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Core/DataStores: Reduce differences between branches - rename achievement related dbc fields
This commit is contained in:
File diff suppressed because it is too large
Load Diff
@@ -363,7 +363,7 @@ class TC_GAME_API AchievementGlobalMgr
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if (itr == m_allCompletedAchievements.end())
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return false;
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if (achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL)
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if (achievement->Flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL)
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return itr->second != instanceId;
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return true;
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@@ -378,7 +378,7 @@ bool AchievementChatLink::ValidateName(char* buffer, char const* context)
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ChatLink::ValidateName(buffer, context);
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for (uint8 i = 0; i < TOTAL_LOCALES; ++i)
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if (*_achievement->name[i] && strcmp(_achievement->name[i], buffer) == 0)
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if (*_achievement->Title[i] && strcmp(_achievement->Title[i], buffer) == 0)
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return true;
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TC_LOG_TRACE("chat.system", "ChatHandler::isValidChatMessage('%s'): linked achievement (id: %u) name wasn't found in any localization", context, _achievement->ID);
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@@ -28,480 +28,147 @@
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struct AchievementEntry
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{
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uint32 ID; // 0
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int32 requiredFaction; // 1 -1=all, 0=horde, 1=alliance
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int32 mapID; // 2 -1=none
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//uint32 parentAchievement; // 3 its Achievement parent (can`t start while parent uncomplete, use its Criteria if don`t have own, use its progress on begin)
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char *name[16]; // 4-19
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//uint32 name_flags; // 20
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//char *description[16]; // 21-36
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//uint32 desc_flags; // 37
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uint32 categoryId; // 38
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uint32 points; // 39 reward points
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//uint32 OrderInCategory; // 40
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uint32 flags; // 41
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//uint32 icon; // 42 icon (from SpellIcon.dbc)
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//char *titleReward[16]; // 43-58
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//uint32 titleReward_flags; // 59
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uint32 count; // 60 - need this count of completed criterias (own or referenced achievement criterias)
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uint32 refAchievement; // 61 - referenced achievement (counting of all completed criterias)
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};
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struct AchievementCategoryEntry
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{
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uint32 ID; // 0
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uint32 parentCategory; // 1 -1 for main category
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//char *name[16]; // 2-17
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//uint32 name_flags; // 18
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//uint32 sortOrder; // 19
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uint32 ID;
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int32 Faction; // -1=all, 0=horde, 1=alliance
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int32 MapID; // -1 = none
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//uint32 Supercedes; // its Achievement parent (can`t start while parent uncomplete, use its Criteria if don`t have own, use its progress on begin)
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char* Title[16];
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//uint32 Title_flags;
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//char* Description[16];
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//uint32 Description_flags;
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uint32 Category;
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uint32 Points;
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//uint32 UIOrder;
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uint32 Flags;
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//uint32 IconID;
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//char* Reward[16];
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//uint32 Reward_flags;
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uint32 MinimumCriteria; // need this count of completed criterias (own or referenced achievement criterias)
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uint32 SharesCriteria; // referenced achievement (counting of all completed criterias)
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};
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struct AchievementCriteriaEntry
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{
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uint32 ID; // 0
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uint32 referredAchievement; // 1
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uint32 requiredType; // 2
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uint32 ID;
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uint32 ReferredAchievement;
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uint32 Type;
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union
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{
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uint32 ID;
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// ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE = 0
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/// @todo also used for player deaths..
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struct
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{
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uint32 creatureID; // 3
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uint32 creatureCount; // 4
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} kill_creature;
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// ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE = 20
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uint32 CreatureID;
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_BG = 1
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struct
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{
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uint32 bgMapID; // 3
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uint32 winCount; // 4
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} win_bg;
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// ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL = 5
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struct
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{
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uint32 unused; // 3
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uint32 level; // 4
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} reach_level;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND = 15
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// ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP = 16
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA = 32
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// ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA = 33
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uint32 MapID;
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// ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL = 7
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struct
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{
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uint32 skillID; // 3
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uint32 skillLevel; // 4
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} reach_skill_level;
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL = 40
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS = 75
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE = 112
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uint32 SkillID;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT = 8
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struct
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{
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uint32 linkedAchievement; // 3
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} complete_achievement;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT = 9
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struct
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{
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uint32 unused; // 3
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uint32 totalQuestCount; // 4
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} complete_quest_count;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY = 10
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struct
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{
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uint32 unused; // 3
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uint32 numberOfDays; // 4
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} complete_daily_quest_daily;
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uint32 AchievementID;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE = 11
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struct
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{
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uint32 zoneID; // 3
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uint32 questCount; // 4
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} complete_quests_in_zone;
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uint32 ZoneID;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST = 14
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struct
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{
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uint32 unused; // 3
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uint32 questCount; // 4
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} complete_daily_quest;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND = 15
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struct
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{
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uint32 mapID; // 3
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} complete_battleground;
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// ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP = 16
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struct
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{
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uint32 mapID; // 3
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} death_at_map;
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// ACHIEVEMENT_CRITERIA_TYPE_CURRENCY = 12
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uint32 CurrencyID;
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// ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON = 18
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struct
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{
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uint32 manLimit; // 3
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} death_in_dungeon;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID = 19
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struct
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{
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uint32 groupSize; // 3 can be 5, 10 or 25
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} complete_raid;
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// ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE = 20
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struct
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{
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uint32 creatureEntry; // 3
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} killed_by_creature;
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// ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING = 24
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struct
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{
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uint32 unused; // 3
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uint32 fallHeight; // 4
