SojaBird
Jul 15 2009, 04:03 AM
@Malexos
Thanks for posting how to use it with YERD's script.
Though it will not work the correct way.
Try get a achievement completed and then open the menu.
The achievement-alerts won't go away.
Now if you open the item or skill scene you'll find that the achievement-alerts will show on top of the help-window at the top.
That's why I've written the Achief.call methode wich will get rid of the achievement-alerts.
@IkaruTak
Can you pls sent me a copy of your game/script cause I don't know what could be wrong.
The first error you get is based on a wrong input.
It seems that you've the number '80' as name or something for a achievement

The second one you're getting...I think it comes from your common event.
I'm not sure but I guess it is...
Your common event (that you're calling with YERD's menu right) should only have a codecall with the next in it
CODE
Achief.call(true)
That should do the trick.
If you get me a copy of your game/project/script I'll be able to help some more.
Greatzz,
SojaBird.
SojaBird
Jul 17 2009, 12:34 AM
Oke so I'm still working on the update wich is going to be epic nice.
So it has the point system included and also a shop for buying and unhiding achievements.
I'll post it today.
The compatibility is not done yet but for now I'm sure you'll be able to pull it off the default way by modifing those menu scripts you're using.
So that's for a later version or add-on.
Hope you're gonna like it.
Oh and I also found some bugs again so I've fixed those as well.
Now the start-up's will show correctly, also if there's only one in the list (that causes fixnum problems).
Greatzz,
SojaBird.
BrussGreen
Jul 17 2009, 03:05 PM
Are you going to add functions related to points to put tests in conditions branchs ?
Like a character that let you pass only if you got 250 achievement points
BioDioxyde
Jul 17 2009, 08:29 PM
Hey Soja,
If you find a way to fix IkaruTak's first error, can you please post how you did it, because i'm getting a similar error when i try to make my own/change the origional starting achievements.
SojaBird
Jul 18 2009, 12:11 AM
Hey hey,
Yep it's all in the new version.
I prommise to post the new version today.
It'll have the whole new feature of the pointsystem wich can be checked as conditions and can be spend in a special shop to buy new achievements and to reveal hidden ones when points are paid.
Also in-message show of the amount of points.
I've also been working on the reward display.
It's not optimal yet, though a bit better.
Greatzz,
SojaBird.
SojaBird
Jul 18 2009, 04:15 AM
Update to version 2.0 !!Now with pointsystem and some more bugs fixed.
Make sure you'll check out the new demo as well!
And I've added one more screen

Greatzz,
SojaBird.
BioDioxyde
Jul 18 2009, 04:20 AM
The new version works perfect, thnx again.
SojaBird
Jul 18 2009, 04:32 AM
Good to hear

Enjoy using it and let me know if you've a demo of the game in wich you're using this

Let me know if you've any suggestions or bugs or anything.
Greatzz,
SojaBird.
drebenk
Jul 18 2009, 05:52 AM
@pim321 hey mate what exactly these things mean?
"Get rid of some nasty bugs such as the start-up-bug and reward-bugs."
I'm asking since I'm using the old version (1.3) and I like it more then the new one (plus I already configured it and I really don't want to do it again with the new script). I don't want the points window, I also don't want the points shop and stuff like that. So what are these "nasty bugs" and "reward bugs" that have been fixed in the new version?
BrussGreen
Jul 18 2009, 06:00 AM
This version is great once again !
I have a suggestion for rewards, without blocking the view :
When you complete an achievement, something like showing the little "completed achievement" window (the same size as the first version), and 2 seconds after replacing it with the "reward" window : a same-sized window that include the icon of the achievment, located as the same place.
I don't know if i've been understood, it's quite difficult to explain...
Thank you
prinnydood02
Jul 18 2009, 07:18 AM
The demo is corrupted. I can't extract itfrom the RAR. Please reupload.
SojaBird
Jul 18 2009, 07:20 AM
@drebenkOke 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

