Introduction
This plugin enables the creation of a achievement system that helps the developers to create more in-depth game mechanic.
Features
All the help is provided in the help section of the plug in. Here is a copy of that section:
Code:
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Help
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This plugin enables the creation of a achievement system that helps the
developers to create more in-depth game mechanic. Imagine a game where
the gamer as to complete a series of tasks to unlock new game modes. To
unlock new weapons and to access new parts of the game. Imagine you can
easily create said system and keep track of every task/achievement. The
limit is your imagination.
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Plugin Properties
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Title Text : The name displayed in the top window of the achievements
menu.
Title Color : The color used to draw the title text of the menu.
Icon Size : The size in pixels used to draw the achievement icon.
Achv. Mask Name : The mask name used by achievements if they are no
unlocked yet. If you don't want to use the mask system use '#' instead.
Achv. Mask Icon : The mask icon & default icon for all the achievements
locked or unlocked. If you do not want to use the mask use '#' instead.
Achv. Mask Descr. : The general description used for locked achievements
you can disable the use of the mask by using '#' symbol.
The same rules apply for the individual Arch. data. Note whoever that if
no icon data is supplied the Mask icon is used instead.
Achv. X SwitchId. : This property make the tie between the achievement
and it's data the system used gameSwitches to lock/unlock achievements.
This way it is easy to unlock or lock them via the event system.
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Plugin Commands
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The plugin command used within this plugin enables the creator to get
achievement complete rate data and store it inside a gameVariable.
AchievementSys RateToVar X (X is the number of gameVariable).
Another couple of plugin commands available are the lock all and unlock
all commands.
AchievementSys UnlockAll
AchievementSys LockAll
Lastly there are a few set of plugin commands for showing/hiding or
enabling/disabling the MainMenu entry for the achievements menu scene.
AchievementSys MenuShow
AchievementSys MenuHide
AchievementSys MenuEnable
AchievementSys MenuDisable
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Extra Data
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XDE.AchievementSys.Params.Data represents an array[26] containing all
the achievements data [index:0 == null]. Every entry in the array is an
object containing the following structure.
{ switchId: [id], name: [text], iconId: [id], description: [text] }
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Updates History
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1.0: Initial Release
1.1: Corrected a few bugs and added a few more plugin commands
1.2: Achievements title now can handle escape code text.
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Screenshots
How to Use
Put plugin in the plugin folder and add it to your project. The place shouldn't be a problem.
CALLING THE SCENE
for now use an event with this java script code:
SceneManager.push(Scene_Achievement);
OR
using Yanfly MainMenuManager:
a ) choose your menu entry.
b ) in the name field give a name to your liking ('Achievements') (USE quotation marks here)
c ) set symbol to 'achievements' (DON'T USE quotation marks here )
d ) set show & enable to true
e ) paste this into the Main Bind (DON'T USE quotation marks) : "function( ) { SceneManager.push(Scene_Achievement) }.bind(this);"
f ) you're ready to go!!
Updates v1.1 - Added new plugin commands to enable/disable and show/hide main menu entry
- Added "Auto Add" functionality.
- Fixed minor bugs and updated code structure.
- Achievements description can be multiline (just use '\n' character)
v1.1 (NEW) - Corrected a crashing bug! Sorry
v1.2 Added escape characters capabilities to title window.
Terms of Usage Free to use both on free and commercial games, give credit to author "xDGameStudios" and notify me of your game free or commercial (a demo would be appreciated ).
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
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