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[XP] Achievements Script

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***
Rep:
Level 84
Yes, hoh my gawd!
Achievements Script
Authors: game_guy
Version: 2.22
Type: A Goals Type Script
Key Term: Misc System

Introduction

A full blown achievement system. Keep track of events your players pull off and make them feel like they've really achieved something. Easy to setup, plenty of options to configure it the way you want.

Features

I'm gonna leave the old list here so you can see the comparison.
Quote from: Old Features
  • Use Achievements in your game!
  • Simple Plug and Play (besides setting up achievements)
  • Achievements Easy to Setup!
  • GamerScore is displayed.
  • You can change what the Score is named
  • Score is stored in a variable and you choose the number.
  • Theres an option to turn on the Print so it prints what achievement you unlocked.
New ones
  • Image/Text Achievement Notification
  • Show all achievements or only ones you unlocked
  • Change text font, size, and color
  • Option to keep track of score
  • Modify notification position
  • Modify text position if using an image
  • Modify popup time
  • Play sound when you unlock an achievement
  • Set return scene, scene you go to when exiting achievements menu
  • Custom queue system allowing you to display multiple achievements at a time
  • Much more compatible
  • Quickly open up achievements without interrupting the current scene
  • Block scenes from the Quick Open
  • See if user has a specific achievement
  • See how many achievements the player has
  • Custom Icon Size Support

Screenshots

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Demo

Demo v2.0 (Outdated and Possibly Bugged)

