SojaBird
Jul 10 2009, 06:45 AM
Achievements
Version 4.0 BETA
Author SojaBird
Release Datev1.0 (full release) > 10-07-'09
v1.1 (small bugfix) > 11-07-'09
v1.2 (smaller bugfix) > 11-07-'09
v1.3 (more fixed, more options) > 13-07-'09
v2.0 (point-system and fixes) > 18-07-'09
v2.1 (lvl/exp fix) > 05-08-'09
v2.2 (sound, info and a fix) > 21-08-'09
v3.0 ... where did it go?
v4.0 BETA (requested new features (BETA!!)) > 30-05-'10
v4.0.b BETA (pre-vacation release) > last build: 21-06-'10, released: 06-08-'10
+additional help-file released (due request at
leak-page) > 29-12-'10
v4.0.c BETA > 25-02-'11
Features v1.0 (full release)
- Create your own achievements wich contains title, description and icon;
- Manage them;
- Add as many as you want or remove them as you like;
- Add conditions so they'll be completed by itself;
- Add rewards so that the player gains what ever you like automaticly with completion;
- Show a popup window when a achievement is completed;
- A window, accessable from the menu, to show the achievements in a scrollable list;
- Automaticly scrolling achievementwindow with a variable speed;
- And much, much more!..
- Compatible with 'New Menu Items'.
v1.1 (small bugfix)
- Fixed some minor bugs such as correct displaying and hiding the completed-alert windows;
- Fixed a couple of conditions;
- Added a new option for opening the scene from the map or other places: Achief.call(*return_menu) *means optional, default = false).
v1.2 (smaller bugfix)
- Final (I hope) and working fix for the completed-alert windows.
v1.3 (more fixed, more options)
- Fixed the level- and exp-rewards for the whole party;
- Added the option to use the prototype reward-alert;
- Different display ways (normal, up or down);
- More alert-options such as opacity and position (left, centered or right);
- Fast-display option in the menu (displays howmany achievements there are in total and how much are finished).
v2.0 (point-system and fixes)
- Use the point-system and attach points to achievmenets as extra reward when completed;
- Use collected points in the all new achievementshop to buy new, or reveal hidden achievements;
- Display amount of points in messages with your own set -tag;
- Use conditions, as well as points in conditinal branches (now with little more documentary);
- Get rid of some nasty bugs such as the start-up-bug and reward-bugs;
- A new display for rewards, wich looks much neater (not completely done though).
v2.1 (lvl/exp fix)
- Fixed the level and exp conditions so that it'll keep working when the actor it's about is removed from the party;
- A little change in the reward-coding.
v2.2 (sound, info and a fix)
- Option for find- and complete-sounds as adittion to the alertwindows;
- Status about current achievements and completion added in thepoint-display bar (whith point-system only);
- Small shop-fix (reset helpwindow after Unhide).
v4.0 BETA (requested new features (BETA!!))
- NMI bug
- Menu_Enabled option
- Shop message BG remove
- Multiple classes
- Call script message BG remove
- Sort achievements
- Check monster kills /battles achievement
- Buy items/weapons/armor with points
v4.0.b BETA (pre-vacation release)
- A lot of new, undocumented features
- Such as a new menu-layout option and more!!
- Tracking achievements it's progress, with a bar
- New catagories!!
- The ablility to have achievements based on enemies killed/fought
v4.0.c BETA
- Added the option to track the player-step count and use it as condition (use steps as compair-tag)
ScriptClick to view attachment
CustomizationAfter importing the script, you can customize the value's in the module.
After that it's all up to you to make your own achievements.
If options you want to add, are missing, just contact me via the topic or pm.
Additional infoAdditional info can be found in
this little helpfile (uncompleted though).
Put it in a new empty slot in the script-editor for propper reading!!
Compatibility VX only.
The script rewrites the following defenitions
- create_command_window (Scene_Menu) (when no use of 'New Menu Items')
- update_command_selection (Scene_Menu) (when no use of 'New Menu Items')
- return_scene (Scene_File) (when no use of 'New Menu Items')
- return_scene (Scene_End) (when no use of 'New Menu Items')
DEMOVersion 4.0.b BETA
(Version 4.0.c BETA)Installation Put the script above main.
Customise the script to your needs.
Credit me pls.
TIP!
You could use
'New Menu Items' to make the script more compatible with other scripts.
FAQComming if needed.
Terms and ConditionsCredit me with site, and the script is free for use in NONCOMERCIAL projects.
If anyone want some changes, please pm me or post it here, I'll track the topic.
Lockheart
Jul 10 2009, 06:55 AM
What a shame, I downloaded the demo, started up, excited as could be to finally see this script done and ready to go, only to have it crash with a syntax error right after the intro to the script. I've looked through, tried 5 times and nothing can be fixed on my part, hopefully you can figure out whats wrong and fix it?
Good luck and congrads on an amazing script.
SojaBird
Jul 10 2009, 07:20 AM
Mmm omg well that's a enourmous fault of mine...I didn't check the demo after I put in the intro

