
---------- IMPORTANT ---------
The default config gives no reward to player. 
You must modify reward configs using the guide bellow. 
You can remove configs that are in blank or not in use.

General Guide:

RewardGuide = {

    Random = 0, 				-- 0 = Player will receive all reward bellow | More then 0 = Player will receive 1 item randomly x times ( ex: Random = 3, player will receive 3 random rewards)
    SpecialEventBag = {}, 		-- Number off SpecialEventBag on EventBagManager.txt, can add more then 1 like this: {1,2,3,4,5}, leave empty for not use
    RandomSpecialEventBag = {}, -- Same thing of previous config, but only will reward with ONE bag. (ex: if SpecialEventBag =  {1,2,3}, player will receive 3 bags. On this setting, just one. )
    Item = {                  	-- Items will be drop on ground (can add unlimited items, just duplicate from line 44 to 77)
        { -- If you want to add more then 1 item copy and duplicate this settings stating here!
            Section = 0,	-- Section on item.txt
            ID = 0,			-- ID if Scetion item.txt
            Level = 0,		-- Level ( 0 a 15 )
            Durability = 0,	-- Durability ( Leve 0 to use default item.txt )
            Skill = 0,		-- 0 no skill | 1 with skill
            Luck = 0,		-- 0 no luck | 1 with luck
            Option = 0,		-- Add option ( 0 yo 7 )
            Excellent1 = 0,	-- 0 not use | 1 use
            Excellent2 = 0,	-- 0 not use | 1 use
            Excellent3 = 0,	-- 0 not use | 1 use
            Excellent4 = 0,	-- 0 not use | 1 use
            Excellent5 = 0,	-- 0 not use | 1 use
            Excellent6 = 0,	-- 0 not use | 1 use
            Ancient = 0,	-- 0 not use | 1 ancient lvl 1 | 2 ancient lvl 2 | 3 ancient lvl 3
            Harmony = 0,	-- Number of Harmony id on JewelOfHarmonyOption.txt
            HarmonyLevel = 0, -- Harmony Level ( 0 to 15 )
            Option380 = 0,	-- 0 not use | 1 use
            Socket1 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket2 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket3 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket4 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket5 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket1Level = 0, -- Socket Level ( 0 a 9 )
            Socket2Level = 0, -- Socket Level ( 0 a 9 )
            Socket3Level = 0, -- Socket Level ( 0 a 9 )
            Socket4Level = 0, -- Socket Level ( 0 a 9 )
            Socket5Level = 0, -- Socket Level ( 0 a 9 )
            SocketBonus = 255,-- number of id on SocketItemOption.txt section 1 | leave 255 to not use
            Duration = 0,	-- 0 for no duration | more then 0: add duration timmer to item (minutes)
        }, -- If you want to add more then 1 item copy and duplicate this settings until here!

        
    },
    ItemGive = {      -- Items will be rewarded to player inventory (can add unlimited items (if they fit on inventory))
        { -- Start
            Section = 0,	-- Section on item.txt
            ID = 0,			-- ID if Scetion item.txt
            Level = 0,		-- Level ( 0 a 15 )
            Durability = 0,	-- Durability ( Leve 0 to use default item.txt )
            Skill = 0,		-- 0 no skill | 1 with skill
            Luck = 0,		-- 0 no luck | 1 with luck
            Option = 0,		-- Add option ( 0 yo 7 )
            Excellent1 = 0,	-- 0 not use | 1 use
            Excellent2 = 0,	-- 0 not use | 1 use
            Excellent3 = 0,	-- 0 not use | 1 use
            Excellent4 = 0,	-- 0 not use | 1 use
            Excellent5 = 0,	-- 0 not use | 1 use
            Excellent6 = 0,	-- 0 not use | 1 use
            Ancient = 0,	-- 0 not use | 1 ancient lvl 1 | 2 ancient lvl 2 | 3 ancient lvl 3
            Harmony = 0,	-- Number of Harmony id on JewelOfHarmonyOption.txt
            HarmonyLevel = 0, -- Harmony Level ( 0 to 15 )
            Option380 = 0,	-- 0 not use | 1 use
            Socket1 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket2 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket3 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket4 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket5 = 255,	-- number of id on SocketItemOption.txt section 0 | leave 255 to not use
            Socket1Level = 0, -- Socket Level ( 0 a 9 )
            Socket2Level = 0, -- Socket Level ( 0 a 9 )
            Socket3Level = 0, -- Socket Level ( 0 a 9 )
            Socket4Level = 0, -- Socket Level ( 0 a 9 )
            Socket5Level = 0, -- Socket Level ( 0 a 9 )
            SocketBonus = 255,-- number of id on SocketItemOption.txt section 1 | leave 255 to not use
            Duration = 0,	-- 0 for no duration | more then 0: add duration timmer to item (minutes)
        }, --End   
    },
    ItemGiveDb = {} -- Same as ItemGive, but save information in database L_Reward, use /claimreward to get reward
    RandomItem = {},	 	-- Same thing, but just one item will be rewarded ramdom.
    RandomItemGive = {},	 	-- Same thing, but just one item will be rewarded ramdom.
    Effect = {				-- Buffs and Effects (can add ac musch as you want, just duplicate keys)