Script

Spoiler for:
Code: [Select]
#===============================================================================
# Achievements
# Version 2.22
# Author game_guy
#-------------------------------------------------------------------------------
# Intro:
# A full blown achievement system. Keep track of events your players pull off
# and make them feel like they've really achieved something. Easy to setup,
# plenty of options to configure it the way you want.
#
# Features:
# -Image/Text Achievement Notification
# -Show all achievements or only ones you unlocked
# -Change text font, size, and color
# -Option to keep track of score
# -Modify notification position
# -Modify text position if using an image
# -Modify popup time
# -Play sound when you unlock an achievement
# -Set return scene, scene you go to when exiting achievements menu
# -Custom queue system allowing you to display multiple achievements at a time
# -Much more compatible
# -Quickly open up achievements without interupting the current scene
# -Block scenes from the Quick Open
# -See if user has a specific achievement
# -See how many achievements the player has
# -Custom Icon Size Support
#
# Instructions:
# -Go down to Begin Config and edit all of your options there.
# -Instructions for creating achievements are also in the Config.
# -To gain an achievement, use Awards.gain(award_id)
# -Award id is set when creating awards.
# -To see if a user has an award use Awards.has?(award_id)
# -To see how many the player has use Awards.count
# -To open up the real achievements scene use
#  $scene = Scene_Achievements.new
#
# Compatibility:
# -Not tested with SDK.
# -Should work with everything.
# -May corrupt old save games.
#
# Credits:
# -game_guy ~ For creating it.
# -jragyn00 ~ For the new layout.
# -GAX72 ~ For test achievement image.
#===============================================================================
module Awards
#===============================================================
# Begin Config
#===============================================================
  #----------------------------------------------------------------------------
  # If true, it'll show all unlocked and locked achievements, else it'll just
  # show unlocked achievements
  #----------------------------------------------------------------------------
  Show_All      = true
  #----------------------------------------------------------------------------
  # If Show_All is on, all locked icons will be displayed with the below
  # icon
  #----------------------------------------------------------------------------
  Locked_Icon   = "locked"
  #----------------------------------------------------------------------------
  # This replaces the achievments description if Show_All is on and the
  # achievement is marked as hidden.
  #----------------------------------------------------------------------------
  Hidden_Info   = "This achievement is hidden. Unlock it to find out more."
  #----------------------------------------------------------------------------
  # The scene you go to when you exit the achievements menu
  #----------------------------------------------------------------------------
  Return_Scene  = Scene_Menu
  #----------------------------------------------------------------------------
  # If set to an Input key, it will open up a quick view window to view all
  # achievements, can be opened up from anywhere, and doesn't interupt the
  # current scene. Set to nil to turn it off.
  #----------------------------------------------------------------------------
  Quick_Access  = Input::A
  #----------------------------------------------------------------------------
  # Add scenes here that you want quick access blocked on. Example,
  # Scene_Title, wouldn't want users to view achievements there. Kinda odd.
  #----------------------------------------------------------------------------
  Block_Scenes  = [Scene_Title, Scene_Gameover, Scene_File]
  #----------------------------------------------------------------------------
  # Keep track of score?
  #----------------------------------------------------------------------------
  Track_Score   = true
  #----------------------------------------------------------------------------
  # Text for "Score"
  #----------------------------------------------------------------------------
  Score_Text    = "Points"
  #----------------------------------------------------------------------------
  # Variable to store the score in. (hehe)
  #----------------------------------------------------------------------------
  Variable_Id   = 5
  #----------------------------------------------------------------------------
  # Font name
  # Place your font in string tags "font_here"
  # Or leave it as is to leave the default font.
  #----------------------------------------------------------------------------
  Text_Font     = Font.default_name
  #----------------------------------------------------------------------------
  # Font color : Color.new(red, green, blue)
  #----------------------------------------------------------------------------