Hehe sorry for that.
I'll upload a new one

EDIT: It's done

And I won't count it as a new version

Greatzz,
SojaBird.
Lockheart
Jul 10 2009, 08:16 AM
Wonderful, it works now and is finally playable, Amazing script, love it! Reminds me very much of Xbox 360's style of Achievements.
Two things though, one your final achievement doesn't appear to unlock when all other achievements have been met(perhaps I'm missing something?) this isn't a big deal.
and the other is, how would one go about calling the scene? I'm using a custom menu system so it won't appear as normal, plus I want to call it from a different menu I have set up.
Edit: Figured out the last one myself, a quick look at line 725 gives the code right there. Thanks anyways, great script!
drebenk
Jul 10 2009, 08:22 AM
@pim321 awesome script mate. I like it very much. BTW I want to call the achievements scene too since I use Syvkal's ring menu. So can you modify the script to be compatible with this script? There are a lot of people that use this ring menu so it would be great to have your script compatible with it.
Also can you tell me how to resize the windows of your script? I found just three values which resized some of the windows but not all. I need to resize the windows in your script because I use screen resolution changer script.
And Lockheart is right the final achievement doesn't mark as complete after you finish the rest achievements.
Lockheart
Jul 10 2009, 10:10 AM
I'm lost and confused. I keep getting an error at line 95 which is an 'end' its a syntax error, now the demo works, the demo's script works but my achievements seems to make things die.
CODE
Start_Achievements =
#[Title, Description, Icon, Hidden, Hide_Icon, Completed]
["Dryads of Evil", "You defeated the Posioned Dryad, congrads.", 2356],
["Your first Jobs!", "Unlocked your first level jobs. The following are now available, Squire, Knight, Mage, Priest, Fighter and Thief.", 2356],
["First of Many", "Found an old book, its a series isn't it?", 2356, true, false],
["Sequels", "Two of a kind, better get hunting", 2356, true, false],
["Trilogiy", "Quite the collector aren't you? Three old books.", 2356, true, false],
["The Mighty 4", "Masterful collector you are. You found them all. Congraulations", 2356, true, false],
["Liberated a town", "Liberated the city. No longer under the control of the evil Guards!", 2356],
["Learning Skills", "You can only go up from here! Time to learn some new stuff. Unlocked the learn skills menu.", 2356],
Start_Conditions =
#[Name, Condition]
["Your first Jobs!", "switch(102), true"],
["First of Many", "item(38), == 1"],
Start_Rewards =
#[Name, Reward]
["Your first Jobs!", ""],
["First of Many", ""],
end
Anyone got any bright ideas as to whats wrong? I've tried many different things, taking out some things and adding things(i.e. empty rewards)
Edit: Fixed the problem, too many Commas in place.
BrussGreen
Jul 10 2009, 12:16 PM
Well, this is not what I really wanted...
This is way greater. I'll try to understand the script to customize my game, your demo is just exciting.
I have just a question : how many achievements did you put in your demo ? I have completed 10, and the "Complete all" isn't unlocked. Is that a bug, or a very hidden achievement ?
Thank you again for this script.
SojaBird
Jul 10 2009, 03:29 PM
Hey all

