Implemented ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE
Added support for "in single battleground" and "without dying" requirement to battleground achievements Add examples of scripting achievement (School of Hard Knocks, Storm Glory) --HG-- branch : trunk
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@@ -90,10 +90,6 @@ struct AchievementCriteriaEntry
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{
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uint32 bgMapID; // 3
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uint32 winCount; // 4
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uint32 additionalRequirement1_type; // 5 additional requirement 1 type
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uint32 additionalRequirement1_value; // 6 additional requirement 1 value
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uint32 additionalRequirement2_type; // 7 additional requirement 2 type
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uint32 additionalRequirement2_value; // 8 additional requirement 1 value
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} win_bg;
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// ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL = 5
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@@ -210,6 +206,13 @@ struct AchievementCriteriaEntry
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uint32 castCount; // 4
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} cast_spell;
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// ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE
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struct
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{
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uint32 objectiveId; // 3
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uint32 completeCount; // 4
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} bg_objective;
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// ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA = 31
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struct
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{
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@@ -247,7 +250,6 @@ struct AchievementCriteriaEntry
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{
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uint32 unused; // 3
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uint32 count; // 4
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uint32 flag; // 5 4=in a row
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} win_rated_arena;
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// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING = 38
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@@ -375,8 +377,6 @@ struct AchievementCriteriaEntry
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{
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uint32 unused; // 3
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uint32 count; // 4
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uint32 flag; // 5 =3 for battleground healing
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uint32 mapid; // 6
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} healing_done;
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// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
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@@ -485,12 +485,15 @@ struct AchievementCriteriaEntry
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{
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uint32 field3; // 3 main requirement
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uint32 count; // 4 main requirement count
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uint32 additionalRequirement1_type; // 5 additional requirement 1 type
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uint32 additionalRequirement1_value; // 6 additional requirement 1 value
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uint32 additionalRequirement2_type; // 7 additional requirement 2 type
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uint32 additionalRequirement2_value; // 8 additional requirement 1 value
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} raw;
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};
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struct
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{
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uint32 additionalRequirement_type;
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uint32 additionalRequirement_value;
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} additionalRequrements[MAX_CRITERIA_REQUIREMENTS];
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//char* name[16]; // 9-24
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//uint32 name_flags; // 25
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uint32 completionFlag; // 26
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