  Text_Color    = Color.new(255, 255, 255)
  #----------------------------------------------------------------------------
  # Font size
  #----------------------------------------------------------------------------
  Text_Size     = 24
  #----------------------------------------------------------------------------
  # Where will the award show up on the screen. [X, Y]
  #----------------------------------------------------------------------------
  Award_Place   = [16, 16]
  #----------------------------------------------------------------------------
  # Use background image behind text?
  #----------------------------------------------------------------------------
  Use_Image     = true
  #----------------------------------------------------------------------------
  # File used to display behind the text.
  #----------------------------------------------------------------------------
  Image_File    = "award_background"
  #----------------------------------------------------------------------------
  # Offset for text drawn over the image. [X, Y]
  #----------------------------------------------------------------------------
  Image_Offset  = [72, 0]
  #----------------------------------------------------------------------------
  # Draw icon on notification image?
  #----------------------------------------------------------------------------
  Draw_Icon     = true
  #----------------------------------------------------------------------------
  # Offset for icon drawn over the image. [X, Y]
  #----------------------------------------------------------------------------
  Icon_Offset   = [20, 20]
  #----------------------------------------------------------------------------
  # Custom icon size. If you change these values, you'll have to change
  # Icon_Row and Icon_QuickRow. [WIDTH, HEIGHT]
  #----------------------------------------------------------------------------
  Icon_Size     = [24, 24]
  #----------------------------------------------------------------------------
  # How many icons are displayed in one column (across).
  #----------------------------------------------------------------------------
  Icon_Column   = 10
  #----------------------------------------------------------------------------
  # How many icons are in one column (across) in the Quick View scene.
  #----------------------------------------------------------------------------
  Icon_QColumn  = 8
  #----------------------------------------------------------------------------
  # Time the "Unlocked Achievement" pop up stays on screen in frames.
  #----------------------------------------------------------------------------
  Popup_Time    = 60
  #----------------------------------------------------------------------------
  # Sound played when an achievement pops up. ["sound", volume, pitch]
  #----------------------------------------------------------------------------
  Popup_Sound   = ["114-Remedy02", 100, 0]
  Award = []
  #----------------------------------------------------------------------------
  # To add a new award, add a new line:
  # Award[id] = ["name", "description", "icon", score_amount, hidden]
  # score_amount must be set even if Track_Score is off
  # hidden must be set even if Show_All is off
  # If you use Show_All and you want the description of achievements to be
  # hidden, set hidden to true. If its false, it'll tell the name and
  # description.
  #----------------------------------------------------------------------------
  Award[0] = ["New Game", "Start a new game!", "037-Item06", 10, false]
  Award[1] = ["Award 1", "Talk to guy 1.", "046-Skill03", 10, true]
  Award[2] = ["Award 2", "Talk to guy 1.", "046-Skill03", 10, false]
  Award[3] = ["500 Damage", "Deal 500 damage in one attack.", "004-Weapon04", 5, false]
  Award[4] = ["Am I rich?", "Have 1,000,000 gold at one time.", "035-Item04", 10, false]
  Award[5] = ["Window Shopper", "Spend 1,000,000 gold.", "032-Item01", 10, false]
  Award[6] = ["Longer Description", "OMGAR this has a longer description but carries on to the next line. I'm so sexy.", "033-Item02", 0, false]
  Award[7] = ["Log Jumper", "Jump over the log.", "048-Skill05", 5, false]
  Award[8] = ["Super Log Jumper", "Jump over the log 5 times", "048-Skill05", 25, false]
  Award[9] = ["I am hidden!", "Learn about hidden achievements.", "034-Item03", 10, true]
  Award[10] = ["GRRR!!!", "Brave enough to talk to a lion!", "019-Accessory04", 5, false]
  Award[11] = ["Invisible", "Found and talked to invisible person.", "049-Skill06", 50, false]
  Award[12] = ["Swiftly!", "Learn about the Quick Scene!", "020-Accessory05", 100, false]
#===============================================================
# End Config
#===============================================================
  def self.gain(id)
    return if $game_system.awards.include?(id)
    if Awards::Award[id] != nil
      $game_system.gain_award(id)
    end
  end
  def self.has?(id)
    return $game_system.awards.include?(id)
  end
  def self.count
    return $game_system.awards.size
  end
end