Nice that you like my script.
The final achievement is one that I didn't tried out since so many people sent me a PM to post the script

haha, I'll have a quick look at that now.
For the call scene, just do a simple script line
CODE
Achief.call
That'll do the trick.
So for the resize of the windows, there are 2 different windows in the script, the one for the menu and scene (wich is Window_Achievements).
The other one is used multiple times to show off the completed achievements (wich is called Window_Achievements_Display).
So you can edit those if you like.
For the error you got, indeed, make sure you don't put a comma at the end.
Also, you don't need to set those value's, but you could.
So what it actualy does, is automaticly put the Achievements in the list instead of a paralel proces call script from an event.
This will just do it at the start of the game

I'll keep you up to date.
EDIT: For the demo...I spelled Dwarf wrong (it now sais Drawf).
So in the condition of the final achievement it is spelled correct...though the original wasn't spelled right

I'm gonna put that new one up with a small update

Greatzz,
SojaBird.
Lockheart
Jul 10 2009, 06:09 PM
Found bug in the script, seems it doesn't like this sort of line
"lvl(1)>= 10" or anything like it, 20, 25, 60 etc, etc. It gives an augumental or something error, 1 for 2 or something like that.
Just pointing it out.
Shanghai
Jul 10 2009, 09:28 PM
This feels more like a quest log than an achievements list. Oh well, good work.
drebenk
Jul 11 2009, 02:02 AM
@pim321 where do I need to put this line:
$scene = Scene_Achievements.new
So that the script is shown as an option in the ring menu?
SojaBird
Jul 11 2009, 02:21 AM
Hey,
I've updated the script.
I've also put the new correct workng demo up with some new helpfull information.
Check the project file and play the demo

For you drebenk,
I've added a option to easy open the scene.
This, because else the alert-windows wouldn't close.
So if you want to call te scene, do this:
CODE
Achief.call # return to the map ---same as Achief.call(false)---
Achief.call(true) # return to the memu
Hope you're gonna enjoy.
Greatzz,
SojaBird.
Lockheart
Jul 11 2009, 03:36 AM
Great update, however the level part of the script still seems broken. With the updated script I put in my achievements for reaching a certain level with the main character and got an error on line 855 which is "return act.level"
Heres the part of the script that line 855 is on, since my line 855 will be different from yours.
CODE
def self.lvl(actor, value = nil, gain = false)
if actor == -1 and gain
$game_party.members.each do |act|
act.change_level(act.level + value, false)
end
return
end
act = $game_party.members[actor]
return act.change_level(act.level + value, false) if gain
return act.level
end
drebenk
Jul 11 2009, 04:22 AM
@pim321 well I asked you where to put the lines. In which script? So here is what I did so far:
1. Deleted my old achievements script.
2. Copy - pasted your script under the ring menu script.
3. Added this line to the ring menu script:
["Achievements", Cache::picture('Icon_Achievements'), "$scene = Scene_Achievements.new"],
4. Deleted everything between lines 653 and 734 in your script. These lines were creating the normal menu with the achievements option in it.
5. In my Scene_Menu system script I have these lines:
s6 = "Achievements"
And further down I have:
when 5 # Achievements
$scene = Scene_Achievements.new
So what happens when I start the game is this:
I start the game. I'm on the map and I press "Esc". The ring menu shows. I scroll to the achievements icon and select it. The achievements scene opens. Then I press "Esc" to close it. But instead of staying on the achievements icon the selected icon is the one I have for my 4th menu option - this is my quest log icon. So I want when I go to the achievements screen and press "Esc" to go back to the ring menu and the achievements icon to be selected.
How can I do this?
Edit:
I've managed to resize the windows which display the achievements, thanks for pointing out which lines they were.
SojaBird
Jul 11 2009, 04:41 AM
@Lockheart
I'll look in to it another time

