[Mod] Awards / Achievements [3.2.0] [awards]
- hoodedice
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I am in need of a system that can give an achievement on_player_location. Can you do that, rubenwardy?
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
- rubenwardy
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- hoodedice
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If only I knew how exactly to implement that...rubenwardy wrote:The easy way would be to implement support in privareas for this mod.
The longer way would to be to write a new trigger for on_player_location.
7:42 PM - Bauglio: I think if you go to staples you could steal firmware from a fax machine that would run better than win10 does on any platform
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
7:42 PM - Bauglio: so fudge the stable build
7:43 PM - Bauglio: get the staple build
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Re: [Mod] Achievements [0.3] [awards]
0.4 Released
This is the first half of my coding sprint. Tomorrow I will release more changes.
New Features
- Awards menu listing all awards.
- Join a server.
- First Word - use the chat to talk to other players.
- Added on chat trigger.
- Added on join trigger.
- Added support for secret mods (hidden in awards list until unlocked).
- Added support for creating triggers outside the mod.
Re: [Mod] Achievements [0.4] [awards] - awards menu
I get this error when i try to click on another achievement in the list:
Code: Select all
21:10:03: ERROR[main]: ServerError: ...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:415: attempt to call field 'explode_textlist_event' (a nil value)
21:10:03: ERROR[main]: stack traceback:
21:10:03: ERROR[main]: ...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:415: in function <...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:406>
21:10:03: ERROR[main]: ...st-0.4.7\minetest-0.4.9\bin\..\builtin/misc_register.lua:330: in function <...st-0.4.7\minetest-0.4.9\bin\..\builtin/misc_register.lua:318>
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Re: [Mod] Achievements [0.4] [awards] - awards menu
rubenwardy wrote:First mese find - dig 1 mese
Just a Loner In the Winds which Blow Endlessly towards Death
Re: [Mod] Achievements [0.4] [awards] - awards menu
Neat :)
Any chance prerequisites would be shown?
Any chance prerequisites would be shown?
- Krock
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Re: [Mod] Achievements [0.4] [awards] - awards menu
viewtopic.php?p=140109#p140109robotest wrote:I get this error when i try to click on another achievement in the list:Code: Select all
21:10:03: ERROR[main]: ServerError: ...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:415: attempt to call field 'explode_textlist_event' (a nil value) 21:10:03: ERROR[main]: stack traceback: 21:10:03: ERROR[main]: ...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:415: in function <...minetest-0.4.9\bin\..\games\robotest\mods\awards/api.lua:406> 21:10:03: ERROR[main]: ...st-0.4.7\minetest-0.4.9\bin\..\builtin/misc_register.lua:330: in function <...st-0.4.7\minetest-0.4.9\bin\..\builtin/misc_register.lua:318>
EDIT: I invested my 1000th post for you!
Last edited by Krock on Sat May 03, 2014 17:46, edited 1 time in total.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- rubenwardy
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Re: [Mod] Achievements [0.4] [awards] - awards menu
A progress bar will be added in the next version, but the description should explain what to do.4aiman wrote:Neat :)
Any chance prerequisites would be shown?
- kaeza
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Re: [Mod] Achievements [0.4] [awards] - awards menu
Request: Use HUD instead of Formspecs.
Suppose you are struggling with a vombie, or worse, a DM, and you place your 100th torch...
Suppose you are struggling with a vombie, or worse, a DM, and you place your 100th torch...
Your signature is not the place for a blog post. Please keep it as concise as possible. Thank you!
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Re: [Mod] Achievements [0.4] [awards] - awards menu
Achievement unlocked: "But I was reading this form!" - Die while reading a formspec :Dkaeza wrote:Request: Use HUD instead of Formspecs.
Suppose you are struggling with a vombie, or worse, a DM, and you place your 100th torch...
Visit me: webD97.de | @GitHub | @DeviantArt
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Mods: StreetsMod | Vehicles
Featured from my blog: Dockerize the Minetest server
On my own behalf: Chameleon - A PHP image manipulation library built around GD
- rubenwardy
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Re: [Mod] Achievements [0.4] [awards] - awards menu
When I made this mod, there were no such things as HUD elements. But I will add them soon.kaeza wrote:Request: Use HUD instead of Formspecs.
Suppose you are struggling with a vombie, or worse, a DM, and you place your 100th torch...
- minermoder27
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Re: [Mod] Achievements [0.4] [awards] - awards menu
I have some code that can display awards in a tree, and can find that code for you if you like
- Calinou
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Re: [Mod] Achievements [0.4] [awards] - awards menu
Carbone implemented this mod, with added achievements and fixes, feel free to take the changes.
https://github.com/Calinou/carbone/tree ... ods/awards
https://github.com/Calinou/carbone/tree ... ods/awards
Re: [Mod] Achievements [0.4] [awards] - awards menu
What I've meant is a way to show a map of achievements of some sort. Like in my version one have to have "Upgrade2" to be able to receive "Upgrade3".rubenwardy wrote:A progress bar will be added in the next version, but the description should explain what to do.4aiman wrote:Neat :)
Any chance prerequisites would be shown?
