[Mod] Achievements [3.2.0] [awards] – group support

Methacrylon
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Re: [Mod] Achievements [3.1.0] [awards] – Rewritten, Sorting

by Methacrylon » Sun Jun 03, 2018 12:08

Yes, I can do that. Just let me know how I can do a PR (I never did it before x) )
 

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rubenwardy
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Re: [Mod] Achievements [3.1.0] [awards] – Rewritten, Sorting

by rubenwardy » Wed Jun 13, 2018 23:25

3.2.0 released!



New Features

Added support for groups in triggers
Added award difficulty multipler - used to make Dig 1x Nyancat below Dig 10 dirt in awards list

Bug Fixes

Fixed convert_data crash when craft data is missing (heavygale)

Misc

Rewrote documentation
 

EdShouldBeInBed
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by EdShouldBeInBed » Mon Jul 30, 2018 19:05

Rubenwardy, would there be a way to tie an achievement to giving players an item? IE, they place ten Quarries, they get a technic world anchor (random idea, not intended use case). I know there was a quest mod in development, but I'm not sure if it's still active.
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rubenwardy
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by rubenwardy » Mon Jul 30, 2018 22:58

Yes, awards can have prizes - items the player is given when they unlock the award
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by BuckarooBanzay » Thu Aug 02, 2018 08:18

EdShouldBeInBed wrote:Rubenwardy, would there be a way to tie an achievement to giving players an item? IE, they place ten Quarries, they get a technic world anchor (random idea, not intended use case). I know there was a quest mod in development, but I'm not sure if it's still active.


You mean: https://forum.minetest.net/viewtopic.php?f=11&t=20125?
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by davidthecreator » Thu Aug 02, 2018 13:20

christoferlevich wrote:
rubenwardy wrote:See prizes, it allows you to give items


So I see it - I've looked and test it - but I am failing to properly activate prizes :(


Did you try something like:


awards.register_award("awards_awdname", {
title = S("title"),
prizes = {
"mod:item 1",
},

description = S("do something."),
icon = "mod_texture.png^awards_level1.png",
background = "awards_bg_mining.png",
difficulty = 69,
trigger = {
type = "dig",
node = "mod:some_block",
target = 1337
}
})


worked for me...
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by rubenwardy » Thu Aug 02, 2018 13:28

Linuxdirk wrote:Is there an on_use counter? A player needs to use a defined tool X times to get the achievement.


Not yet, but that could be added. It's very easy to add new trigger types, less than 10 lines in most cases :)

This may be an exception, however. It might be worth combing this and the eat trigger instead, and add support for multiple totals, in order to save space / reduce redundancy. So to check for food eating, you'd use the `use` trigger type with the `food` total or alike. Or simpler just uses of `group:food` instead of multiple totals, and automatically add that group to foods, idk

Edit: it's potentially difficult to find out if a particular item has an on_use which does an eat, so not so sure about this.
 

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Re: [Mod] Achievements [2.3] [awards] – UI support, more awa

by poikilos » Tue Sep 11, 2018 22:39

xisd wrote: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 have preserved this at https://gitlab.com/poikilos/awards_board since xisd is no longer on GitHub. I also pm'd him so I'll post again if he provides a new link.
 

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Linuxdirk
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by Linuxdirk » Thu Sep 13, 2018 09:47

rubenwardy wrote:Edit: it's potentially difficult to find out if a particular item has an on_use which does an eat, so not so sure about this.

So better create a counter for that and increment it in the tool's on_use code?
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by Chiantos » Tue Sep 25, 2018 19:13

Hello, Achievement for protect area is possible ? For help force players protects builds ?

Protect area : 0/1 , else Player protect à area with protect node or area mod, complete achievement : 1/1.

I think use achievement for force Player Protect, this good for player'build And help staff servers.

Good Day ?
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rubenwardy
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by rubenwardy » Tue Sep 25, 2018 21:23

Yes, you could register a trigger to do this. I don't think it should be included with awards though
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by Wuzzy » Thu Sep 27, 2018 11:18

You could request the makers of protection mods to add such achievements in their mod by optionally depending on the Achievements mod.

The Achievements mod is extensible, after all. I have added some achievements for some of my own mods as well (e.g. Orienteering, Easy Vending Machines, …).
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by Lone_Wolf » Fri Jan 18, 2019 00:08

Could you add support for taking items in a recipe from a custom inventory list? Or is this already a feature and I missed it?
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by rubenwardy » Fri Jan 18, 2019 00:55

Lone_Wolf wrote:Could you add support for taking items in a recipe from a custom inventory list? Or is this already a feature and I missed it?


It's possible to register your own trigger types

Code: Select all
awards.register_trigger("custom_take", {
   type = "counted_key",
   progress = "@1/@2 taken",
   auto_description = { "Take: @2", "Take: @1×@2" },
   auto_description_total = { "Take @1 items.", "Take @1 items." },
   get_key = function(self, def)
      return minetest.registered_aliases[def.trigger.item] or def.trigger.item
   end,
   key_is_item = true,
})

minetest.register_on_something_inventory(function(pos, player, stack)
   awards.notify_custom_take(player, stack:get_name(), stack:get_count())
end)
 

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Lone_Wolf
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Re: [Mod] Achievements [3.2.0] [awards] – group support

by Lone_Wolf » Fri Jan 18, 2019 02:04

rubenwardy wrote:
Lone_Wolf wrote:Could you add support for taking items in a recipe from a custom inventory list? Or is this already a feature and I missed it?


It's possible to register your own trigger types

Code: Select all
awards.register_trigger("custom_take", {
   type = "counted_key",
   progress = "@1/@2 taken",
   auto_description = { "Take: @2", "Take: @1×@2" },
   auto_description_total = { "Take @1 items.", "Take @1 items." },
   get_key = function(self, def)
      return minetest.registered_aliases[def.trigger.item] or def.trigger.item
   end,
   key_is_item = true,
})

minetest.register_on_something_inventory(function(pos, player, stack)
   awards.notify_custom_take(player, stack:get_name(), stack:get_count())
end)

Whoops. I seem to have posted in the wrong topic. I've been using both this mod and your crafting one in a game I'm working on. Must have confused the names somehow.
I'll move my question to the correct topic. Sorry for wasting your time
 

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Re: [Mod] Achievements [3.2.0] [awards] – group support

by makayabou » Mon Feb 04, 2019 21:14

Hello,
first thing, thanks for all your work on minetest, it's a great pedagogical tool that we use in workshops with children.
Is it possible to selectively enable|disable specific awards for a player?
If not, would you give me a hint to try to patch it?
Thank you !
 

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