๐ง๐ทPT-BR
Tipos de Reward:
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 ---------
A configuraรงรฃo padrรฃo nรฃo dรก recompensa ao jogador.
Vocรช deve modificar as configuraรงรตes de recompensa usando o guia abaixo.
Vocรช pode remover as configuraรงรตes que estรฃo em branco,
zeradas ou que nรฃo estรฃo em uso.
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 (seconds)
}, -- 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 (seconds)
}, --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.
Em breve
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