$gg_achievements = 2.2
#===============================================================================
# Sprite_Award
#-------------------------------------------------------------------------------
# Draws unlocked achievement.
#===============================================================================
class Sprite_Award < Sprite
  def initialize(award)
    super(nil)
    @award = award
    self.bitmap = Bitmap.new(1, 1)
    self.bitmap.font.size = Awards::Text_Size
    @text_width = self.bitmap.text_size(@award[0]).width + 8
    @text_height = self.bitmap.text_size(@award[0]).height
    self.bitmap.dispose
    if Awards::Use_Image
      @pic = RPG::Cache.picture(Awards::Image_File)
      @pic_width = @pic.width > @text_width ? @pic.width : @text_width
      @pic_height = @pic.height > @text_height ? @pic.height : @text_height
      self.bitmap = Bitmap.new(@pic_width, @pic_height)
      if Awards::Draw_Icon
        @icon = RPG::Cache.icon(@award[2])
      end
    else
      self.bitmap = Bitmap.new(@text_width, @text_height)
    end
    self.bitmap.font.color = Awards::Text_Color
    self.bitmap.font.name = Awards::Text_Font
    self.bitmap.font.size = Awards::Text_Size
    self.z = 20000
    self.x = Awards::Award_Place[0]
    self.y = Awards::Award_Place[1]
    refresh
  end
  def refresh
    self.bitmap.clear
    x = 0
    y = 0
    if @pic != nil
      self.bitmap.blt(0, 0, @pic, Rect.new(0, 0, @pic.width, @pic.height))
      x = Awards::Image_Offset[0]
      y = Awards::Image_Offset[1]
      if @icon != nil
        icon_off = Awards::Icon_Offset
        self.bitmap.blt(icon_off[0], icon_off[1], @icon, Rect.new(0, 0,
            Awards::Icon_Size[0], Awards::Icon_Size[1]))
      end
    end
    text = @award[0]
    if @text_width + x > self.bitmap.width
      text = self.bitmap.slice_text(@award[0], self.bitmap.width - x)
      text.each_index {|i|
        self.bitmap.draw_text(x, y + i * @text_height + 4,
            @text_width, @text_height, text[i])}
    else
      self.bitmap.draw_text(x, y, @text_width, @text_height, text)
    end
  end
  def dispose
    super
    if self.bitmap != nil
      self.bitmap.dispose
    end
  end
end
#===============================================================================
# Graphics
#-------------------------------------------------------------------------------
# **added method to control and draw all queued achievements.
#===============================================================================
module Graphics
  class << self
    alias gg_upd_awards_queue_lat update
  end
  def self.update
    @frame = 0 if @frame == nil
    if $game_system.queue.size > 0 && @frame < 1
      award = Awards::Award[$game_system.queue[0]]
      if award != nil
        @sprite = Sprite_Award.new(award)
        @frame = Awards::Popup_Time
        Audio.se_play("Audio/SE/#{Awards::Popup_Sound[0]}",
          Awards::Popup_Sound[1], Awards::Popup_Sound[2])
      end
    end
    if @frame > 0
      @frame -= 1
      if @frame < 1
        @sprite.dispose
        $game_system.queue.shift
      end
    end
    gg_upd_awards_queue_lat
  end
end
#===============================================================================
# Game_System
#-------------------------------------------------------------------------------
# **modded to keep track of queued and obtained achievements.
#===============================================================================
class Game_System
  attr_accessor :awards
  attr_accessor :queue
  alias gg_init_awards_sys_lat initialize
  def initialize
    @awards = []
    @queue = []
    gg_init_awards_sys_lat
  end
  def gain_award(id)
    return if @awards.include?(id) || Awards::Award[id] == nil
    if Awards::Track_Score
      $game_variables[Awards::Variable_Id] += Awards::Award[id][3]
    end
    @awards.push(id)
    @queue.push(id)
  end
end
#===============================================================================
# Bitmap
#===============================================================================
class Bitmap
  
