$D13x - Badges (achievements)
Dekita
Introduction
Replicates the 'badges' system from pokemon games.
for a full description open the spoiler...
Features
- See spoiler above.
Screenshots
How to Use
Place under materials and above main.
Full instruction within the script.
Demo
Master Demo link on my blog will be updated shortly to include this script
Script
SCRIPT LINK
CORE SCRIPT <- Required!!
FAQ
NONE
Credit and Thanks
- Dekita / Dekita-RPG
- Nintendo / Pokemon too i guess for giving me the idea...
Author's Notes
Ok, you can stop drueling now...
Dekita
Introduction
Replicates the 'badges' system from pokemon games.
for a full description open the spoiler...
This script was inspired by Pokemons 'Badges' system. Cause I could, I made a script to recreate it (this script) and when I had done that, I made it a MUCH more powerful feature...
Obviously, the standard pokemon badge system is a widely known feature; however, for those that do not know this system - a badge is basically an achievement that is gained throughout the course of gameplay.
Badges are not only for showing off, they can also be used to control various aspects of your game... Dramatically...
In pokemon, you would not be able to use certain HM's (items) if you did not have [x] badge. Therefore, I have included the ability to restrict item usage when certain badges have not yet been obtained.
You can also restrict skills being used and weapons/armor from being equipped. This restriction is automatic and you must gain the badge before it is lifted.
Obviously, being able to use an item/skill/weapon or armor after gaining a badge is great, but what if you want a badge to toggle a switch, modify a variable, give gold / items / weapons / armor or maybe even run a custom script call... Well... It can!
Another feature within the pokemon badge system, in earlier generations, was that your pokemons stats would increase if you owned [x] badge.
This could be done by doing a simple script call to increase each party members stats; maybe something along the lines of;
"$game_party.members.each {|m| m.add_param(id) }"
- Alternatively, you can have stats increase and learn skills for all members.
eg. badge 1 gives 50mhp, when badge one has been earned, all party members will always gain 50mhp. Regardless of when they joined the party.
Use simple script calls to gain badges and unlock the rewards.
But wait, what if you dont want to use script calls to gain badges? Well... You dont have to...
Depending on the badge's settings, you can enable it to track a certain object (such as a variable/switch/your own code) and once the 'gain badge' condition has been met the achievment will automatically unlock.
Couple this with some of my other scripts - such as Actor Effect Blocks/ Gold Tracker/ Items Tracker and you can enable badges to unlock when the player has performed certain actions throught gameplay, such as; winning fights, fleeing battle, dying, leveling, after party has earned / spent [x] amount of gold or even when party has used [x] amount of [x] item.
Obviously, the standard pokemon badge system is a widely known feature; however, for those that do not know this system - a badge is basically an achievement that is gained throughout the course of gameplay.
Badges are not only for showing off, they can also be used to control various aspects of your game... Dramatically...
In pokemon, you would not be able to use certain HM's (items) if you did not have [x] badge. Therefore, I have included the ability to restrict item usage when certain badges have not yet been obtained.
You can also restrict skills being used and weapons/armor from being equipped. This restriction is automatic and you must gain the badge before it is lifted.
Obviously, being able to use an item/skill/weapon or armor after gaining a badge is great, but what if you want a badge to toggle a switch, modify a variable, give gold / items / weapons / armor or maybe even run a custom script call... Well... It can!
Another feature within the pokemon badge system, in earlier generations, was that your pokemons stats would increase if you owned [x] badge.
This could be done by doing a simple script call to increase each party members stats; maybe something along the lines of;
"$game_party.members.each {|m| m.add_param(id) }"
- Alternatively, you can have stats increase and learn skills for all members.
eg. badge 1 gives 50mhp, when badge one has been earned, all party members will always gain 50mhp. Regardless of when they joined the party.
Use simple script calls to gain badges and unlock the rewards.
But wait, what if you dont want to use script calls to gain badges? Well... You dont have to...
Depending on the badge's settings, you can enable it to track a certain object (such as a variable/switch/your own code) and once the 'gain badge' condition has been met the achievment will automatically unlock.
Couple this with some of my other scripts - such as Actor Effect Blocks/ Gold Tracker/ Items Tracker and you can enable badges to unlock when the player has performed certain actions throught gameplay, such as; winning fights, fleeing battle, dying, leveling, after party has earned / spent [x] amount of gold or even when party has used [x] amount of [x] item.
- See spoiler above.
Screenshots
How to Use
Place under materials and above main.
Full instruction within the script.
Demo
Master Demo link on my blog will be updated shortly to include this script
Script
SCRIPT LINK
CORE SCRIPT <- Required!!
FAQ
NONE
Credit and Thanks
- Dekita / Dekita-RPG
- Nintendo / Pokemon too i guess for giving me the idea...
Author's Notes
Ok, you can stop drueling now...
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