Thanks for reporting, in this way I'm able to make the script work perfect.
I'll keep you up to date when I've discovered the error.
@drebenk
First of all, to open the scene
CODE
#use:
Achief.call(true)
#intead of
$scene = Scene_Achievements.new
For the returning to the menu...go find the definition of the 'return scene' in the class Scene_Achievements.
There you'll find the part what to tell the script when the scene is closed (I'm not femiliar with the ring system so I don't know what to put there).
Hope that helps you out.
Greatzz,
SojaBird.
drebenk
Jul 11 2009, 05:19 AM
@pim321 well if I put "Achief.open" in these lines:
In the ring menu script:
["Achievements", Cache::picture('Icon_Achievements'), "Achief.open"],
And in the Scene_Menu script:
when 5 # Achievements
Achief.open
Then when I select the achievements icon in the ring menu I get an error. So the ring menu script works just fine when you use "$scene = Scene_Achievements.new". What I need is a definition which will say to the Achievements script to close and to remain on the achievements icon in the ring menu.
For example Omega's achievement script had these lines for telling the script what to do when it gets closed:
if Input.trigger?(Input::

@command_window.dispose
@info_window.dispose
@info_window_2.dispose
$scene = Scene_Menu.new(6)
end
The line "$scene = Scene_Menu.new(6)" tells the script that after its closed it needs to go on the 6th item in the menu. So in the ring menu after I close the script the achievements icon stays selected. Also Omegas script was opening with the "$scene = Omegas_Achievements_Scene.new" line. Meaning it had no problems when trying to make an option to open the achievements window in the ring menu. That's why I've deleted the lines for the menu near the end of your script and put the line ["Achievements", Cache::picture('Icon_Achievements'), "$scene = Scene_Achievements.new"] in my ring menu script because it worked the problem is that when I go out from your script the selected icon in the ring menu is not the achievements one but the quest log one - not the 6th icon but the 5th one.
I have another problem with the script. I want to put all of my achievements in the script so that when the player start the game all of the entries to be in the menu but to be hidden. So in the part which say:
#-----------#
# Start-up: #
#-----------#
Start_Achievements =
#[Title, Description, Icon, Hidden, Hide_Icon, Completed]
I make a new line like this:
["Test2", "You earned 100 gold", 33, true, true]
Then in this part:
Start_Conditions =
#[Name, Condition]
I make a new line like this:
["test2", "gold >= 100"]
And finally in this part:
Start_Rewards =
#[Name, Reward]
I put this line:
["test2", "item(1)"]
So I open the achievements script and I see that my Test 2 achievement has hidden icon and hidden description. Then I go and take 100 gold but the achievement is not done. No window telling me that the achievement is done opens no reward is given to me. What I'm doing wrong? BTW I tried with setting a switch on and variable >= x but it doesn't did anything when I met the conditions. So can you help with this one as well?
SojaBird
Jul 11 2009, 06:00 AM
Hey,
Oke at first.
Did you found the return scene?
If so...what do you have there now... (also, perhaps you could link me to the ring-menu)
For the second one. Make sure the names are the same...wich aren't in your case.
Changes your first "Test2" to "test2" or your other 2 "test2" to "Test2".
Hope that'll do the trick.
Greatzz,
SojaBird.
PS. I'm still working on an update.
Though for the level thing, make sure you use the correct code.
Example...
CODE
Achief.new("Nr.4", "Get Ralph up to level 4", 142)
Achief.condition("Nr.4", "lvl(0) >= 4")
This is a new one wich will also be in the new demo.
The update now is going about the opening and closing of the alert-windows. I'm still not satisfied.
drebenk
Jul 11 2009, 06:40 AM
@pim321 for the ring menu problem:
I had this in the class Scene_Achievements part of your script:
CODE
def return_scene
Sound.play_cancel
if @return_map
$game_temp.next_scene = nil
$scene = Scene_Map.new
else
begin
super(SojaBird_Achievements::Menu_Title)
rescue
$scene = Scene_Menu.new(4)
end
end
end
So on this line:
$scene = Scene_Menu.new(4)
The value is 4 and that's why when I was closing the scene it was making the 4th option from the ring menu selected. I've changed the number to 5 and now when I close the achievements screen the achievements icon is selected - the 5th icon.
Also since I told you that I've deleted the part of your script from line 653 to 734. I also put the line "$scene = Scene_Achievements.new" to my ring menu script and to my Scene_Menu script.
So here is what happens now when I start my game and go to the ring menu:
I select the 5ft icon (achievements one) and I press Enter. This takes me into the achievements screen. Then I press Esc and I'm back to the ring menu and the achievements icon is selected.
Overall this problem is solved!!!
As for the setting the achievements form the script I've changed the names for the conditions and reward to be like the one in the Start_Achievements section and now it works like a charm.
So all problems are solved. ^^
Thanks for the help mate. I'll be waiting for the updated version of the script. ^^
BrussGreen
Jul 11 2009, 06:52 AM
Hey Pim321,
If i understood your comments, we can use find_completed in a conditional branch to test the number of completed achivements ? How can I use it ?
Thank you
EDIT : I added a sound effect for when an achievement is completed. Adding this features in your script could be something cool
Lockheart
Jul 11 2009, 06:52 AM
QUOTE (pim321 @ Jul 11 2009, 10:00 AM)