...
@BrussGreenI 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?
@prinnydood02Hey,
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.
Greatzz,
SojaBird.
prinnydood02
Jul 18 2009, 07:33 AM
It worked this time. I'm not sure what happened last time. Sorry for any trouble.
SojaBird
Jul 18 2009, 08:14 AM
No problem

I'll keep the demo's on my own website so there's by far no chance that it's not working.
But no problem

Greatzz,
SojaBird.
ENJOY!!
drebenk
Jul 18 2009, 09:05 AM
@pim321 well it's kind of a big deal mate because I already configured the script to work on my resolution, and with my custom ring menu and other things. So now I really don't have the time to go through the entire configuration again. All of my achievements are set so that they all appear at the start of the game. I don't use events for calling achievements or the scene. I don't get any errors with the script so far, and I also don't want that "Points" window at the bottom of the script. So these are the reasons why I'll keep the old version.
It works so - if it ain't broken I won't fix it. ^^
SojaBird
Jul 18 2009, 09:33 AM
Oke.
Well you should know that the new version works with every different screen resolution!!!

I allready set that so that it would always fit

So that's something to consider.
Perhaps just try to add the demo one and see what it does with the resolution?
Greatzz,
SojaBird.
drebenk
Jul 18 2009, 09:43 AM
@pim321 well OK but how do I remove the "Points" window? I really don't need points in my game and so I don't need the window to stay on the achievements screen. I want when I open the achievements window the entire screen to display the achievements list like in the old version.
SojaBird
Jul 18 2009, 09:51 AM
Well...*sigh*
That's why I created the module where you can set your own options.
To disable the points, simply set the Use_Point_System to false.
For the display...do the same thing as I told you before.
Go to Alert_Display and set it to "normal" and for Alert_Position set it to "center".
That'll work...?
Greatzz,
SojaBird.
silvershadic
Jul 18 2009, 09:58 AM
Is there a way to not have this script on the menu, and instead have only an Item call it? (Like a journal?)
SojaBird
Jul 18 2009, 10:28 AM
Let's see.
Yep there is.
Delete the menu part Put some item in the module to false (use_in_menu or something) and put a common event on the item wich has the next call script in it
CODE
Achief.call
That should do the trick.
Greatzz,
SojaBird.
SojaBird
Jul 18 2009, 02:32 PM
Oke so sorry for the dubble post but I have to make this anouncement now

I won't be online till 05-08-'09 since I'll be in Sweden selebrating holiday.
Though you can still keep posting, I'll awnser all replies when I get back.
Post about what you think of the script, what can be improved and if you have suggestions or found any bugs.
Greatzz and a happy holiday to you all,
SojaBird.
drebenk
Jul 18 2009, 03:38 PM
@pim321 in your demo the script has the line for the starting achievement - the one in which you must open the achievements script and it unlocks an achievement. In the other link for the script - where it's only the script there are no lines for this starting achievement.
So I put the script from the demo in my project and it seems to work.
silvershadic
Jul 18 2009, 09:24 PM
QUOTE (pim321 @ Jul 18 2009, 10:28 AM)

Let's see.
Yep there is.
Delete the menu part and put a common event on the item wich has the next call script in it
CODE
Achief.call(true)
That should do the trick.
Greatzz,
SojaBird.
"The menu part" which is this?
drebenk
Jul 19 2009, 01:33 AM
@silvershadic the "menu part" of the script is everything between lines 1303 and 1394. The part starts with this text:
#-------------------------#
# Add to menu-items (NMI) #
#-------------------------#
And ends with this text:
#-----------------#
# Begin(NMI): End #
#-----------------#
So just delete everything between these two parts, again it's from line 1303 to line 1394.
silvershadic
Jul 19 2009, 11:56 AM
QUOTE (drebenk @ Jul 19 2009, 01:33 AM)