  def slice_text(text, width)
    words = text.split(' ')
    return words if words.size == 1
    result, current_text = [], words.shift
    words.each_index {|i|
        if self.text_size("#{current_text} #{words[i]}").width > width
          result.push(current_text)
          current_text = words[i]
        else
          current_text = "#{current_text} #{words[i]}"
        end
        result.push(current_text) if i >= words.size - 1}
    return result
  end
  
end

#===============================================================================
# Window_QuickHelp
#===============================================================================
class Window_QuickHelp < Window_Base
  def initialize
    super(64, 32, 512, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.z = 10000
  end
  def set_award(award)
    @award = award
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 512 / 2, 32, @award[0][0])
    if Awards::Track_Score
      text = "#{@award[0][3]} #{Awards::Score_Text}"
      self.contents.draw_text(0, 0, 512 - 32, 32, text, 2)
      text = "Total #{Awards::Score_Text}: #{$game_variables[Awards::Variable_Id]}"
      self.contents.draw_text(0, 32, 512 - 32, 32, text, 2)
    end
    text = self.contents.slice_text(@award[0][1], 512 - 32)
    if @award[0][4] && !$game_system.awards.include?(@award[1])
      text = self.contents.slice_text(Awards::Hidden_Info, 512 - 32)
    end
    text.each_index {|i|
      self.contents.draw_text(0, 64 + i * 32, 512 - 32, 32, text[i])}
  end
end
#===============================================================================
# Window_QuickAwards
#===============================================================================
class Window_QuickAwards < Window_Selectable
  def initialize
    super(64, 128 + 64, 512, 320 - 64)
    @column_max = Awards::Icon_QColumn
    self.z = 10000
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    $game_system.awards.each {|i|
      @data.push([Awards::Award[i], i])}
    if Awards::Show_All
      @data = []
      @locked = []
      @unlocked = []
      Awards::Award.each_index {|i|
        if Awards::Award[i] != nil
          if $game_system.awards.include?(i)
            @unlocked.push([Awards::Award[i], i])
          else
            @locked.push([Awards::Award[i], i])
          end
        end}
      @unlocked.each {|i| @data.push(i)}
      @locked.each {|i| @data.push(i)}
    end
    @item_max = @data.size
    if @item_max > 0
      self.contents = Bitmap.new(width - 32, row_max * Awards::Icon_Size[1])
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    width = Awards::Icon_Size[0] < 32 ? 32 : Awards::Icon_Size[0]
    height = Awards::Icon_Size[1] < 32 ? 32 : Awards::Icon_Size[1]
    x = 4 + index % @column_max * (width + 32)
    y = index / @column_max * (height + 4)
    rect = Rect.new(x, y, self.width / @column_max - 32, height)
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    if $game_system.awards.include?(item[1])
      bitmap = RPG::Cache.icon(item[0][2])
    else
      bitmap = RPG::Cache.icon(Awards::Locked_Icon)
    end
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, Awards::Icon_Size[0],
        Awards::Icon_Size[1]))
  end
  def update_help
    @help_window.set_award(self.item)
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = Awards::Icon_Size[0] < 32 ? 32 : Awards::Icon_Size[0]
    cursor_height = Awards::Icon_Size[1] < 32 ? 32 : Awards::Icon_Size[1]
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * (Awards::Icon_Size[1] + 4) - self.oy
    self.cursor_rect.set(x, y, cursor_width, cursor_height + 4)
  end
end
#===============================================================================
# QScene_Awards
#===============================================================================
class QScene_Awards
  def initialize
    @awards = Window_QuickAwards.new
    @help = Window_QuickHelp.new
    @awards.help_window = @help
    loop do
      Graphics.update
      Input.update_old
      update
      if Input.trigger?(Input::B)
        $game_system.se_play($data_system.cancel_se)
        break
      end
    end
    @awards.dispose
    @help.dispose
  end
  def update
    @awards.update
    @help.update
  end
end
#===============================================================================
# Input
#===============================================================================
module Input
  class << self
    alias gg_init_quick_awards_lat update
  end
  def self.update_old
    gg_init_quick_awards_lat
  end
  def self.check_blocked
    Awards::Block_Scenes.each {|s|
      return true if $scene.is_a?(s)}
    return false
  end
  def self.update
    if Awards::Quick_Access != nil && Input.trigger?(Awards::Quick_Access) &&
          @scene == nil && !self.check_blocked
      $game_system.se_play($data_system.decision_se)
      @scene = QScene_Awards.new
      @scene = nil
    end
    gg_init_quick_awards_lat
  end
end

