kyonides

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Don't copy it, just download it.
Anyway, this line of code should actually look like this:
$imported['cyanic-SteamUsterStatsLite'] = 7
 

Jessrond

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Another question... how do I add one to a stat? I want to make an achievement to open every treasur chest in the game.

steam = SteamUserStatsLite.instance
steam.set_stat 'Treasure_Chests',+=1
steam.update

This causes a syntax error.
 

kyonides

Reforged is laughable
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You don't use Steam's API for that. What you gotta do is activate the achievement as usual, and then go back to the typical RGSS3 API and turn a switch on. Don't forget to add that switch as a condition for any treasure chest event to open those chests for you.
 

Jessrond

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You don't use Steam's API for that. What you gotta do is activate the achievement as usual, and then go back to the typical RGSS3 API and turn a switch on. Don't forget to add that switch as a condition for any treasure chest event to open those chests for you.
Will that be able to track the achievement stat for every chest opened?

Edit: I might have been unclear.

The stat tracks every chest that had been opened and rewards it when they all have been.
 
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kyonides

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Is it some one time achievement? Then you'd have to reverse the order of the steps I mentioned above.

I don't recall any incremental type of achievement on Steam so I doubt this interface includes such a thing at all.
 

Jessrond

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Is it some one time achievement? Then you'd have to reverse the order of the steps I mentioned above.

I don't recall any incremental type of achievement on Steam so I doubt this interface includes such a thing at all.

It's a one time achievement, but ideally it tracks the number as well as chests are opened, but only counting if they haven't been opened in any of the player's saves.
 

TRIDIUM

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If I may say, why not just make a variable that goes up every time you open a chest, then have a common event running that checks to see if the variable is equal to the number of chests, and then when it does, trigger the achievement?
 

Jessrond

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If I may say, why not just make a variable that goes up every time you open a chest, then have a common event running that checks to see if the variable is equal to the number of chests, and then when it does, trigger the achievement?
That would work well, but I'd prefer to have Steam track a stat so players know how many chests they are missing for the achievement.
 

TRIDIUM

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Didn't @kyonides say steam didn't support that?
 

Jessrond

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Yeah, I see that. I thought Steam had the ability to track a stat that way. I think what I'll do is have a common event that the player can call within the game that tells them how many chests they have out of the total number I counted over all my maps.
 

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