Original Source
- Original title: Calestian Achievement system switch control
- Original author: Roninator2
- Original date: October 8, 2020
- Source thread: https://forums.rpgmakerweb.com/threads/calestian-achievement-system-switch-control.128439/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace) > RGSS3 Script Requests
Summary
Good day scripters, I tried to make an addon for Calestian's Achievements script in order to control what achievements are shown based on a switch (I thought this would be the easiest to implement). The best I was able to do was partial success where either the item wasn't drawn (but you could still move up or down and see achievement info) or there would be nothing shown. Regardless of what I did it would always crash if you opened up too many categories. Had to do with how I...
Archived First Post
I tried to make an addon for Calestian's Achievements script in order to control what achievements are shown based on a switch (I thought this would be the easiest to implement).
The best I was able to do was partial success where either the item wasn't drawn (but you could still move up or down and see achievement info) or there would be nothing shown.
Regardless of what I did it would always crash if you opened up too many categories. Had to do with how I was trying to process the option.
The desired effect is to only have the achievement visible if something allows it (a switch).
I tried adding in the switch option to the achievement data, but I have been unable to used this properly.
1 => {
:Name => "To Be Discovered",
:Tiers => [50, 100],
:Help => "We can't tell you yet",
:Title => "Best Adventurer Ever",
:RewardItem => :none,
:RewardGold => :none,
:Category => "Hidden",
:AchievementPoints => 10000,
:Prerequisite => :none,
:Repeatable => false,
:Switch => 167,
},
Can someone help or make a small snippet to do this?
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