[Mod] Awards / Achievements [3.2.0] [awards]
- rubenwardy
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Re: [Mod] Achievements [2.1.1] [awards] – nicer API
The next release will show a progress bar for each award, showing how much you have done so far. Currently you can't see these infos as a player - but you can by looking in awards.txt or by looking at awards.players.username from lua
- Wuzzy
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Re: [Mod] Achievements [2.1.1] [awards] – nicer API
Is it normal that I don't get any achievements at all? I tried Minetest 0.4.14 and the development version, and mod version 2.1.1.
Edit: Okay, I guess I figured out what might be the problem: The achievement Crafter of Sticks is not obtained after crafting 100 sticks, you have to actually craft a couple of sticks more than that. My first guess would be that this mod only counts the number of times you have crafted instead of the actual number of items being crafted.
Edit: Okay, I guess I figured out what might be the problem: The achievement Crafter of Sticks is not obtained after crafting 100 sticks, you have to actually craft a couple of sticks more than that. My first guess would be that this mod only counts the number of times you have crafted instead of the actual number of items being crafted.
- rubenwardy
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Re: [Mod] Achievements [2.1.1] [awards] – nicer API
Nice catch! Damn refactoring and rebasing :/
Fixed 48bb2
Fixed 48bb2
2.1.2 Released!
- Fix craft trigger not taking stack count into account
- Wuzzy
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Re: [Mod] Achievements [2.1.2] [awards] – nicer API
Thanks. Comments about this mod:
Nice mod and nice API.
I think the default achievements are kinda lame / there could be more interesting ones. I think all the death achievements should be removed because IMO they are not actually achievements but more like failures. ;-)
I also think just doing achievements with huge numbers is rather boring. Maybe I'll post a pull request with my suggested achievements later (just standard achievements like dig etc.).
It would be cool if there would be more variety in achievement types, especially in the default achievements, IMO the current achievements are all rather too similar.
Ideas for completely new achievements:
- How did you get up there? (hidden achievement): Reach a height of 250 or higher
- Mountain Climber: Reach a height of 90 or higher
- Going Down: Reach a height of -100 or lower
- We Have To Go Deeper: Reach a height of -1024 or lower
- Boom!: Ignite 25 TNTs
Require damage enabled:
- Crazy Diver: Survive with no breath (=0 breath) for 1 minute (real time)
- Lava Escape: Touch the lava and survive (Player was inside lava for >1 second, but got out of it and did not die)
- Crazy Mushroom Tester: Eat a red mushroom and survive (achievement is won when player does not die for 3 seconds after eating)
- Jackass: Fall at 90 nodes/second and survive (achievement is won when player comes to a halt/is very slow and does not die 3 seconds afterwards)
- Living on the Edge: Survive for 5 minutes (real time) with 1 HP (0.5 hearts) only
- Endurance: Don't suffer any damage for 1 hour (real time)
Require PvP, Damage enabled and multiplayer:
- Killer: Kill a player
- Serial Killer: Kill 15 players
- Mass Murderer: Kill 30 players
- Rage: Kill 5 players without dying
- Killing Spree: Kill 10 players without dying
- Humiliation!: Kill a player with your hand
- Tough Combat: Kill a player who had a stronger weapon than you (compare damage groups of equipped weapon)
- Walking on the Dead: Collect 25 bones
- Short Shrift: Kill 3 players in less than 1 minute (real time)
Minor issue: Long Achievement names are not really possible, since when you get them, their name might be partly hidden by the achievement icon.
Ideas for new generic achievement types:
- Eat: Triggers when the player eats something
- Kill: Triggers when a player kills another player
- Punch: Triggers when a player punches a node
Nice mod and nice API.
I think the default achievements are kinda lame / there could be more interesting ones. I think all the death achievements should be removed because IMO they are not actually achievements but more like failures. ;-)
I also think just doing achievements with huge numbers is rather boring. Maybe I'll post a pull request with my suggested achievements later (just standard achievements like dig etc.).
It would be cool if there would be more variety in achievement types, especially in the default achievements, IMO the current achievements are all rather too similar.
