Oke so the bugs that I've fixed are...I've changed the methode to look if something is called as a reward or as a condition.
Cause (for example) Achief.item(ID, *amount = 1)
can check a condition when there's no amount set.
Though, you can still set it in the condition, though it doesn't do anything.
The older version has this as well, though with an other a extra parameter called gain
When that was set to true, it would handel the code as it was to give rewards.
Though, if the user opt to use the default amount 1, then it would give a error.
Since the gain parameter was added when the rewards were calculated (check the string and add 'true' so that it is going to be giving rewards instead of checking for condition).
So well, it's just that it's totaly different now.
For the start-up, it not seemed to work when putting only 1 item in there.
So I've placed it in a new array (Start_Achievements = [
[...your achievment...], [...your achievmeent...] ]
) Notice the extra [ ]
in the new version.
Though why don't you consider using the new version.
All you have to do is copy and past your current start-achievents, -conditons and -rewards.
Not that big of a deal I say
I do get the idea but I'm not sure if that would solve the case.
Anyway, you can allready change the width of the reward window so perhaps that is something of use to you?@prinnydood02
When ever I download the demo I don't get any errors.
Try do it again and let me know if it's still not working.