@silvershadic the "menu part" of the script is everything between lines 1303 and 1394. The part starts with this text:
#-------------------------#
# Add to menu-items (NMI) #
#-------------------------#
And ends with this text:
#-----------------#
# Begin(NMI): End #
#-----------------#
So just delete everything between these two parts, again it's from line 1303 to line 1394.
Thank you ^^
IkaruTak
Jul 19 2009, 07:50 PM
haha, great! I'll not wait!!!
drebenk
Jul 20 2009, 02:10 AM
I have a problem with giving exp to all party members.
I have an achievement named - First Three. The conditions for the achievement are set like so:
["First Three", "completed >= 3"],
The reward is set like so:
["First Three", "exp(-1, 100)"],
Meaning I want all of my party members to receive 100 exp. So when I unlock three achievements I get the message which say that I've unlocked the "First Three" it also says that I get a reward and there is the problem. In the message for the reward it says "You receive and the entire party receive 0 exp".
Any help with this?
Henry
Jul 20 2009, 04:47 AM
Great script, it looks very interesting. Thanks for making this, I'll be sure to credit you.
SojaBird
Aug 4 2009, 11:11 AM
Hey everyone...I'm back

I'll slowly scrub through all the post and get back on track so let's start here.
It seems that people help each other out pretty well

Keep up that spirit.
All that last to awnser is your problem drebenk, how to fix that problem.
So first I'll explain the difference between the script in the demo and the script-olny version.
The script-only version is the clean, and not configed, version.
It's the one you should use actualy since it's not modified for the demo "game".
So the part to let the achievement "Opening" (or whatever it's called) to be completed is just usefull for the demo.
So that's wat I've deleteed as wel in the clear-script as well.
Also the clear-script (script-only) doesn't has any start conditions so you don't have to get rid of those either.
Anyway, back to your problem...it seems the reward display still is crappy so I'll try to fix that in the time I've left of my vacation (I've decieded to get myself some more time for RL stuff with friends and all) (your importand as well, so don't worry

).
Oh and bye to way, does the getting of the reward work? Or is that not working either?
Greatzz (and glad to be back),
SojaBird.
azgard6889
Aug 4 2009, 06:22 PM
Yes hi, i got the achievements script, and i tried to make an achievement but i cant. I know it is not the script i think its me. So can you please help me.
Lockheart
Aug 4 2009, 06:32 PM
Since you are finally back I'll post this bug with the script I've noticed.
When using achievements based on a certain party member, if that person is not in the party at all times, then the script will error out. For example if you set an achievement to party member 1's level, if that member should leave at ANY time the script will crash. Party member 1 as in he's the first in the database lists. Thus you need to set it the achievement to be based off 0 which means who ever is the leader of the party(which means if the party member changes at any time the script will get confused, making the achievement take longer or less based on the game.
Hope that made sense and you can fix this problem.
SojaBird
Aug 5 2009, 12:55 AM
Heya azgard6889,
Sure I can...well actualy you can find out yourself

Get the demo and go through all the events and read it's comments.
Their you'll find all the information on the use of the script.
Let's hope that's enough infor for you.
Heya Lockheart,
It's nice to be back

Thanks for the repot.
It seems I've some more work to do on the things that involve actors/partymembers.
I think I'll try to fix it and add a new condition so that you can use party-member position (next to actor-id).
Hope that suits you

Greatzz,
SojaBird.
kaimonkey
Aug 5 2009, 01:17 AM
WELCOME BACK!
we/I missed you
SojaBird
Aug 5 2009, 07:59 AM
Thanks for the welcoming

Update to version 2.1
Fixed the issue Lockheart was talking about.
Greatzz,
SojaBird.
Lockheart
Aug 5 2009, 11:25 AM
Excellent! Works perfectly now. Thanks.
And since I forgot to say in my last post, Welcome back!
SojaBird
Aug 5 2009, 03:18 PM
Haha oke naice to hear it's working as you mentioned it