#===============================================================================
# Window_Award
#===============================================================================
class Window_Award < Window_Base
  def initialize
    super(0, 320, 640, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
  end
  def set_award(award)
    @award = award
    refresh
  end
  def refresh
    self.contents.clear
    self.contents.draw_text(0, 0, 640 / 2, 32, @award[0][0])
    if Awards::Track_Score
      text = "#{@award[0][3]} #{Awards::Score_Text}"
      self.contents.draw_text(0, 0, 640 - 32, 32, text, 2)
      text = "Total #{Awards::Score_Text}: #{$game_variables[Awards::Variable_Id]}"
      self.contents.draw_text(0, 32, 640 - 32, 32, text, 2)
    end
    text = self.contents.slice_text(@award[0][1], 640 - 32)
    if @award[0][4] && !$game_system.awards.include?(@award[1])
      text = self.contents.slice_text(Awards::Hidden_Info, 640 - 32)
    end
    text.each_index {|i|
      self.contents.draw_text(0, 64 + i * 32, 640 - 32, 32, text[i])}
  end
end
#===============================================================================
# Window_Awards
#===============================================================================
class Window_Awards < Window_Selectable
  def initialize
    super(0, 0, 640, 320)
    @column_max = Awards::Icon_Column
    refresh
    self.index = 0
  end
  def item
    return @data[self.index]
  end
  def refresh
    if self.contents != nil
      self.contents.dispose
      self.contents = nil
    end
    @data = []
    $game_system.awards.each {|i|
      @data.push([Awards::Award[i], i])}
    if Awards::Show_All
      @data = []
      @locked = []
      @unlocked = []
      Awards::Award.each_index {|i|
        if Awards::Award[i] != nil
          if $game_system.awards.include?(i)
            @unlocked.push([Awards::Award[i], i])
          else
            @locked.push([Awards::Award[i], i])
          end
        end}
      @unlocked.each {|i| @data.push(i)}
      @locked.each {|i| @data.push(i)}
    end
    @item_max = @data.size
    if @item_max > 0
      height = Awards::Icon_Size[1] < 32 ? 32 : Awards::Icon_Size[1]
      self.contents = Bitmap.new(width - 32, row_max * height)
      for i in 0...@item_max
        draw_item(i)
      end
    end
  end
  def draw_item(index)
    item = @data[index]
    width = Awards::Icon_Size[0] < 32 ? 32 : Awards::Icon_Size[0]
    height = Awards::Icon_Size[1] < 32 ? 32 : Awards::Icon_Size[1]
    x = 4 + index % @column_max * (width + 32)
    y = index / @column_max * (height + 4)
    rect = Rect.new(x, y, self.width / @column_max - 32, Awards::Icon_Size[1])
    self.contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    if $game_system.awards.include?(item[1])
      bitmap = RPG::Cache.icon(item[0][2])
    else
      bitmap = RPG::Cache.icon(Awards::Locked_Icon)
    end
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, Awards::Icon_Size[0],
      Awards::Icon_Size[1]))
  end
  def update_help
    @help_window.set_award(self.item)
  end
  def update_cursor_rect
    if @index < 0
      self.cursor_rect.empty
      return
    end
    row = @index / @column_max
    if row < self.top_row
      self.top_row = row
    end
    if row > self.top_row + (self.page_row_max - 1)
      self.top_row = row - (self.page_row_max - 1)
    end
    cursor_width = Awards::Icon_Size[0] < 32 ? 32 : Awards::Icon_Size[0]
    cursor_height = Awards::Icon_Size[1] < 32 ? 32 : Awards::Icon_Size[1]
    x = @index % @column_max * (cursor_width + 32)
    y = @index / @column_max * (cursor_height + 4) - self.oy
    self.cursor_rect.set(x, y, cursor_width, cursor_height)
  end
end
#===============================================================================
# Scene_Achievements
#===============================================================================
class Scene_Achievements
  def main
    @help = Window_Award.new
    @awards = Window_Awards.new
    @awards.help_window = @help
    Graphics.transition
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    Graphics.freeze
    @help.dispose
    @awards.dispose
  end
  def update
    @awards.update
    @help.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      $scene = Awards::Return_Scene.new
      return
    end
  end
end

Snippets & Stuff

Damage Achievement Mod
This gives the player an achievement when an actor deals X amount of damage. Place below Achievements script. Allows for multiple achievements.
Spoiler for:
Code: [Select]
#===============================================================================
# X Damage Achievement Mod
# Author game_guy
#-------------------------------------------------------------------------------
# Info:
# Small snippet to give the player an achievement when one attack deals X
# damage. It only works with any attack except items..
#
# Instructions:
# Edit list of awards below.
#
# Place below the achievements script.
#===============================================================================
AWARDS = []
# Add new lines here
# Type in
# Awards[number] = [award_id, amount_of_damage]
AWARDS[0] = [3, 500]
AWARDS{1] = [15, 1000]
if $gg_achievements == nil || $gg_achievements < 2.0
  raise 'Damage Achievement Mod requires game_guy\'s Achievements v2.0 or higher'
end
class Game_Battler
  alias gg_init_damage_award_lat attack_effect
  def attack_effect(attacker)
    if attacker.is_a?(Game_Actor)
      old_hp = self.hp
      result = gg_init_damage_award_lat(attacker)
      if result
        damage = self.damage.is_a?(String) ? 0 : self.damage
        AWARDS.each {|i|
          if damage > i[1]
            Awards.gain(i[1])
          end}
      end
      return result
    else
      return gg_init_damage_award_lat(attacker)
    end
  end
  alias gg_init_damage_skill_award_lat skill_effect
  def skill_effect(user, skill)
    if user.is_a?(Game_Actor)
      old_hp = self.hp
      result = gg_init_damage_skill_award_lat(user, skill)
      if result
        damage = self.damage.is_a?(String) ? 0 : self.damage
        AWARDS.each {|i|
          if damage > i[1]
            Awards.gain(i[1])
          end}
      end
      return result
    else
      return gg_init_damage_skill_award_lat(user, skill)
    end
  end
end

Instructions

All in the script.