        { -- start

            Mode = 1,	-- Default Mode 1, it is necessary that effect.txt Mode (of the effect) is also 1 to make it work here.
            Index = 0,	-- Index of effect effect.txt
            Time = 0,	-- Duration time buff ( in secconds )
            Value1 = 0,	-- value 1 of buff (effect.txt or custom)
            Value2 = 0,	-- value 2 of buff (effect.txt or custom)
            Value3 = 0,	-- value 3 of buff (effect.txt or custom)
            Value4 = 0	-- value 4 of buff (effect.txt or custom)

        }, -- end
        
    }, 
    RandomEffect = {
        
        { -- Effect 1
            Mode = 1,	-- Default Mode 1, it is necessary that effect.txt Mode (of the effect) is also 1 to make it work here.
            Index = 1,	-- Index of effect effect.txt
            Time = 0,	-- Duration time buff ( in secconds )
            Value1 = 0,	-- value 1 of buff (effect.txt or custom)
            Value2 = 0,	-- value 2 of buff (effect.txt or custom)
            Value3 = 0,	-- value 3 of buff (effect.txt or custom)
            Value4 = 0	-- value 4 of buff (effect.txt or custom)
        }, -- 

        { -- Effect 2
            Mode = 1,	-- Default Mode 1, it is necessary that effect.txt Mode (of the effect) is also 1 to make it work here.
            Index = 2,	-- Index of effect effect.txt
            Time = 0,	-- Duration time buff ( in secconds )
            Value1 = 0,	-- value 1 of buff (effect.txt or custom)
            Value2 = 0,	-- value 2 of buff (effect.txt or custom)
            Value3 = 0,	-- value 3 of buff (effect.txt or custom)
            Value4 = 0	-- value 4 of buff (effect.txt or custom)
        }, -- 



    },	 	-- Same thing, but just one effect will be rewarded ramdom.
    Summon = {}, 			-- Summon a monster of Monster.txt, can summon multiple monsters like: {1,2,3,4,5}, leave empty for not use.
    RandomEffect = {},	 	-- Same thing, but just one monster will be summoned
    WCoinC = 0, 			--  WCoinC value to reward | leave 0 for not use
    WCoinP = 0,  			--  WCoinP value to reward | leave 0 for not use
    GoblinPoint = 0,  		--  GoblinPoint value to reward | leave 0 for not use
    LevelUpPoint = 0,   	--	LevelUpPoint value to reward | leave 0 for not use
    QueryAccount = {		-- Custom query using player Account (can add unlimited querys)

        { -- start
            "Update CashShopData SET WCoinC=WCoinC+10 WHERE AccountID='%s'",			-- Query Structure ( you must use %s that will be replaced by players account)
            "[SYSTEM]BONUS: 10 WCoinC"	-- Chat message to player
        } -- end
        
    }, 
    QueryAccountRandom = {},-- Same thing but just one query will be selected ramdom
    QueryCharacter = {		-- Custom query using player Name (can add unlimited querys)

        {--start
            "Update Character SET Resets=Resets+10 WHERE Name='%s'",			-- Query Structure ( you must use %s that will be replaced by player Name)
            "[SYSTEM]BONUS: 10 Resets"	-- Chat message to player
        }
        
    }, 
    QueryCharacterRandom = {}-- Mesma coisa que o anterior, mas, sรณ serรก entregue um query de personagem aleatorio que vc inserir.

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