PS. I'm still working on an update.
Though for the level thing, make sure you use the correct code.
Example...
CODE
Achief.new("Nr.4", "Get Ralph up to level 4", 142)
Achief.condition("Nr.4", "lvl(0) >= 4")
This is a new one wich will also be in the new demo.
The update now is going about the opening and closing of the alert-windows. I'm still not satisfied.
For the level required Achievements I'm having them from the starting of the game so they are done through the script itself(like all my other Achievements)
CODE
#["Only the begining", "lvl(1)>= 10"]
#["Powerful", "lvl(1)>= 35"]
#["Elite", "lvl(1)>= 50"]
#["God-like", "lvl(1)>= 99"]
They are commented out currently since the system doesn't like them, so I'm just waiting for an update. Good luck!
Edit: Problem fixed, not sure what I did, or did wrong but it works now.. strange, anyways can't wait for the next update!
SojaBird
Jul 11 2009, 06:53 AM
Oke so I've updated the script and demo.
Greatzz,
SojaBird.
ps. Let me know if there are more bugs.
drebenk
Jul 11 2009, 07:45 AM
@pim321 in the old version when you take gold from a chest and if the amout is enough to meet the complete condition of an achievement the window which say that the achievement is complete doesn't show. Now in the new version when you do the same thing right after the message which say what you took from the chest the window which show that the achievement is completed is displayed.
So this version is the best so far!!!
I love it!
SojaBird
Jul 11 2009, 09:46 AM
Yep, that actualy was the worst thing to make and that is why it needed 2 updates to finaly get to work

Anyway, now the window only shows when you're on the map, not in battle or menu, and only when there is no event running.
So watch out with autorun events (well I didn't tried it out but I guess it won't work).
Also, they'll close when you open the menu, the achievements-scene or enter a battle.
Hope you like it.
Ask for improvements if you need them