Compatibility

-Not tested with SDK.
-Should work with everything.
-May corrupt old save games.

Credits and Thanks

    -game_guy ~ For creating it.
    -jragyn00 ~ For the new layout + testing.
    -GAX72 ~ For test achievement image.

Author's Notes

Enjoy! Post any bugs if you find any!
« Last Edit: July 09, 2011, 12:51:11 AM by game_guy »

**
Rep: +0/-0Level 83
Looks pretty nice. I'll test it out.

**
Rep: +0/-0Level 87
Cool! I have often thought about an achievements script EXACTLY like this.
Gonna check it out later for sure!

*******
Rep:
Level 90
Returned from the dead.
Very nice, Rune likes. I remember making something similar to this in the past, however I don't remember whether I released it or not. However yours looks a lot more user friendly and stuffz. Nice one, I might use this if I ever decide to make my own games again.
Sincerely,
Your conscience.

***
Rep:
Level 84
Yes, hoh my gawd!
Thanks for the replies guys :D I really mean it. I start to worry when I get no comments but when I do I feel like scriping something again.

**
Rep: +0/-0Level 87
Just got round to trying this out and I think its great. But I have a question... Do you need the battle add-on script that is in the demo, in order for it to work?

***
Rep:
Level 84
Yes, hoh my gawd!
No thats just to show an achievement setup test. Win 10 battles and you get an achievement. That isnt needed.

*
Rep: +0/-0Level 83
quick question about it though, because i may be doing something wrong.  is there a way to save the name of the achievement (item) when the player saves the game and loads again?  i was playtesting, and saw that the gamerpoints stayed, but the name of the achievement disappeared.

*
Rep: +0/-0Level 83
Actually, more of an update, I've found that there's the error:

Script 'Scene_Achievements' line 155: NoMethodError occured.
undefined method 'item_number' for nil:NilClass.

line 155 says, starts with:

      if $achieve.item_number(i) > 0
        @data.push($data_items)
      end

I consider myself proficient enough to fool around with some of the lines to see if i could fix it, but i don't know what the problem is.  the achievement works fine through the first gameplay, but when the game is saved, and reloaded after exit, the error occurs when i try to view the achievements.  any thoughts?

***
Rep:
Level 84
Yes, hoh my gawd!

****
Rep:
Level 83
would it be possible to alert the player of an achivent with out disturbing game play?
like in a help window or somthing and edit the sound effects of an achivement
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


***
Rep:
Level 84
Yes, hoh my gawd!
I'm updating this script so it draws text instead and I'm making it alot more compatible

*
Rep: +0/-0Level 82
Any idea on how soon we could expect your new version of this script? I love the idea of this, but sadly, one my other scripts seems to be conflicting with it.

***
Rep:
Level 84
Yes, hoh my gawd!
In about a week or two. I'll be busy for awhile.

**
Rep:
Level 88
Slight necrobump, but GG, you think you can integrate a rewards system into the achievements? For example, kill 100 snakes and you get a Snake Eater achievement(lol) and a weapon that deals critical damage to snake creatures.

Numbers are nice and all, but I think that also getting rewards based off your gameplay is more satisfying.

****
Rep:
Level 83
uh, you can do that your self. you have to use this "   $achieve.gain_item(item_id)" to give the player the achievement. so when you give that achievement just give a prize with it.
Spoiler for:
METALFRESH is a paint contractor that specializes in refinishing metal and vinyl siding. We paint metal buildings as well as siding on homes.

