External Achievements (Full Script)

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
External Achievements V1
Created by AdiktuzMiko
Commissioned and maintained by boldpaste2
(Script posted with the permission of the author)​
 ​
Overview
This script adds the ability to place achievements into games and stores the data outside of saves so the data will be remembered even if the game itself is deleted. Also, a new option is placed in the menu to open all achievements that have been or haven’t been earned. Once an achievement has been earned, a notification will appear in the game.
 
Notice
Because the data is stored outside of saves, there is the possibility that if two separate projects are using the same data path it could potentially override other achievement data and cause projects to stop working entirely. It is the same as loading a save file from a separate game except this is fully automatic. When setting a data path, be sure to use something that nobody else will use.

 
Features
·         Creates a new option in the option menu to view achievement data
·         Allows banners to display when an achievement is earned
·         Fully customizable windows and banners
·         Stores achievements externally so other api's may access the achievement data
·         Customizable achievement window
·         Uses windows users to determine to use existing achievement data or not.
·         Luna Engine Friendly
 
How to use
Place the script below materials and above main.
 
The configuration is split into different parts
·         Banner Configuration – Configuration for the head of the achievement window.
·         Achievement Window Configuration – Configures window position and achievement grid.
·         Achievement Notification Configuration – This is how the pop-up is configured.
·         Achievement Configuration – This is where you create your achievement listing.
·         Data – How the script stores the data.
 