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} fall_without_dying;
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uint32 GroupSize;
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// ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM = 26
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struct
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{
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uint32 type; // 3, see enum EnviromentalDamage
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} death_from;
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uint32 DamageType;
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// ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST = 27
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struct
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{
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uint32 questID; // 3
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uint32 questCount; // 4
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} complete_quest;
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uint32 QuestID;
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// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET = 28
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// ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2 = 69
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struct
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{
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uint32 spellID; // 3
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uint32 spellCount; // 4
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} be_spell_target;
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// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL = 29
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// ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2 = 110
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struct
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{
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uint32 spellID; // 3
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uint32 castCount; // 4
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} cast_spell;
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL = 34
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uint32 SpellID;
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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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uint32 ObjectiveId;
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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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uint32 areaID; // 3 Reference to AreaTable.dbc
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uint32 killCount; // 4
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} honorable_kill_at_area;
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA = 32
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struct
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{
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uint32 mapID; // 3 Reference to Map.dbc
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uint32 count; // 4 Number of times that the arena must be won.
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} win_arena;
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// ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA = 33
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struct
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{
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uint32 mapID; // 3 Reference to Map.dbc
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} play_arena;
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL = 34
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struct
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{
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uint32 spellID; // 3 Reference to Map.dbc
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} learn_spell;
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uint32 AreaID;
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// ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM = 36
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struct
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{
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uint32 itemID; // 3
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uint32 itemCount; // 4
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} own_item;
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA = 37
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struct
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{
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uint32 unused; // 3
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uint32 count; // 4
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} win_rated_arena;
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// ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM = 41
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// ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM = 42
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// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
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uint32 ItemID;
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// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING = 38
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struct
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{
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uint32 teamtype; // 3 {2, 3, 5}
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} highest_team_rating;
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// ACHIEVEMENT_CRITERIA_TYPE_REACH_TEAM_RATING = 39
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struct
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{
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uint32 teamtype; // 3 {2, 3, 5}
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uint32 PersonalRating; // 4
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} highest_personal_rating;
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL = 40
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struct
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{
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uint32 skillID; // 3
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uint32 skillLevel; // 4 apprentice=1, journeyman=2, expert=3, artisan=4, master=5, grand master=6
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} learn_skill_level;
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// ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM = 41
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struct
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{
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uint32 itemID; // 3
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uint32 itemCount; // 4
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} use_item;
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// ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM = 42
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struct
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{
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uint32 itemID; // 3
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uint32 itemCount; // 4
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} loot_item;
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// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING = 39
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uint32 TeamType;
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// ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA = 43
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struct
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{
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/// @todo This rank is _NOT_ the index from AreaTable.dbc
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uint32 areaReference; // 3
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} explore_area;
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// ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK = 44
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struct
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{
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/// @todo This rank is _NOT_ the index from CharTitles.dbc
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uint32 rank; // 3
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} own_rank;
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// ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT = 45
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struct
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{
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uint32 unused; // 3
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uint32 numberOfSlots; // 4
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} buy_bank_slot;
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uint32 WorldMapOverlayID;
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// ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION = 46
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struct
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{
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uint32 factionID; // 3
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uint32 reputationAmount; // 4 Total reputation amount, so 42000 = exalted
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} gain_reputation;
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// ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION= 47
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struct
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{
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uint32 unused; // 3
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uint32 numberOfExaltedFactions; // 4
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} gain_exalted_reputation;
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// ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP = 48
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struct
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{
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uint32 unused; // 3
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uint32 numberOfVisits; // 4
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} visit_barber;
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uint32 FactionID;
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// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM = 49
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/// @todo where is the required itemlevel stored?
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struct
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{
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uint32 itemSlot; // 3
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uint32 count; // 4
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} equip_epic_item;
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uint32 ItemSlot;
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// ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT = 50
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struct
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{
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uint32 rollValue; // 3
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uint32 count; // 4
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} roll_need_on_loot;
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// ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT = 51
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struct
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{
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uint32 rollValue; // 3
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uint32 count; // 4
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} roll_greed_on_loot;
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// ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT = 51
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uint32 RollValue;
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// ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS = 52
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struct
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{
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uint32 classID; // 3
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uint32 count; // 4
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} hk_class;
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uint32 ClassID;
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// ACHIEVEMENT_CRITERIA_TYPE_HK_RACE = 53
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struct
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{
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uint32 raceID; // 3
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uint32 count; // 4
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} hk_race;
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uint32 RaceID;
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// ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE = 54
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/// @todo where is the information about the target stored?