We also

    Refinish decks
    Do custom interior painting
    Strip wallpaper
    Refinish cedar siding
    Metal front doors and sidelights
    Metal garage and service doors
    Grained fiberglass doors

    If your structure is *RUSTED *FADED *CHALKING *IN NEED OF COLOR CHANGE, we can fix it with a guarentee!

northern Illinois and southern Wisconsin.

http://metalfreshcoatings.com


**
Rep:
Level 88
uh, you can do that your self. you have to use this "   $achieve.gain_item(item_id)" to give the player the achievement. so when you give that achievement just give a prize with it.

Makes sense. Still waiting for GG for an update though.

***
Rep:
Level 84
Yes, hoh my gawd!
Again, being lazy/script requests/no time.

Expect an update in the next month. At most I promise. (Hopefully)
I'm a very lazy scripter and I hate remaking scripts but if I have to I will. Just gimme some time. :D

**
Rep:
Level 81
?????????????
IT'S LOOKING GOOD...  :D THIS SCRIPT IS... (HMM  ^-^)... GREAT AND COOL...  ;D
遠い銀河からのスーパー戦士。
本は、セバスチャンです。
これは強力で、手に負えない。
彼の物理レベルのスキルは驚嘆です。[/b]

**
Rep: +0/-0Level 81
heres an error i keep getting when i try to look at the achievements:

Script 'Achievements' line 155: NoMethodError occured
undefined method 'item_number' for nil:NilClass

Here are lines 153 to 158:

# Add item
    for i in 1...$data_items.size
      if $achieve.item_number(i) > 0
        @data.push($data_items)
      end
    end

This only happens when i load a saved game. it works fine when its a new game.
I tried changing it a litttle but i got the same error, im not sure what the problem is.  ??? 
is it possible to fix this?

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
Press CTRL+H in the script editor.

Search for $achievements and replace with $achieve

It probably still won't work with games created before you did this fix, but it should let you save and load any new games you create after the fix.

**
Rep: +0/-0Level 81
I did it but i still got the same error.
Just to be sure theres only one $achievements right?

*
Rep:
Level 97
2014 Most Unsung Member2014 Best RPG Maker User - Engine2013 Best RPG Maker User (Scripting)2012 Most Mature Member2012 Favorite Staff Member2012 Best RPG Maker User (Scripting)2012 Best MemberSecret Santa 2012 ParticipantProject of the Month winner for July 20092011 Best Use of Avatar and Signature Space2011 Best RPG Maker User (Scripting)2011 Most Mature Member2011 Favourite Staff Member2011 Best Veteran2010 Most Mature Member2010 Favourite Staff Member
there should be at least 2

**
Rep: +0/-0Level 81
RMRK Junior
Great script! but I have a quick question: In the achievements scene, can be shown a picture different from achievement to achievement instead of that black area? For example I have 2 achievements: the first because I helped an old lady to pick up some apples and the second where I found a great sword. Now, when I look at the achievements_scene, when I select the first achievement an image to appear in the right with an apple for example and when I select the second achievement, the picture with the apple disappears and another one appears but with a sword, and if I don't have any achievement, the black picture should be transparent... sorry about my bad English if it is...

*
Rep: +0/-0Level 76
RMRK Junior
Actually, more of an update, I've found that there's the error:

Script 'Scene_Achievements' line 155: NoMethodError occured.
undefined method 'item_number' for nil:NilClass.

line 155 says, starts with:

      if $achieve.item_number(i) > 0
        @data.push($data_items)
      end

I consider myself proficient enough to fool around with some of the lines to see if i could fix it, but i don't know what the problem is.  the achievement works fine through the first gameplay, but when the game is saved, and reloaded after exit, the error occurs when i try to view the achievements.  any thoughts?

Your in the exact same position as me, It's completely fine through the first period of gameplay. but then once i saved, reloaded and trying to view/get achievements, It comes up with that exact message. I'v tried fooling around with it myself but to no success. I'v downloaded this recently so if you say it has been fixed then it hasnt. If you know the problem can you please tell me how to solve this? Thanks :)