Screenshots
 





7. Banner

5. Padding

10. Scroll



9.PopUp
Script
 

=begin ============================================================================== External Achievements v1.01 by AdiktuzMiko maintained and commisioned by: boldpaste2 --- Date Created: 10/17/2014 --- Last Date Updated: 10/17/2014 --- Level: Easy --- Do not use this script if you did not obtain it from the official forum. Each game needs to have their own unique code so they don't overwrite other projects achievement data or prevent other projects from running. ============================================================================== Overview ============================================================================== This script adds the ability to place achievements into games and stores the data outside of saves so in the event if the save or game is deleted, the achievement data will be stored. Changelog --------- 7/3/2015 - Rewrote Configuration description and preconfigured settings. ============================================================================== Features ============================================================================== --- Creates a new option in the option menu to view achievement data --- Allows banners to display when an achievement is earned --- Stores achievements externally so other api's may access the achievement data --- Customizable achievement window --- Luna Engine Friendly ============================================================================== Set-Up ============================================================================== Just put this script into a blank slot above main but below materials (see compatibility section) and modify the settings below By default a command is added to the main menu using the symbol :achievements using the handler method command_achievements To call it from somewhere else SceneManager.call(Scene_Achievements) <--- Script call that opens the achievements window To unlock a new achievement: ADIK::ACHIEVEMENTS.add_achievement(id) <--- Script call to show that an achievement has been earned where id => index of the achievement that you want to unlock ============================================================================== Compatibility ============================================================================== This script aliases Scene_Title's start method, Might alias DataManager's save_without_rescue and load_game, Scene_Menu's add_main_commands and create_command_window, Scene_Base's terminate ============================================================================== Terms of Use ==============================================================================This script is free to use in both non-commercial and commercial games so long as the following terms are met.-You may not post this script elsewhere or pass it on to anybody. If you have received this script from a source outside of the main post, do not use it! Each release is specifically configured per game! Using identical configs will cause other peoples achievements from running or prevents them from running all together. If you would like to receive a copy, please send a PM to http://forums.rpgmakerweb.com/index.php?/user/23718-boldpaste2/-You may not use this script if obtained from an external source.-You CAN modify the script so long as you do not redistribute the modifications.-Give credit to AdiktuzMiko for the creation of the script. ===============================================================================endmodule ADIK module ACHIEVEMENTS #==============================================================================#Banner Configuration#============================================================================== #Background image for the achievement window. The image should be a .png stored in Graphics\System ACHIEVEMENT_BACKGROUND = "" #Position of the banner. You know, the title thing in the achievement window. ACHIEVEMENT_BANNER_X = 50 ACHIEVEMENT_BANNER_Y = 0 ACHIEVEMENT_BANNER_WIDTH = Graphics.width #A padding option to allow you to budge your achievement list down or up (just in case) ACHIEVEMENT_BANNER_HEIGHT = 64 #If you want to give the banner a window skin, leave it as "" to not use a window skin.#You can also change the font, font color, size, and actual title. ACHIEVEMENT_BANNER_WINDOWSKIN = "" ACHIEVEMENT_BANNER_FONT_NAME = Font.default_name ACHIEVEMENT_BANNER_FONT_COLOR = Color.new(255,0,255) ACHIEVEMENT_BANNER_FONT_SIZE = 32 ACHIEVEMENT_BANNER_TEXT = "ACHIEVEMENTS" #Fill color for Achievement Banner ACHIEVEMENT_BANNER_FILL_COLOR = Color.new(100,100,100,255) #Width and height of fill for Achievement Banner ACHIEVEMENT_BANNER_FILL_WIDTH = Graphics.width ACHIEVEMENT_BANNER_FILL_HEIGHT = ACHIEVEMENT_BANNER_HEIGHT #==============================================================================#Achievement Window Configuration#============================================================================== #Size of the achievement menu itself. This is practaclly done for you. ACHIEVEMENT_WINDOW_X = 0 ACHIEVEMENT_WINDOW_Y = ACHIEVEMENT_BANNER_HEIGHT + 12 ACHIEVEMENT_WINDOW_WIDTH = Graphics.width ACHIEVEMENT_WINDOW_HEIGHT = Graphics.height - ACHIEVEMENT_WINDOW_Y #Configuration of achievement grid. You made need math on your side for this.