Greatzz,
SojaBird.
SojaBird
Jul 11 2009, 11:45 AM
Sorry for the dubble post but...
I've added screenies!!
Greatzz,
SojaBird.
BrussGreen
Jul 11 2009, 12:36 PM
Is it possible to show a mini-window (just like when achievements are completed) when new achievements are added to the list ?
(Something like "3 new achievements in the list !")
This window wouldn't be shown if the completion/discovering happen at the same time.
Hoping this isn't too complicated for you !
Thank you !
PS : The more I use your script, the more I take fun... It is really great.
SojaBird
Jul 11 2009, 02:47 PM
Hey,
Well actualy, when I first started the script I actualy allready planned to add like when you found new achievement and also when a reward was given.
Though I didn't managed to do that yet.
I do hope I'm able to make this tomorrow (not sure, I'm going to pay my granny a visit).
But anyway, I will make it eventualy

(so don't worry

)
Greatzz,
SojaBird.
PS. Keep up the fun
Lockheart
Jul 12 2009, 05:47 PM
An idea I have, something that would be low priority on any list of to-do's is have a window at the bottom of the screen or something that would list how many achievements you've unlocked out of how many are available(currently or in total) as well as points appointed to each achievement, now I know the points may seem pointless, but take a look at Xbox, they give you gamerscore points and they are pointless beyond bragging rights? Just a thought to consider for future updates.
BrussGreen
Jul 12 2009, 07:17 PM
@Lockheart > I modified my menu script to add this, in wait for an update !
Before :
CODE
s1 = Vocab::item
s2 = Vocab::skill
s3 = Vocab::equip
s4 = Vocab::status
I put :
CODE
#Counting the number of completed achievements
amount = 0
$game_system.achievements.each_value do |value|
amount += 1 if value.completed
end
#----------------------------------------------------------------
#converting number of completed achievements to string
tostringcompleted = amount.to_s()
#converting number of total discovered achievements to string
totalachiefs = $game_system.achievements.size.to_s()
Then, in my menu, I replaced :
CODE
s5 (or whatever) = "Achievements"
with
CODE
s5 (or whatever) = "Achiefs (" + tostringcompleted + "/" + totalachiefs + ")"
It now includes the number of completed and discovered achievements in the menu, here's the result ("Succès" being the french for "Achievements")
Hoping it helped you.
SojaBird
Jul 13 2009, 01:37 AM
Hey hey,
Today I'll release an other bug-fixing update, as well that you get some more options as well for the display of found-, completed- and reward-alertwindows.
Now you can choose to let them scroll down or up the screen, or just use the old version.
Though, since I'm not yet realy happy with the rewards-alert I've put a option that you can turn that off (check the module for Reward_Prototype).
But I'm sure I'll be working on that as well.
Then there's one more bug I've noticed allready with I'll be fixing in an other upcomming update wich concludes the display of a achievement that's found and completed at the time when the battle runs (in the demo, activate the battle and you'll find what I meen).
Now for the points-system.
It's an option that's very doable

I would like to implent that in the next version of the script.
So thanks Lockheart
Also, a funny idear with the window thing BrussGreen.
I'll be happy to put an option in the script as well to enable your idear.
Thanks for the feedback once again.
Come back later today since I'll be putting up version 1.3 (with new screenshots as well)
Greatzz,
SojaBird.
BioDioxyde
Jul 13 2009, 02:25 AM
This is another great script, thanks for all the hard work.
--Dioxyde--
drebenk
Jul 13 2009, 04:39 AM
@pim321 mate, I think I found a bug. When I make a reward for an achievement to give exp to the entire party the script gives an error. There is no line or what so ever just an error message. This error happens when I have only 1 actor in the party but the award gives exp to all party members. Also if I have an award wich gives exp to party member 1, and I have only party member 0 in my party then again I get an error.
SojaBird
Jul 13 2009, 08:03 AM
Hey,
Yep I allready noticed that

But thanks for reminding me

I've allready implented some of the functions.
The pointsystem not though...it'll come soon.
I'll now update to version 1.3

