RMXP: ACHIEVEMENTS BOOK SCRIPT... NEED HELP WITH INPUTTING QUESTS
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This is a potentially awesome achievement script
that is used in Breath of Fire 2, but the script page and doesn't tell me much about how to input the quest criteria to get the script to work properly. Has anyone used this script? If you download the demo both of the examples are cop-out examples, they just say 'this is active from the beginning' and don't tell you how to make it so it recognizes when you actually do something to achieve a quest goal. So, I need to somehow figure out how to program this. Can anyone help me with this?
http://www.youtube.com/watch?v=E0xzDefa28E
This is the section of code I'm trying to fill in, in the settings:
that is used in Breath of Fire 2, but the script page and doesn't tell me much about how to input the quest criteria to get the script to work properly. Has anyone used this script? If you download the demo both of the examples are cop-out examples, they just say 'this is active from the beginning' and don't tell you how to make it so it recognizes when you actually do something to achieve a quest goal. So, I need to somehow figure out how to program this. Can anyone help me with this?
http://www.youtube.com/watch?v=E0xzDefa28E
This is the section of code I'm trying to fill in, in the settings:
#==============================================================================
# ** Achievements
#------------------------------------------------------------------------------
# This place is for you to enter the achievements.
#==============================================================================
############
## Hidden ##
############
# Unfinished part
ga = Game_Achievement.new
da = Data_Achievement.new
# In the unfinished part there should not be an icon specified
da.name = "Unknown"
da.info = "Unlock to find out more."
da.gamesco = "50"
ac = Achievement_Criteria.new # No criteria, active from the start
ga.add_achievement(da,ac)
# Completed part
da = Data_Achievement.new
da.icon = "icon.png" # Icon here
da.name = "Still Unknown"
da.info = "You unlocked it. Aw well, I still don't tell you"
da.info2 = "what you did to unlock it! HAHA!"
da.gamesco = "50"
ac = Achievement_Criteria.new(["variable", 3, ">=", 1])
# Here you should just set this number /\ to what
# variable you want to use.
ga.add_achievement(da,ac)
# This is just to stop the achievement for dissapearing
da = Data_Achievement.new
ac = Achievement_Criteria.new(["Switch", 999, true])
ga.set_completed_achievement(da,ac)
# Adds the final quest to $game_achievements
$game_achievements.add(ga)
#############
## Hidden2 ##
#############
# Unfinished part
ga = Game_Achievement.new
da = Data_Achievement.new
# In the unfinished part there should not be an icon specified
da.name = "Unknown"
da.info = "Unlock to find out more."
da.gamesco = "40"
ac = Achievement_Criteria.new # No criteria, active from the start
ga.add_achievement(da,ac)
# Completed part
da = Data_Achievement.new
da.icon = "icon.png" # Icon here
da.name = "What the hell"
da.info = "If you still don't know what you did to"
da.info2 = "unlock me, then you need to replay the game til"
da.info3 = "you find out."
da.gamesco = "40"
ac = Achievement_Criteria.new(["variable", 4, ">=", 1])
# Here you should just set this number /\ to what
# variable you want to use.
ga.add_achievement(da,ac)
# This is just to stop the achievement for dissapearing
da = Data_Achievement.new
ac = Achievement_Criteria.new(["Switch", 999, true])
ga.set_completed_achievement(da,ac)
# Adds the final quest to $game_achievements
$game_achievements.add(ga)
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Where it says:
ac = Achievement_Criteria.new(["variable", 15, ">=", 1])
That means that achievement is marked as completed when variable 15 >= 1
From the code further down in the script, it looks like you can also have an
achievement actived by a switch instead of a variable, like so:
ac = Achievement_Criteria.new(["switch", 18, true])
That means that achievement is marked as completed when switch 18 is true
(aka turned on). You can change 'true' to 'false' to make the achievement be
marked as completed when the switch is turned off instead.
Thanks. That clears that up, but one more thing I don't understand is the third form for the quest, where it says,
"This is just to stop the achievement for dissapearing"
I'm trying to fill it in and I tried both using a switch and leaving it blank... I'm not sure but either way the achievement doesn't show up on the menu screen after it's completed. I can get the pre-completed quest to show up- but once it's completed it disappears.
"This is just to stop the achievement for dissapearing"
I'm trying to fill it in and I tried both using a switch and leaving it blank... I'm not sure but either way the achievement doesn't show up on the menu screen after it's completed. I can get the pre-completed quest to show up- but once it's completed it disappears.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Try just leaving that part as-is, using switch 999 for every achievement. It appears to be some kind of awful hack that I don't want to figure out. Make sure your game has at least 999 switches.
If that doesn't work, try changing "Switch" to "switch" because that capitalization looks like a typo to me.
If that doesn't work, try changing "Switch" to "switch" because that capitalization looks like a typo to me.
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