#example, if using 4 columns with no spacing, and using a screen size of 640 #your achievement icons must not be bigger then 160 width. ACHIEVEMENT_COLUMNS = 4 ACHIEVEMENT_ROWS_VISIBLE = 5 ACHIEVEMENT_SPACING_X = 4 ACHIEVEMENT_SPACING_Y = 4 #Width and height for each achievement ACHIEVEMENT_WIDTH = (ACHIEVEMENT_WINDOW_WIDTH / 4) - ACHIEVEMENT_SPACING_X ACHIEVEMENT_HEIGHT = (ACHIEVEMENT_WINDOW_HEIGHT / 5) - 4*ACHIEVEMENT_SPACING_Y #==============================================================================#Achievement Notification Configuration#============================================================================== #The position on the screen where the icon "pops up" when the script call is activated. NEW_ACHIEVEMENT_X = 200 NEW_ACHIEVEMENT_Y = 380 #Width of the pop-up (generally width of image) NEW_ACHIEVEMENT_WIDTH = 128 NEW_ACHIEVEMENT_HEIGHT = Graphics.height - NEW_ACHIEVEMENT_Y #How fast the pop-up fades in and out and how long it stays on screen. NEW_ACHIEVEMENT_FADE_IN = 60 NEW_ACHIEVEMENT_FADE_OUT = 60 NEW_ACHIEVEMENT_WAIT = 60 #When changing scenes, does the pop-up go away if the above settings have not been completed. NEW_ACHIEVEMENT_PERSIST = true #==============================================================================#Achievement Configuration#------------------------------------------------------------------------------#The heart of the script. this is where you store your achievements for your project.#The images used are stored in Graphics\Pictures as .png files.## Format is: LIST[index] = image_file_name# Where index is achievement ID## Example LIST[1] = "Achievment_1"#============================================================================== LIST = [] #Do not delete this. LIST[1] = "Achievment_1" LIST[2] = "Achievment_2" #Use a different image when the achievement has not been earned?#WARNING! if false, it will greyscale the image which causes a huge performance drop DIF_IMAGE = true #List of disabled icon images if DIF-IMAGE is TRUE LIST_DIS = []LIST[1] = "Achievment_1D" LIST[2] = "Achievment_2D" #Add a command to open achievements scene from the main menu ADD_TO_MAIN_MENU = true COMMAND_NAME = "Achievements" #==============================================================================#DATA#------------------------------------------------------------------------------###~ Here is a list of parameters you can set the DATA_PATH into##~ AppData = Contains the full path to the Application Data directory of the logged-in user#~ LOCALAPPDATA = This variable is the temporary files of Applications.#~ CURRENT = Folder where the game is run from##~ !!!The following might require your game to run in admin mode!!!##~ ProgramFiles = This variable points to Program Files directory#~ CommonProgramFiles = This variable points to Common Files directory#============================================================================== #Autosave the achievements file when a new achievement #is achieved AUTOSAVE = true # Primary folder where the achievements rgss file will be placed # based on the default paths in your computer # set to nil if you don't want to use this DATA_PATH = 'AppData' #Enter each subfolder paths after the primary folder here #The script automatically creates the folder path specified #FOLDER = [FOLDER1,FOLDER2,and so on] FOLDER = ["MyRMGames","GAME NAME"] #Filename for the achievements file#USE A NAME NOBODY WILL COME UP WITH! NAME = "Defualt.rgss3" # Primary folder where the achievements text file will be placed # based on the default paths in your computer # set to nil if you don't want to use this TEXT_PATH = 'AppData' #Enter each sub folder paths after the primary folder here #The script automatically creates the folder path specified #FOLDER = [FOLDER1,FOLDER2,and so on] TEXT_FOLDER = ["MyRMGames","GAME NAME"] #Filename for the achievements text file#USE A NAME NOBODY WILL COME UP WITH! TEXT_NAME = "Defualt.ini" #================================================================== #DO NOT EDIT BEYOND THIS POINT #================================================================== #================================================================== #I SAID DO NOT EDIT BEYOND THIS POINT #================================================================== def self.check_achievements @path = "" if not DATA_PATH == 'CURRENT' @path = ENV[DATA_PATH] + "\\" end FOLDER.each do |path| @path += path + "\\" Dir.mkdir(@path) if !FileTest.exist?