Ideas for completely new achievements:
- How did you get up there? (hidden achievement): Reach a height of 250 or higher
- Mountain Climber: Reach a height of 90 or higher
- Going Down: Reach a height of -100 or lower
- We Have To Go Deeper: Reach a height of -1024 or lower
- Boom!: Ignite 25 TNTs
Require damage enabled:
- Crazy Diver: Survive with no breath (=0 breath) for 1 minute (real time)
- Lava Escape: Touch the lava and survive (Player was inside lava for >1 second, but got out of it and did not die)
- Crazy Mushroom Tester: Eat a red mushroom and survive (achievement is won when player does not die for 3 seconds after eating)
- Jackass: Fall at 90 nodes/second and survive (achievement is won when player comes to a halt/is very slow and does not die 3 seconds afterwards)
- Living on the Edge: Survive for 5 minutes (real time) with 1 HP (0.5 hearts) only
- Endurance: Don't suffer any damage for 1 hour (real time)
Require PvP, Damage enabled and multiplayer:
- Killer: Kill a player
- Serial Killer: Kill 15 players
- Mass Murderer: Kill 30 players
- Rage: Kill 5 players without dying
- Killing Spree: Kill 10 players without dying
- Humiliation!: Kill a player with your hand
- Tough Combat: Kill a player who had a stronger weapon than you (compare damage groups of equipped weapon)
- Walking on the Dead: Collect 25 bones
- Short Shrift: Kill 3 players in less than 1 minute (real time)
Minor issue: Long Achievement names are not really possible, since when you get them, their name might be partly hidden by the achievement icon.
Ideas for new generic achievement types:
- Eat: Triggers when the player eats something
- Kill: Triggers when a player kills another player
- Punch: Triggers when a player punches a node
- rubenwardy
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Re: [Mod] Achievements [2.1.2] [awards] – nicer API
Good suggestions. I agree that the current achievements are boring. They should be more situation based, rather than digging based
- rubenwardy
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Re: [Mod] Achievements [2.1.2] [awards] – nicer API
2.2.0 Released!
Progress bars!
Last edited by rubenwardy on Sat Aug 06, 2016 13:37, edited 1 time in total.
- rubenwardy
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Re: [Mod] Achievements [2.3.0] [awards] – nicer API
2.3.0 Released!
- New awards! (Wuzzy)
- craft: 200 stone bricks, 400 desert stone bricks, 100 sandstone bricks, 7 bookhelves
- dig: 1 obsidian, 1 jungle grass, 1 grass, 1 dry grass, 1 cactus, 1 dry shrub, 1 wheat, 1 ice, 1 gold ore, 45 gold ore, 1 diamond ore, 18 diamond ores, 1 diamond block, 1 mossy cobble
- Plus 1 secret award
- Removed all death awards (Wuzzy)
- Add unified inventory support (Wuzzy)
- Add sfinv inventory support
- Announce secret awards as secret awards
- Make secret awards darking in awards list
- Stop progress bars from going over 100%
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
hehe - no place for 200% jobs
really like this mod though
really like this mod though
- azekill_DIABLO
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Re: [Mod] Achievements [2.3.0] [awards] – nicer API
what?rubenwardy wrote:1 gold ore, 45 gold ore,
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
- Wuzzy
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Well, one achivement for digging the first gold ore (stone with gold), the other achievement for digging 45 gold ores in total. See it as progress. :-)
- azekill_DIABLO
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
ok! nice!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Hi I made a fork and pull request
To add an 'Award Board' (signlike block) to interact with
it show awards from placer to clicker (or puncher)
Exemple : if I place the award board, I can see my awards AND my friends can come visit me and admire my achievements !
-right click show formspec
-left click use chat
And I also added complete French translation for the award mod
On the not fun side : Gitthub fail to import the 16x16 texture I made, so I post it here (it's needed by the nodes.lua)
To add an 'Award Board' (signlike block) to interact with
it show awards from placer to clicker (or puncher)
Exemple : if I place the award board, I can see my awards AND my friends can come visit me and admire my achievements !
-right click show formspec
-left click use chat
And I also added complete French translation for the award mod
On the not fun side : Gitthub fail to import the 16x16 texture I made, so I post it here (it's needed by the nodes.lua)
- Attachments
-
- In-game Screenshot
- screenshot.png (57.32 KiB) Viewed 1627 times
-
- Trophy texture that gitthub wouldn't upload
- awards_trophy_icon.png (793 Bytes) Viewed 1627 times
- rubenwardy
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
That's a neat idea!
- Wuzzy
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Good idea, except for the chat. I recommend only implementinting the formspec on rightclick but ignoring the leftclick.To add an 'Award Board' (signlike block) to interact with
it show awards from placer to clicker (or puncher)
Exemple : if I place the award board, I can see my awards AND my friends can come visit me and admire my achievements !