Greatzz,
SojaBird.
SojaBird
Jul 13 2009, 08:50 AM
Sorry for the dubble post but...
UPDATE to v1.3
New added features and some major bug-fixes.
Check out the new demo, just like the more-explaning screenshots.
Greatzz,
SojaBird.
NEXT version: Achievement points wich can also be spent at a special shop.
drebenk
Jul 13 2009, 09:47 AM
@pim321 how can I make the awards and unlocked achievements show like before? I mean at the top middle of the screen. Right now they scroll on the left part of the screen and I really don't like them to scroll tihs way. I liked them to show at the top middle of the screen more.
SojaBird
Jul 13 2009, 10:05 AM
Hey hey,
Go to the module in the script.
Find the options:
- Alert_Display, change it to "normal".
- Alert_Position, chage it to "center".
There ya go, the old fashioned way

Greatzz,
SojaBird.
ps. The old way does suck if you complete and find multiple achievements (try to set the demo to normal and try the battle after opening the window first).
drebenk
Jul 13 2009, 01:15 PM
@pim321 you have a point but in my game you can unlock max 3 achievements at the same time so that's not a problem. I really don't like them to scroll on the left or right side of the screen since you can't see nothing while they are there. But if they display the old way then there is no problem.
SojaBird
Jul 13 2009, 03:17 PM
Well that's just a personal flavor so that's also why I put the option to config it to your taste in it

Hope you like it

Anyway,
The points system is comming up soon.
Anymore suggestions/bugs/ideas?
Let them hear

Greatzz,
SojaBird.
Holder
Jul 13 2009, 03:38 PM
Pim321 I need you to please reduce the size of your signature and contain most of it within spoiler tags please.
IkaruTak
Jul 13 2009, 10:33 PM
This Scripts is so awesom, but I have a problem, Can u make it compatible with "Yanfly Engine RD - Scene Menu ReDux + KGC Custom Menu Command" please? If u need this script send me a MP
SojaBird
Jul 14 2009, 12:04 AM
@Holder of Life
How's the size now?
@IkaruTak
I'm not that femiliar with Yanfly's script, but I;m sure my
New Menu Items script will do the same.
So I suggest useing that.
Also, isn't there information included in the script of Yanfly how to put in custom menu items?
Anyway, the code to open the scene is:
CODE
Achief.call(true)
Greatzz,
SojaBird.
IkaruTak
Jul 14 2009, 12:42 AM
My problem is that all my modifications to the menu are to add scripts of YERD and of KGC, only your Achievements script is wanted to add in the menu, or there's some way to remove it of the menu and open it for example with a common event?
sorry for my bad english xD
BrussGreen
Jul 14 2009, 04:03 AM
QUOTE (pim321 @ Jul 14 2009, 10:04 AM)

Anyway, the code to open the scene is:
CODE
Achief.open
Isn't it
CODE
Achief.call
?
I got errors when I tried Achief.open
SojaBird
Jul 14 2009, 06:38 AM
Whoops yep I'm sorry.
Indeed use Achief.call as the demo says

Thanks for the correction

For you, IkaruTak.
To call the scene, use Achief.call.
If you don't want it to return to the map-scene, use this: Achief.call(true)
Greatzz,
SojaBird.
IkaruTak
Jul 14 2009, 04:34 PM
Oh, grate, So now I can us it with the KGC & YERD CMC, so thnx, I'll put you on the "credits & thnxs"
Edit: Sorry, me again, how I can remove it of the menu? When I add the script, erease the CMC configuration, and put the original menu with the achievements option, How I can remove this?
SojaBird
Jul 15 2009, 12:21 AM
You meen get rid of the menu-modification?
You can manualy remove that part from the script.
Though I'll try to make so that it's compatible with those otherscripts in the next version (I'll try).
Anyway,
Delete it manual?
Get rid of the lines 799-893
That'll remove the whole menu part.
So...version 1.4 is comming up as well

With point system

Greatzz,
SojaBird.
IkaruTak
Jul 15 2009, 02:08 AM
You're so cool, thnx for explain me xD I'm a hyper n00b with that things, but if you need an engine, don't doubt to ask me xD
SojaBird
Jul 15 2009, 02:51 AM
Well oke than