And thanks for welcoming me back

Anymore bugs/suggestions...please report to me via pm or post (prefered).
Greatzz,
SojaBird.
Lockheart
Aug 20 2009, 06:25 PM
Okay, I think I asked for this feature before, but I believe it was left on the menu or forgotten. what I'm asking is for a count of achievements to be displayed in the achievements menu, like across from the points part so like:
Points: 2010 and then across from that would be like Achievements: 20/50
Make sense?
Another thought I had was a way to make a SFX play whenever an achievement is unlocked, just a sort of way to inform you more then just a box appearing.
Thanks.
platipus
Aug 20 2009, 09:28 PM
this looks crazy good. im going to try it :]
SojaBird
Aug 21 2009, 02:24 AM
Hey Lockheart,
Thanks for reminding.
I think I didn't understand it before or just hadn't seen your request.
Anyway, thanks and I'll put some effort in it today to make this.
Greatzz,
SojaBird.
ps. I realy like the idea of putting more info in the "point-displsy" since it rather empty.
So idea's for that are more than welcome
platipus
Aug 21 2009, 04:56 AM
i love it. im yet to try it on my game though probably soon.
SojaBird
Aug 21 2009, 05:00 AM
Oke so I've updated the script to version 2.2
Added the options of sound and displaying info on the current status of the achievements.
Also found a little bug that I've fixed.
Check the new demo if you like (v2.2 as well).
Greatzz and enjoy,
SojaBird.
Lockheart
Aug 21 2009, 05:57 AM
Awesome yet again, Well done Pim321!
Quick question, at what line is the "Completed: 1/20" set up in the script beyond the one in the configuration area?
I don't mean line 72, I want to personalize it a bit deeper within the script, but I'm having no luck even finding where it's added to the script itself.
SojaBird
Aug 21 2009, 08:13 AM
CTRL+G is your friend!!
Use that tip and go to line 975.
There you'll find everything you need

Greatzz,
SojaBird.
ps. Uploaded a new version of the script-only...it's without the demo stuff
Lockheart
Aug 21 2009, 05:17 PM
Found it, thank you very much!
Son Goku
Aug 29 2009, 09:56 AM
It says I'm getting a Syntax Error on line 139...
SojaBird
Aug 29 2009, 11:19 AM
Jups true.
Make sure you'll ad enough of those things:
,,,,,,,,,After every array of info you should add that comma.
Now you only have one at the end of line 137.
Hope that makes it clear for you

Greatzz,
SojaBird.
ps. I love the way you report this error

Well done
school988
Sep 2 2009, 02:48 AM
#--------------#
# Point system #
#--------------#
Use_Point_System = true
Point_Name = "point"
Point_Font_Size = 12
Shop_Buy = "Buy"
Shop_Reveal = "Reveal"
Common_Reveal_Cost = 5
#-----------#
# Start-up: #
#-----------#
Start_Achievements = [
["pure Evil", "Kill 25 rebel fighters and kill rebel commander john ", 50]
["king of fire", "Become king of the fire villager", 1200]
["getting stronger", "Advance two Levels", 40]
["the weapons Master", "find all weapons", 25]
["end of water", "defeat water Mage", 100]
["The defender", "Defend Fort Leon", 15]
["The rookie", "start fighting", 200]
["The Battlehouse", "defeat bothers tom and Lee",30]
["choice", "Become good or Evil", 10]
["The battle of earth", "defeat the Earth Mage", 5]
["complete", "Achieve all achievments", 5]
]
Start_Buyables = [
#[Price, Name, Description, Icon]
line 129 Sytax error
how do i go about fixing it and if possiabe could someon do a exsample
SojaBird
Sep 2 2009, 03:08 AM
Hey,
Add a comma at the end, after your start-achievement "Earth".
Ya're missing one there

Greatzz,
SojaBird.
school988
Sep 4 2009, 03:30 AM
Scrpit Achievements line 1256:NoMethodError occurred. Undefimed method achievements for nil:NILclass plz help and how do i get it to work. i have not added anythin to it yet, just want it work work plz help
SojaBird
Sep 4 2009, 04:29 AM
I don't realy know how to solve the problem with only this information.
Perhaps you want to try the script in a clear project.
If you still can't find what's wrong with the thing, sent me your project or script (set up as you want it) so that I could have a look at it.
Greatzz,
SojaBird.
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