Noooo!!! That'll ruin my fork!!!....rubenwardy wrote:When I made this mod, there were no such things as HUD elements. But I will add them soon.kaeza wrote:Request: Use HUD instead of Formspecs.
Suppose you are struggling with a vombie, or worse, a DM, and you place your 100th torch...
Just kidding, I owe you big time.
I'll be glad to see this develop.
Does your custom triggers support timer-triggered events?
What I mean is the ability to create achievement that'll be unlocked ANYTIME a modder want. Say, I pick up an uranium lump. I't MY duty to start the timer. But is it possible to give an award for a player when MY timer hits some time I have chosen?
Can I use smth like give_award(player, 'Hulk SmAaAAaaaSh!!!')?
Like having some item in the inventory, say, uranium, would)
- rubenwardy
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Re: [Mod] Achievements [0.4] [awards] - awards menu
Oh, I see. That is an interesting idea. Currently, you can unlock any achievement as long as you fullfil the requirements. I can functionality that only unlocks an award when a specified set of awards are all unlocked.4aiman wrote:What I've meant is a way to show a map of achievements of some sort. Like in my version one have to have "Upgrade2" to be able to receive "Upgrade3".
For example:
Code: Select all
awards.register_achievement("award_mine3",{
title = S("Hardened Miner"),
description = S("You have dug 1000 stone blocks"),
icon = "miniminer.png",
background = "bg_mining.png",
requires = {"award_mine1", "award_mine2"},
trigger = {
type = "dig",
node = "default:stone",
target = 1000
}
})
You can use:4aiman wrote:Does your custom triggers support timer-triggered events?
What I mean is the ability to create achievement that'll be unlocked ANYTIME a modder want. Say, I pick up an uranium lump. I't MY duty to start the timer. But is it possible to give an award for a player when MY timer hits some time I have chosen?
Can I use smth like give_award(player, 'Hulk SmAaAAaaaSh!!!')?
Like having some item in the inventory, say, uranium, would)
Code: Select all
awards.give_achievement(name, award)
Also, in order to register table triggers, you can use this: https://github.com/rubenwardy/awards/bl ... pi.lua#L76
The code explains it in a comment.
A table trigger:
Code: Select all
trigger = {
type = "place",
node = "default:torch",
target = 100
}
Re: [Mod] Achievements [0.4] [awards] - awards menu
Aha.. Thanks!
Now I can throw my version away :)
Showing the last one achieved sounds good for me. This way achievements may be not just a list of, well, achievements, but some sort of help to distinguish different ranks:
killed 1 mob = awarded "Soldier"
killed 10 mobs = awarded "Lieutenant"
killed 100 mobs = you're a "General"
killed 1000 mobs = you're a "Commander-in-Chief"
Or smth like this.
Just one more little question: I've looked through the code and feel unsure about this:
Say, I want to add on_craft trigger...
There's no such type of triggers. So, table ones won't do. Am I to use awards.give_achievement() wrapped by my code in my mod?
Other than this, I have to try this new version to be able to ask the right questions for anything else I'm not sure about, I guess.
Great work, rubenwardy! Regards!
Now I can throw my version away :)
Showing the last one achieved sounds good for me. This way achievements may be not just a list of, well, achievements, but some sort of help to distinguish different ranks:
killed 1 mob = awarded "Soldier"
killed 10 mobs = awarded "Lieutenant"
killed 100 mobs = you're a "General"
killed 1000 mobs = you're a "Commander-in-Chief"
Or smth like this.
Just one more little question: I've looked through the code and feel unsure about this:
Say, I want to add on_craft trigger...
There's no such type of triggers. So, table ones won't do. Am I to use awards.give_achievement() wrapped by my code in my mod?
Other than this, I have to try this new version to be able to ask the right questions for anything else I'm not sure about, I guess.
Great work, rubenwardy! Regards!
Re: [Mod] Achievements [0.4] [awards] - awards menu
Have you thought about adding support for groups in various awards? For group:wood for one maybe?
And also, what about a craft award? And is their a way to add a way for killing mobs?
I could try to implement the first myself... Sorry for all of the requests!
And also, what about a craft award? And is their a way to add a way for killing mobs?
I could try to implement the first myself... Sorry for all of the requests!
- rubenwardy
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Re: [Mod] Achievements [0.4] [awards] - awards menu
I could do that. It would complicate the code. I might have to add a function like:Amaz wrote:Have you thought about adding support for groups in various awards? For group:wood for one maybe?
And also, what about a craft award? And is their a way to add a way for killing mobs?
I could try to implement the first myself... Sorry for all of the requests!
Code: Select all
awards.watch_node( group or itemname )
About the mobs, you could add it. Not sure about the simple mobs or mobf side of it, though.
- Pitriss
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Re: [Mod] Achievements [0.4] [awards] - awards menu
Maybe you can add archivements based on time online?
Re: [Mod] Achievements [0.4] [awards] - awards menu
I think the best way is to depend on Rubenwardy's awards to do things like that.Pitriss wrote:Maybe you can add archivements based on time online?
How 'bout separating API from all achievements? I mean 2 separate mods in a single modpack.
Then the part with achievements only could use a few github pushes.
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Re: [Mod] Achievements [0.4] [awards] - awards menu
fix this its not working
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