-right click show formspec
-left click use chat
First, I always hate it when mods abuse the chat for non-chat or non-command purposes, this should always only be used as a last resort when everything else fails. Usually, abusing the chat can often be avoided when using formspecs or by adding HUD elements (hud_add, etc.). In this case, we already have a formspec, so there's no need to abuse the chat.
Second, your chat will automatically be spammed if you just want to dig the node because you MUST use left click it in order to dig it. This will be pretty annoying.
The board texture you used looks almost okayish. Meaning that it could be better. It looks more like an icon rather than a board IMO. But this is just my opinion, of course.
Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
As recommended by sofar I have split the translation from the rest
So there is now two branch, one named intllib with only fr translation, the other named awards_board with award block AND translation
I have also uploaded the texture file and corrected the right-click mispell and removed left-click action in nodes.lua
So there is now two branch, one named intllib with only fr translation, the other named awards_board with award block AND translation
I have also uploaded the texture file and corrected the right-click mispell and removed left-click action in nodes.lua
This texture is doing ok for me, but if you want to make something better (in 16x16) that would be great !The board texture you used looks almost okayish. Meaning that it could be better. It looks more like an icon rather than a board IMO. But this is just my opinion, of course.
Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
when i klick into an entry of the list, i get following error message!
- 2016-12-27 19:55:42: ERROR[Main]: ServerError: Lua: Runtime error from mod 'sfinv' in callback on_playerReceiveFields(): ...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:25: attempt to call field 'set' (a nil value)
2016-12-27 19:55:42: ERROR[Main]: stack traceback:
2016-12-27 19:55:42: ERROR[Main]: ...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:25: in function <...4\win64\bin\..\games\minetest_game\mods\awards/sfinv.lua:20>
2016-12-27 19:55:42: ERROR[Main]: ...ents\minetest x64\win64\bin\..\builtin\game\register.lua:412: in function <...ents\minetest x64\win64\bin\..\builtin\game\register.lua:392>
- Attachments
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- minetest 2016-12-27 19-56-21-06.jpg (66.98 KiB) Viewed 1605 times
- rubenwardy
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
thanks, works fine now!rubenwardy wrote:Fixed! https://github.com/minetest-mods/awards ... be128cbdf0
Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
i use stable version 0.4.15 of minetest.
when I dig wood, the wood counter would not be added!
maybe the acacia, pine and aspen wood from v7-mapgen will not be counted?
when I dig wood, the wood counter would not be added!
maybe the acacia, pine and aspen wood from v7-mapgen will not be counted?
Code: Select all
awards.register_achievement("award_lumberjack_firstday_acacia", {
title = S("First Day in the acacia Woods"),
description = S("Dig 6 acacia tree blocks."),
icon = "default_acacia_tree.png^awards_level1.png",
trigger = {
type = "dig",
node = "default:acacia_tree",
target = 6
}
})
-- Lumberjack acacia
awards.register_achievement("award_lumberjack_acacia", {
title = S("Lumberjack acacia"),
description = S("Dig 36 acacia tree blocks."),
icon = "default_acacia_tree.png^awards_level2.png",
trigger = {
type = "dig",
node = "default:acacia_tree",
target = 36
}
})
-- Semi-pro Lumberjack acacia
awards.register_achievement("award_lumberjack_semipro_acacia", {
title = S("Semi-pro Lumberjack acacia"),
description = S("Dig 216 acacia tree blocks."),
icon = "default_acacia_tree.png^awards_level3.png",
trigger = {
type = "dig",
node = "default:acacia_tree",
target = 216
}
})
-- Professional Lumberjack acacia
awards.register_achievement("award_lumberjack_professional_acacia", {
title = S("Professional Lumberjack acacia"),
description = S("Dig 1,296 acacia tree blocks."),
icon = "default_acacia_tree.png^awards_level4.png",
trigger = {
type = "dig",
node = "default:acacia_tree",
target = 1296
}
})
Code: Select all
awards.register_achievement("award_lumberjack_firstday_aspen", {
title = S("First Day in the aspen Woods"),
description = S("Dig 6 aspen tree blocks."),
icon = "default_aspen_tree.png^awards_level1.png",
trigger = {
type = "dig",
node = "default:aspen_tree",
target = 6
}
})
-- Lumberjack aspen
awards.register_achievement("award_lumberjack_aspen", {
title = S("Lumberjack aspen"),
description = S("Dig 36 aspen tree blocks."),
