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External Achievements V1
Created by AdiktuzMiko
Commissioned and maintained by boldpaste2
(Script posted with the permission of the author)
OverviewThis 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
=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:
IF_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
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 =)
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