(@path) end @path += NAME @text_path = "" if not TEXT_PATH == 'CURRENT' @text_path = ENV[TEXT_PATH] + "\\" end TEXT_FOLDER.each do |path| @text_path += path + "\\" Dir.mkdir(@text_path) if !FileTest.exist?(@text_path) end @text_path += TEXT_NAME begin load_achievements rescue $achievements = [] save_achievements end end def self.has_achievement(id) return $achievements.include?(id) end def self.save_achievements File.open(@path, "wb") do |file| Marshal.dump($achievements, file) end File.open(@text_path,"w+") do |file| ADIK::ACHIEVEMENTS::LIST.each_index do |index| if has_achievement(index) file.write("Achievement"+index.to_s+"=1"+"\n") else file.write("Achievement"+index.to_s+"=0"+"\n") end end end end def self.load_achievements File.open(@path, "rb") do |file| $achievements = Marshal.load(file) end File.open(@text_path,"w+") do |file| ADIK::ACHIEVEMENTS::LIST.each_index do |index| if has_achievement(index) file.write("Achievement"+index.to_s+"=1"+"\n") else file.write("Achievement"+index.to_s+"=0"+"\n") end end end end check_achievements def self.add_achievement(id) return if $achievements.include?(id) $achievements.push(id) SceneManager.scene.show_new_achievement(id) save_achievements if AUTOSAVE end endendclass Window_Achievements < Window_Base def initialize(x, y, width, height) super self.windowskin = Cache.system("") @row = 1 @row_max = 1 + ((ADIK::ACHIEVEMENTS::LIST.size)/ADIK::ACHIEVEMENTS::ACHIEVEMENT_COLUMNS).truncate create_achievements end def add_row(value) @row = [@row+value,@row_max].min refresh_achivements end def red_row(value) @row = [@row-value,1].max refresh_achivements end def create_achievements @gallery = [] refresh_achivements end def refresh_achivements @gallery.each do |spr| spr.dispose unless spr.nil? end @gallery = [] columns = ADIK::ACHIEVEMENTS::ACHIEVEMENT_COLUMNS column = 1 row = 1 dx = ADIK::ACHIEVEMENTS::ACHIEVEMENT_SPACING_X dy = ADIK::ACHIEVEMENTS::ACHIEVEMENT_SPACING_Y w = ADIK::ACHIEVEMENTS::ACHIEVEMENT_WIDTH h = ADIK::ACHIEVEMENTS::ACHIEVEMENT_HEIGHT min = (@row-1)*columns + 1 max = (@row+ADIK::ACHIEVEMENTS::ACHIEVEMENT_ROWS_VISIBLE-1)*columns (min..max).each do |index| return if ADIK::ACHIEVEMENTS::LIST[index].nil? @gallery[index] = Sprite.new @gallery[index].bitmap = Bitmap.new(ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_WIDTH,ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_HEIGHT) rect = Rect.new(x+(dx+w)*(column-1),y+(dy+h)*(row-1),w,h) if ADIK::ACHIEVEMENTS::DIF_IMAGE if ADIK::ACHIEVEMENTS.has_achievement(index) bit = Cache.picture(ADIK::ACHIEVEMENTS::LIST[index]) else bit = Cache.picture(ADIK::ACHIEVEMENTS::LIST_DIS[index]) end @gallery[index].bitmap.stretch_blt(rect,bit,Rect.new(0,0,bit.width,bit.height)) else bit = Cache.picture(ADIK::ACHIEVEMENTS::LIST[index]) @gallery[index].bitmap.stretch_blt(rect,bit,Rect.new(0,0,bit.width,bit.height)) @gallery[index].tone.set(0,0,0,255) unless ADIK::ACHIEVEMENTS.has_achievement(index) end column += 1 if column > 4 column = 1 row += 1 return if row > ADIK::ACHIEVEMENTS::ACHIEVEMENT_ROWS_VISIBLE end end end def dispose @gallery.each do |spr| spr.dispose unless spr.nil? end super end endclass Window_AchievementBanner < Window_Base def initialize(x, y, width, height) super self.windowskin = Cache.system(ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_WINDOWSKIN) contents.font.name = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_FONT_NAME contents.font.color = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_FONT_COLOR contents.font.size = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_FONT_SIZE contents.draw_text(0,0,width,height/2,ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_TEXT,1) end endclass Scene_Achievements < Scene_Base def start super create_background create_banner_window create_achievement_window end def update super if Input.trigger?:) SceneManager.return elsif Input.trigger?:)DOWN) @achievement_window.add_row(1) elsif Input.trigger?:)UP) @achievement_window.red_row(1) end end def create_background @background = Sprite.new @background.bitmap = Bitmap.new(Graphics.width,Graphics.height) x = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_X y = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_Y w = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_WIDTH h = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_HEIGHT bit = Cache.system(ADIK::ACHIEVEMENTS::ACHIEVEMENT_BACKGROUND) @background.bitmap.blt(0,0,bit,Rect.new(0,0,bit.width,bit.height)) color = ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_FILL_COLOR @background.bitmap.fill_rect(x,y,w,h,color) end def create_achievement_window @achievement_window = Window_Achievements.new(ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_X,ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_Y,ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_WIDTH,ADIK::ACHIEVEMENTS::ACHIEVEMENT_WINDOW_HEIGHT) end def create_banner_window @banner_window = Window_AchievementBanner.new(ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_X,ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_Y,ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_WIDTH,ADIK::ACHIEVEMENTS::ACHIEVEMENT_BANNER_HEIGHT) end def terminate @achievement_window.dispose @background.dispose @banner_window.dispose super end end#For the new achievement pop-up#If persist is trueif ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_PERSIST class Scene_Base @@new_achievement = nil alias update_achievements update def update update_achievements return if @@new_achievement.nil? @@new_achievement.z = 99999 if @@na_fadein_time > 0 @@na_fadein_time -= 1 @@new_achievement.opacity += @@ops_in elsif @@na_wait_time > 0 @@na_wait_time -= 1 elsif @@na_fadeout_time > 0 @@na_fadeout_time -= 1 @@new_achievement.opacity -= @@ops_out else @@new_achievement.dispose @@new_achievement = nil end end def show_new_achievement(id) @@new_achievement = Sprite.new @@new_achievement.z = 99999 @@new_achievement.bitmap = Bitmap.new(Graphics.width,Graphics.height) @@na_fadein_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_FADE_IN @@na_fadeout_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_FADE_OUT @@na_wait_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_WAIT @@ops_in = 255/(@@na_fadein_time) @@ops_out = 255/(@@na_fadeout_time) bit = Cache.picture(ADIK::ACHIEVEMENTS::LIST[id]) rect = Rect.new(ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_X,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_Y,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_WIDTH,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_HEIGHT) @@new_achievement.opacity = 0 @@new_achievement.bitmap.stretch_blt(rect,bit,Rect.new(0,0,bit.width,bit.height)) end end else #If don't persist class Scene_Base @new_achievement = nil alias update_achievements update def update update_achievements return if @new_achievement.nil? @new_achievement.z = 99999 if @na_fadein_time > 0 @na_fadein_time -= 1 @new_achievement.opacity += @ops_in elsif @na_wait_time > 0 @na_wait_time -= 1 elsif @na_fadeout_time > 0 @na_fadeout_time -= 1 @new_achievement.opacity -= @ops_out else @new_achievement.dispose @new_achievement = nil end end def show_new_achievement(id) @new_achievement = Sprite.new @new_achievement.z = 99999 @new_achievement.bitmap = Bitmap.new(Graphics.width,Graphics.height) @na_fadein_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_FADE_IN @na_fadeout_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_FADE_OUT @na_wait_time = ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_WAIT @ops_in = 255/(@na_fadein_time) @ops_out = 255/(@na_fadeout_time) bit = Cache.picture(ADIK::ACHIEVEMENTS::LIST[id]) rect = Rect.new(ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_X,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_Y,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_WIDTH,ADIK::ACHIEVEMENTS::NEW_ACHIEVEMENT_HEIGHT) @new_achievement.opacity = 0 @new_achievement.bitmap.stretch_blt(rect,bit,Rect.new(0,0,bit.width,bit.height)) end alias terminate_achievements terminate def terminate @new_achievement.dispose unless @new_achievement.nil? @new_achievement = nil terminate_achievements end end end#Saves/Loads achievements upon saving and loading#Only if autosave is false, since there's no point in doing this#if it's on autosaveif not ADIK::ACHIEVEMENTS::AUTOSAVE module DataManager class <<self; alias load_game_achievements load_game; end def self.load_game(index) load_game_achievements(index) ADIK::ACHIEVEMENTS.load_achievements end class <<self; alias save_game_without_rescue_achievements save_game_without_rescue; end def self.save_game_without_rescue(index) save_game_without_rescue_achievements(index) ADIK::ACHIEVEMENTS.save_achievements return true end endend#So that the menu is only edited if ADD_TO_MAIN_MENU is trueif ADIK::ACHIEVEMENTS::ADD_TO_MAIN_MENU class Window_MenuCommand alias add_main_commands_add_achievement add_main_commands def add_main_commands add_main_commands_add_achievement add_command(ADIK::ACHIEVEMENTS::COMMAND_NAME, :achievements, true) end end class Scene_Menu alias create_command_window_achievements create_command_window def create_command_window create_command_window_achievements @command_window.set_handler:)achievements, method:)command_achievements)) end def command_achievements SceneManager.call(Scene_Achievements) end endend
Terms of use
This script is free to use in both non-commercial and commercial games so long as the following terms are met.
 