icon = "default_aspen_tree.png^awards_level2.png",
trigger = {
type = "dig",
node = "default:aspen_tree",
target = 36
}
})
-- Semi-pro Lumberjack aspen
awards.register_achievement("award_lumberjack_semipro_aspen", {
title = S("Semi-pro Lumberjack aspen"),
description = S("Dig 216 aspen tree blocks."),
icon = "default_aspen_tree.png^awards_level3.png",
trigger = {
type = "dig",
node = "default:aspen_tree",
target = 216
}
})
-- Professional Lumberjack aspen
awards.register_achievement("award_lumberjack_professional_aspen", {
title = S("Professional Lumberjack aspen"),
description = S("Dig 1,296 aspen tree blocks."),
icon = "default_aspen_tree.png^awards_level4.png",
trigger = {
type = "dig",
node = "default:aspen_tree",
target = 1296
}
})
Code: Select all
awards.register_achievement("award_lumberjack_firstday_pine", {
title = S("First Day in the pine Woods"),
description = S("Dig 6 pine tree blocks."),
icon = "default_pine_tree.png^awards_level1.png",
trigger = {
type = "dig",
node = "default:pine_tree",
target = 6
}
})
-- Lumberjack pine
awards.register_achievement("award_lumberjack_pine", {
title = S("Lumberjack pine"),
description = S("Dig 36 pine tree blocks."),
icon = "default_pine_tree.png^awards_level2.png",
trigger = {
type = "dig",
node = "default:pine_tree",
target = 36
}
})
-- Semi-pro Lumberjack pine
awards.register_achievement("award_lumberjack_semipro_pine", {
title = S("Semi-pro Lumberjack pine"),
description = S("Dig 216 pine tree blocks."),
icon = "default_pine_tree.png^awards_level3.png",
trigger = {
type = "dig",
node = "default:pine_tree",
target = 216
}
})
-- Professional Lumberjack pine
awards.register_achievement("award_lumberjack_professional_pine", {
title = S("Professional Lumberjack pine"),
description = S("Dig 1,296 pine tree blocks."),
icon = "default_pine_tree.png^awards_level4.png",
trigger = {
type = "dig",
node = "default:pine_tree",
target = 1296
}
})
- Attachments
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- minetest 2016-12-30 19-52-36-82.jpg (60.56 KiB) Viewed 1605 times
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- minetest 2016-12-30 19-51-21-21.jpg (61.44 KiB) Viewed 1605 times
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- minetest 2016-12-30 19-51-10-37.jpg (63.01 KiB) Viewed 1605 times
- Wuzzy
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
No, please don't add achievements for each tree type, this just clutters the achievements and doesn't really add something new. It would be better to add group support for achievements (e.g. instead of checking for default:tree, check for any node in the “tree” group).
Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Hi, I made 2 new PR for the french translation. One for the translated strings and the other with formspec adjustment because french strings are longer.
(I actually did that some time ago but it was messy and I made a mistake on github that caused me to re-fork re-edit, and re-PR, so that was finally a good thing)
I also made a small mod to add a node "awards board" to open the awards window when clicked.
https://github.com/xisd/awards_board
(That was originally a fork but now it is a separate mod dependent to this one)
(I actually did that some time ago but it was messy and I made a mistake on github that caused me to re-fork re-edit, and re-PR, so that was finally a good thing)
I also made a small mod to add a node "awards board" to open the awards window when clicked.
https://github.com/xisd/awards_board
(That was originally a fork but now it is a separate mod dependent to this one)
Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Lets add group:tree to the achievements!!Wuzzy wrote:No, please don't add achievements for each tree type, this just clutters the achievements and doesn't really add something new. It would be better to add group support for achievements (e.g. instead of checking for default:tree, check for any node in the “tree” group).
- texmex
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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa
Thank you for writing this mod, it adds a lot of fun to the gameplay. There's an issue with the awards mod tab in the inventory formspec.
• When tab is clicked, the whole window and tab bar moves down.
• When tab is clicked it does not get selected, inventory tab still is. So to tab back to inventory one has to again click awards tab, then the inventory tab.
My client is .4.15.
• When tab is clicked, the whole window and tab bar moves down.
• When tab is clicked it does not get selected, inventory tab still is. So to tab back to inventory one has to again click awards tab, then the inventory tab.
My client is .4.15.
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