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struct
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{
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uint32 emoteID; // 3 enum TextEmotes
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uint32 count; // 4 count of emotes, always required special target or requirements
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} do_emote;
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// ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE = 13
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// ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE = 55
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struct
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{
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uint32 unused; // 3
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uint32 count; // 4
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} healing_done;
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// ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS = 56
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struct
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{
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uint32 unused;
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uint32 killCount;
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} get_killing_blow;
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// ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM = 57
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struct
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{
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uint32 itemID; // 3
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uint32 count; // 4
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} equip_item;
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// ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD= 62
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struct
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{
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uint32 unused; // 3
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uint32 goldInCopper; // 4
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} quest_reward_money;
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// ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY = 67
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struct
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{
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uint32 unused; // 3
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uint32 goldInCopper; // 4
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} loot_money;
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uint32 EmoteID;
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// ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT = 68
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struct
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{
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uint32 goEntry; // 3
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uint32 useCount; // 4
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} use_gameobject;
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// ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL = 70
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/// @todo are those special criteria stored in the dbc or do we have to add another sql table?
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struct
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{
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uint32 unused; // 3
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uint32 killCount; // 4
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} special_pvp_kill;
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// ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT = 72
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struct
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{
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uint32 goEntry; // 3
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uint32 lootCount; // 4
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} fish_in_gameobject;
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// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS = 75
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struct
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{
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uint32 skillLine; // 3
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uint32 spellCount; // 4
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||||
} learn_skillline_spell;
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// ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL = 76
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struct
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{
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uint32 unused; // 3
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uint32 duelCount; // 4
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} win_duel;
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||||
uint32 GameObjectID;
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||||
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// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER = 96
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struct
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{
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||||
uint32 powerType; // 3 mana=0, 1=rage, 3=energy, 6=runic power
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} highest_power;
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||||
uint32 PowerType;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT = 97
|
||||
struct
|
||||
{
|
||||
uint32 statType; // 3 4=spirit, 3=int, 2=stamina, 1=agi, 0=strength
|
||||
} highest_stat;
|
||||
uint32 StatType;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER = 98
|
||||
struct
|
||||
{
|
||||
uint32 spellSchool; // 3
|
||||
} highest_spellpower;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING = 100
|
||||
struct
|
||||
{
|
||||
uint32 ratingType; // 3
|
||||
} highest_rating;
|
||||
uint32 SpellSchool;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE = 109
|
||||
struct
|
||||
{
|
||||
uint32 lootType; // 3 3=fishing, 2=pickpocket, 4=disentchant
|
||||
uint32 lootTypeCount; // 4
|
||||
} loot_type;
|
||||
uint32 LootType;
|
||||
} Asset;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE = 112
|
||||
struct
|
||||
{
|
||||
uint32 skillLine; // 3
|
||||
uint32 spellCount; // 4
|
||||
} learn_skill_line;
|
||||
|
||||
// ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL = 113
|
||||
struct
|
||||
{
|
||||
uint32 unused; // 3
|
||||
uint32 killCount; // 4
|
||||
} honorable_kill;
|
||||
|
||||
struct
|
||||
{
|
||||
uint32 unused;
|
||||
uint32 dungeonsComplete;
|
||||
} use_lfg;
|
||||
|
||||
struct
|
||||
{
|
||||
uint32 field3; // 3 main requirement
|
||||
uint32 count; // 4 main requirement count
|
||||
} raw;
|
||||
};
|
||||
uint32 Amount;
|
||||
|
||||
struct
|
||||
{
|
||||
uint32 additionalRequirement_type;
|
||||
uint32 additionalRequirement_value;
|
||||
} additionalRequirements[MAX_CRITERIA_REQUIREMENTS];
|
||||
uint32 Type;
|
||||
uint32 Asset;
|
||||
} AdditionalRequirements[MAX_CRITERIA_REQUIREMENTS];
|
||||
|
||||
//char* name[16]; // 9-24
|
||||
//uint32 name_flags; // 25
|
||||
uint32 flags; // 26
|
||||
uint32 timedType; // 27
|
||||
uint32 timerStartEvent; // 28 Alway appears with timed events
|
||||
// for timed spells it is spell id for
|
||||
// timed kills it is creature id
|
||||
uint32 timeLimit; // 29 time limit in seconds
|
||||
//uint32 showOrder; // 30 show order
|
||||
//char* Description[16];
|
||||
//uint32 Description_flags;
|
||||
uint32 Flags;
|
||||
uint32 StartEvent;
|
||||
uint32 StartAsset;
|
||||
uint32 StartTimer;
|
||||
//uint32 OrderIndex;
|
||||
};
|
||||
|
||||
struct AreaTableEntry
|
||||
|
||||
Reference in New Issue
Block a user