·         You may not post this script elsewhere or pass it on to anybody. If you have received this script from a source outside of the main post, do not use it! Each release is specifically configured per game! Using identical configs will cause other peoples achievements from running or prevents them from running all together. If you would like to receive a copy, please send a PM to http://forums.rpgmakerweb.com/index.php?/user/23718-boldpaste2/
·         You may not use this script if obtained from an external source.
·         You CAN modify the script so long as you do not redistribute the modifications.
·         Give credit to AdiktuzMiko for the creation of the script.
 
QaA
Q: How do I delete the stored achievements when I am testing?
A: Navigate to C:\Users\Your User Name\AppData\Roaming\MyRMGames and look for the name of your game and delete the contents inside. You may also change the DATA_PATH to CURRENT during testing and it will write it to the game folder instead. Just remember to set it back to AppData when your release it.
 
Q: When I open the achievement menu, I lag really really bad =(
A: A bit expected, especially if you have a lot of achievements, luckily it doesn’t matter what your fps is in this stand still menu. Also, if DIF_IMAGE is false, then it will lag because it has to change all of the images color to greyscale.
 
Q: I got an error message… I’m going to send you a p….
A: Ah ah ah! Just reply to this thread and I’ll help you the best I can ^^.
Q: Can I use this for IGMC?
A: Go for it =)
 
Last edited by a moderator:

bgillisp

Global Moderators
Global Mod
Joined
Jul 2, 2014
Messages
12,506
Reaction score
12,809
First Language
English
Primarily Uses
RMVXA
Looks like a nice script, though one question. Why not store the achievements in a directory within the game? I personally do not like navigating to C:Users\... for anything. Plus, that directory gets wiped with windows reinstalls (which I do regularly). Is there an option to put the achievements in an in game directory instead?
 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
Looks like a nice script, though one question. Why not store the achievements in a directory within the game? I personally do not like navigating to C:Users\... for anything. Plus, that directory gets wiped with windows reinstalls (which I do regularly). Is there an option to put the achievements in an in game directory instead?
You can do this by setting the Data path to current but if the game gets deleted so does the achievements. When I initially commissioned the script, I wanted to write the data externally outside of the game folder so in the event that games are uninstalled, the achievements will be remembered. It's also there for other software packages to reference to such as steam achievements or any other platform without having to write new scripts for each separate api.
 

ElementalLight

Resident Anime Junkie
Veteran
Joined
Apr 2, 2014
Messages
250
Reaction score
58
First Language
english
Primarily Uses
RMVXA
Question can you set it so that they aren't visible till you unlock them and vise versa ? allowing for secret and not secret achievements?
 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
Question can you set it so that they aren't visible till you unlock them and vise versa ? allowing for secret and not secret achievements?
There is a feature that allows you to use different images for inactive achievements. you can use icons that look like ??? or use a blank image. The best part is, you can reuse a single image over and over if you wanted to.

DIF_IMAGE = true   

   

    LIST_DIS = []

 

    LIST[1] = "Achievment_1D"

    LIST[2] = "Achievment_1D"

 

EDIT: AdiktuzMiko made a point that devs should be smart enough to take the data path thing into consideration so, I decided to not do the PM rule and just included the full script. Just, when setting your datapath, be sure you use a hash the nobody will use. Common names that I can see people using are Achievements, Data, Memory. Try to avoid common names like that.
 
Last edited by a moderator:

Sixth

Veteran
Veteran
Joined
Jul 4, 2014
Messages
2,136
Reaction score
805
First Language
Hungarian
Primarily Uses
RMVXA
Your code tag went ballistic which messed up the code in the spoiler. You should fix that. :p


Looks like an interesting script for sure!


Also if everyone include the name of the game itself in the folder path, there should be no conflicts at all. If your game's name is a common one, well, that's on you! :D
 
Last edited by a moderator:

Yuuta Kirishima

Software Engineer/Professional Mayonnaise Player
Veteran
Joined
Jul 9, 2013
Messages
550
Reaction score
131
First Language
Engilsh
Primarily Uses
RMMV

RocketKnight

Broke with expansive taste
Veteran
Joined
Apr 9, 2012
Messages
503
Reaction score
860
First Language
Portuguese
Primarily Uses
RMVXA
Do you have some demo to test?
 

