This component is used to listen to any miscellaneous achievement triggers that the game might use. This uses Spawned Items instead of categories to complete the achievement.įor more information on how to use the Collect Items Component, head to Collect Items Component#When and How to use. This component is used to make the player collect a certain number of a specific item. These items must have the categories that is listed in the component in order to count towards completion.įor more information on how to use the Any Of Category Component, head to Any Of Category Component#When and How to use. It is used to make the player collect a certain number of items. This component is the main component in achievements. The majority of achievements will have at least one of the following components Be sure to look at #Useful components to see what other types of achievements you can make.įor Achievements, their components mainly specify ways of completing the achievement. Once you have content built, you can see this achievement in the inventory menu. With that you have created an achievement. Note that Tiles and Clothing cannot be just a "code" and "quantity". There is one difference, which is that in this case it can take a value "quantity" in order to specify how many items to spawn. This list of items actually follows Items#How to Spawn an Item, but in most cases you can use an item's code. This additional property adds a list of items that will be given to the player upon completion. If you want to have a reward you can add the following to the file The final property is "quantity" which lists out how many items of this type is needed before the achievement is completed. If you want all categories to be on the item then use "andCategories" instead. If the item has at least one of the categories listed then it will be counted. "orCategories" is used when looking at the items. (Do you need to "collectItems" or "orderItems".) See the full list here. The first is "type", which specifies what type of action must be done in order to count. (See #Useful Components) In this case we only use 3 properties of "anyOfCategory". In this case, the component that is most used is the Any Of Category Component, but others can be used. In the case of achievements, these extra components are used to specify how to unlock the achievement. To get around this additional properties, known as Components, are added to the file. Achievements are actually quite dumb by themselves. The final property needs a little bit more explanation. This property specifies the exact location of the achievement in the achievement menu. Use the specific achievement's code here. This specifies what achievement needs to be completed before this achievement can be completed. Act like this is kinda like Tile#"voxels". The second property "icon" is the path to a model file that the game will use as the icon for the game. The recommendation for this property is to make it the filepath to your file but replace "\" with ".", as the file path is always guaranteed to be unique. This is basically a unique name that the game can always rely on to find this achievement. The first property, "code", is known as the identifier of this achievement. Each of these properties are for a separate feature of the achievements. These value allow you to change how this achievement will react. "requirement" : "",įeel free to edit these values however you want. "icon" : "staxel/gatherables/catchables/Bee.qb", achievement, and place the following into it. Once this is done, create a file with an ending of. While not as necessary for achievements, make sure to follow #Setting up for Mod Creation first. Staxel allows you to easily add your own achievements into staxel without needing to touch any of Staxel's files.
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