Link me to the engines you're using

haha
Na I think I'll be able to find them myself...but you can still post them if you like

I'm also gonna see if I can make it compatible with the ring-menu (though I'm not sure if I can find the script for that).
Greatzz,
SojaBird.
Malexos
Jul 15 2009, 03:34 AM
Actually, I'm using this script with the YERD and KCG menu, so you don't have to delete the module. Hold on, I'll edit the post with what you have to do
>Make sure to put this script above the YERD menu script
>Under Imported commands, you'll see this:
CODE
IMPORTED_COMMANDS ={ # These can only be from 201 onward.
# -ID => [HideSw, DisbSw, Actor?, Title Name, Scene Name.new]
201 => [ 8, 9, false, "Quests", "Scene_Quest"],
202 => [ 10, 11, false, "Factions", "Scene_Factions"],
203 => [ nil, nil, false, "Rows", "Scene_Row"],
204 => [ nil, nil, false, "Records", "Scene_Record"],
205 => [ nil, nil, false, "Crafting", "Scene_Crafting"],
>Add this line to the end of it:
CODE
206 => [ nil, nil, false, "Acheivements", "Scene_Achievements"],
>Then go back to menu commands, which looks like this:
CODE
MENU_COMMANDS =[ # Make sure you've read the instructions above.
0, # Items
1, # Skills
2, # Equipment
3, # Status
15, # Bestiary
206, # Quest Log
10, # Party
4, # Save
5, # System
] # Do not remove this
# The following determines the maximum number of displayed rows for the
# customized command window.
MAX_ROWS = 10
>(Yours will look a little different since i'm using different menu items than you)
>Change MAX_ROWS = 10 to MAX_ROWS = 11 so the Achievements Window will fit in
>Under the last menu item, insert the number you gave the Achievements menu under imported commands, so it will look something like mine:
CODE
MENU_COMMANDS =[ # Make sure you've read the instructions above.
0, # Items
1, # Skills
2, # Equipment
3, # Status
15, # Bestiary
206, # Quest Log
10, # Party
4, # Save
5, # System
207, # Acheivements
] # Do not remove this
# The following determines the maximum number of displayed rows for the
# customized command window.
MAX_ROWS = 11
Hope this helped
IkaruTak
Jul 15 2009, 03:35 AM
LOL, sorry, again, It seems that I attract the bad luck, now I can put the Achievements scene in a common event, I start to customize, well, but I have no chance to do nothing lol xD
If I only put:
Start_Achievements =
#[Title, Description, Icon, Hidden, Hide_Icon, Completed]
["First steps", "Complete your first equip", 1897]
Start_Conditions =
#[Name, Condition]
["First steps", "var(21) >= 8"]
Start_Rewards =
#[Name, Reward]
["First steps", "var(20, 50)"]
The game crashes at the start and pop-up this error:
Script 'SojaBird_Achievements line 129: NoMethodError occurred.
private method `gsub!' called for 80:Fixnum
And if I add more to imitate what your you put:
Start_Achievements =
#[Title, Description, Icon, Hidden, Hide_Icon, Completed]
["Welcome", "Welcome to Tales of a Lost Memory", 141],
["First steps", "Complete your first equip", 1897, true],
["Victory!", "Win on your first battle'",85,true,false],
["Gold seeker", "Get 10000 G", 142]
Start_Conditions =
#[Name, Condition]
["First steps", "var(21) >= 8"],
["Victory!", "switch(13), true"],
["Gold seeker", "gold >= 10000"]
Start_Rewards =
#[Name, Reward]
["First steps", "var(20, 50)"],
["Victory!", "var(20, 300)"]
when I choose "New Game" pop-up:
SyntaxError occurred while running script
Please, can you help me again? I'm so desperate
Malexos
Jul 15 2009, 03:43 AM
@IkaruTak: If you follow my post, you won't have to edit much to get the Achievements script working with the YERD menu. It works excellently and with no problems on my game.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.