rubenwardy wrote:4aiman wrote:Neat :)
Any chance prerequisites would be shown?
A progress bar will be added in the next version, but the description should explain what to do.
rubenwardy wrote: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...
When I made this mod, there were no such things as HUD elements. But I will add them soon.
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".
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
}
})
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)
awards.give_achievement(name, award)
trigger = {
type = "place",
node = "default:torch",
target = 100
}
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!
awards.watch_node( group or itemname )
Pitriss wrote:Maybe you can add archivements based on time online?
Thedarksoldier wrote:fix this its not working
Thedarksoldier wrote:fix this its not working
Thedarksoldier wrote:fix this its not working
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