Jomarcenter

jomarcenter-MJM
Veteran
Joined
Apr 24, 2012
Messages
1,238
Reaction score
177
First Language
ENGLISH
Primarily Uses
RMMV
It is compatible with Shaz's Override Save Location script due to how the script also save your game data on a different folder?
 
Last edited by a moderator:

AceTheMad

Village Madman
Veteran
Joined
Feb 27, 2015
Messages
224
Reaction score
70
First Language
English
Primarily Uses
Error message: line 436: SyntaxError occured.

unexpected ':', expecting ')'

    if Input.trigger?:) B.)

What?

The period after the "B" isn't there. It's just so it doesn't become an emoticon...
 
Last edited by a moderator:

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
@Jomarcenter, yes it should be as it writes its own data outside of saves :)

@UltimateFiremaster7 lol thanks for pointing that out xD. Fixed.
 
Last edited by a moderator:

DarthVollis

Moogle Master
Veteran
Joined
May 5, 2012
Messages
410
Reaction score
85
First Language
English
Primarily Uses
I am confused on how this would work? How does it track the achievements? For example 500 steps. 
 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
Pretty much, this script doesn't do anything to determine when achievements unlock. You have to tell it through eventing and then use a script call.

For example, for the steps I would create a common event that does a check every now and again and when use a condition that passes 500 steps, you have it run the script call and it will mark it as "achieved" by posting a notification as well as marking it in the menu.
 

DarthVollis

Moogle Master
Veteran
Joined
May 5, 2012
Messages
410
Reaction score
85
First Language
English
Primarily Uses
Can I use it with CSCA Achievements? If I cannot can you make a tie-in so that I can? The system would be great that way.
 

AceTheMad

Village Madman
Veteran
Joined
Feb 27, 2015
Messages
224
Reaction score
70
First Language
English
Primarily Uses
Hmmm...I still get that bug.
 

boldpaste2

The Dragon Heretics
Veteran
Joined
Dec 7, 2013
Messages
800
Reaction score
441
First Language
English
Primarily Uses
Hmmm...I still get that bug.
Gosh that emoticon screwed me up xD. I fixed it (again) but if you want to make a quick fix yourself make sure the line reads

Code:
Input.trigger?(:B)instead ofInput.trigger?(:
 
Last edited by a moderator:

Rainy Pride Games [RPG]

Principiant Scripter
Member
Joined
Jan 14, 2015
Messages
16
Reaction score
1
First Language
Spanish
Primarily Uses
"Stores achievements externally so other api's may access the achievement data"


So this works with steamworks?
 

HopeFragment

H'witch Nerd
Veteran
Joined
Mar 15, 2014
Messages
121
Reaction score
11
First Language
English
Primarily Uses
RMVXA
The code's messed up, can someone post this with it properly aligned?
 

Roninator2

Gamer
Veteran
Joined
May 22, 2016
Messages
1,853
Reaction score
408
First Language
English
Primarily Uses
RMVXA
I tried my hand at it, but it didn't come out well.
@boldpaste2 can you correct this?
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

I'm play DQ:XI DE in 2d mode with the synthesized soundtrack, the only way a RPGMAKER creator should play it. :D
:/ it really get on my nerves reading stuff about how to write a resume and they say things like "turn your failures into wins!!!" ... no interview Ive ever had cared to hear anything about my failures, and why would they :( ?
"Huh? You haven't backed up yet? *menacing stare* "
Been having a lot of fun playing Hearts of Iron IV. Had to restart a few times, but now I've finally conquerd Europe with my Axis friends, and am currently invading the Soviet Union.
Guess I'll rework all the existing screens in my game. Except of the save/battle screen. For this I will be lazy and use Yanfly. With my current pace it'll take a few months.

Forum statistics

Threads
93,632
Messages
914,144
Members
123,221
Latest member
Luspeon
Top