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Mega Mewthree's Achievements System

Do you know how to set up an achievement like 100 steps because i dont understand it

I haven't studied the script yet, I'm hoping they'll support the question I asked above. I really enjoyed the little missions. It would be nice if I could activate them one at a time, but unfortunately it seems that they try to recognize everything at once.
In the script there are examples of missions. The first, if I'm not mistaken, is the one that counts steps. Look for the command that identifies the number of steps and change to the desired one.

I use translator, sorry
 
What is your question?
I thought I had solved your bugs with my script + fix.


Yes, it worked on v18!
But I would like to know if I can activate each mission at a time ...
When the character opens the menu he sees all the available missions, how do I hide and release the others through scripts or switches?
Another cool thing for this script, I would like to do a mission that is summarized in the following:
Defeat 5 Geodudes
or
capture 5 magikarps.
Would you be able to do something like that?
 
Yes, it worked on v18!
But I would like to know if I can activate each mission at a time ...
When the character opens the menu he sees all the available missions, how do I hide and release the others through scripts or switches?
Another cool thing for this script, I would like to do a mission that is summarized in the following:
Defeat 5 Geodudes
or
capture 5 magikarps.
Would you be able to do something like that?

Mine worked also but I also want to see because all Achievements come at same time
 
Yes, it worked on v18!
But I would like to know if I can activate each mission at a time ...
When the character opens the menu he sees all the available missions, how do I hide and release the others through scripts or switches?
Another cool thing for this script, I would like to do a mission that is summarized in the following:
Defeat 5 Geodudes
or
capture 5 magikarps.
Would you be able to do something like that?

Up
 
You know, V18.1 is not a complete rewriting of v17 that changes everything...
You can put this script in your game, make experiments and solve the few bugs that you'll find. They should be easy to solve, the way the script is written.

I looked at the code, and I think that the only functions that will create bugs are the following:
Spoiler:


Of course I didn't test any of this, but these changes are the most obvious.


I would like the menu to be accessible from the pause menu. How do i do it?
 
I would like the menu to be accessible from the pause menu. How do i do it?

If you use Modular Pause Menu
This is code
Spoiler:

For Normal Menu
Spoiler:
 
Last edited:
When I open the achievements section from the modular menu the game crashed, how can I solve it?
 
Does it show an error message
[Pokémon Essentials version 17.2]
Exception: NameError
Message: uninitialized constant PokemonAchievementsScene
ModularPause:158
ModularPause:157:in `call'
[MODMN] Modular Menu:48:in `runAction'
[MODMN] Modular Menu:319:in `pbStartPokemonMenu'
[MODMN] Modular Menu:303:in `loop'
[MODMN] Modular Menu:322:in `pbStartPokemonMenu'
Scene_Map:127:in `call_menu'
Scene_Map:213:in `update'
Scene_Map:234:in `main'
Scene_Map:231:in `loop'
 
Another thing, by any chance, do you know how to adapt the modular pause to make it circular?
 
[Pokémon Essentials version 17.2]
Exception: NameError
Message: uninitialized constant PokemonAchievementsScene
ModularPause:158
ModularPause:157:in `call'
[MODMN] Modular Menu:48:in `runAction'
[MODMN] Modular Menu:319:in `pbStartPokemonMenu'
[MODMN] Modular Menu:303:in `loop'
[MODMN] Modular Menu:322:in `pbStartPokemonMenu'
Scene_Map:127:in `call_menu'
Scene_Map:213:in `update'
Scene_Map:234:in `main'
Scene_Map:231:in `loop'

Read this post.

Another thing, by any chance, do you know how to adapt the modular pause to make it circular?
Ask the creator of the modular pause...
 
Does anyone know how to add a achievement that concerns the capture of a pokemon with a particular type? For example, 'Catch 10 pokemon grass'?
 
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