Jump to content

[WTS] Achievements Engine - XML easy creation


Recommended Posts

Hello, i would present my new feature.

 

Achievements Engine - automatic XML engine, the only thing you have to do is to create achievements in xml file.

 


 

Current Version: 1.0

 

Example of created achievement:

 

1. Example:

 

<achievement id="1" name="Test Achievement" description="Test description of the sample achievement, you can change everything by editing xml file! Nothing more, everything is fully automatic." reward="57,10000" minLevel="80" minPvPCount="200" minPkCount="300" minClanLevel="5" mustBeHero="true"/>

 

In this case, player to complete this achievement and receive reward have to meet those conditions:

 

  • min level: 80
  • pvp count: 200
  • pk count: 300
  • clan level: 5
  • must be hero

 


 

2. Screenshots:

 

- Every player may check his achievements status, info

 

(achievement list generated automatically from achievement xml list created by admin)

 

w6xc02.jpgdo5dkw.jpg

 

Not Completed - means player doesnt meet conditions of the achievement to get reward.

Get Reward - player meet each condition of the achievement, click info to click get reward button and receive reward for achievement.

Completed - means player already received reward for completing this achievement.

 

 

- By clicking info player may check info about achievement, check if he meet conditions of this achievement etc (and if meet, may see get reward button to get reward)

 

qs0a6r.jpg2nsnseu.jpg

 

Everything is generated automatically - admin simply have to create new achievements in achievements.xml file, and thats all - everything will be done, loaded and generated by engine.

 


 

3. Currently Supported Conditions:

 

Since its first version of the engine, available conditions list is quite small (will be really big soon)

 

  • minLevel=""
  • minPvPCount=""
  • minPkCount=""
  • minClanLevel=""
  • mustBeHero=""
  • mustBeNoble=""

 

Soon will be implemented:

 

must be clan leader, weapon enchant, max hp/mp/cp ammount, has castle, has clan hall, kill raid boss, kill x players without die and much more (you can suggest more if you have ideas  ;))

 


 

3. Reward:

 

Setting reward for every achievement is really easy, example:

 

reward="57,1000"

 

Which is id,ammount - if you want add more items use ";"

 

If player meet every condition of the achievement, he will see GET REWARD button in achievement manager.

 


 

Price: pm for more info

 

If you bought it, and there will be new version - you will receive it for free (free updates)

 

If you need more info - ask here or via pm.

 

Once again i would like to remind, its fully automatically engine, the only thing you have to do is to add new achievements in achievements.xml - Thats all.

Link to comment
Share on other sites

Added new 6 common conditions,

 

  • minWeaponEnchant=""
  • minKarmaCount=""
  • minAdenaCountl=""
  • minClanMembersCount=""
  • minSubclassCount=""
  • mustBeClanLeader=""

 

tomorrow more advanced.

Link to comment
Share on other sites

bought it, its very nice and has a big potential, aswell as matim is giving a very good support on installation. waiting for updates! :P

 

p.s. my suggestions

1) Meet a certain hero count

2) Meet a certain raid points amount

3) raid killing, e.g. a kill Valakas achievement

4) getting a certain amount from an item, e.g. 200 Sprigant's fruits (gained from sprigants on PI) <- there can be an option to take the items from the player, so it'll be like 200 fruits for xx reward.

5) Survivor achievement, gain a certain amount of exp without dying (counter will reset if char died.)

6) a HasCastle achievement

7) treasure hunter achievement - open XX amount of chests

8 ) MustBeMarried achievement

9) reach xx online time achievement

 

Well thats all my suggestions. :)

Link to comment
Share on other sites

another important thing that should be added to this engine is checking if a weapon/clan has already been used to get an achievement

 

For example:

if i have achievement to get weapon +xx, then the one who got it can just move the weapon from char to char and claim rewards over and over, ofc i can add some more requirements like must be noble / lvl 80 etc but thats just a workaround and will not get what i intend to do

 

Same for clans, if some1 used the clan to gain the clan achievement (for example minclanLevel 8 achievement) then the same clan cannot be used again, else leader will just pass it from each other to claim the reward.

 

hope you'll take it into consideration

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.



  • Posts

    • Trustworthy person; hope you find what you're looking for!
    • Customs being added to systextures/animation/texture influences the increase in virtual ram by a very small amount, which means you won't have a headache in the future with critical error issues, unless it's a dubious custom, there are 2 custom weapon packs available for H5 that are "compromised", they didn't make a very good adaptation, one of the packages is the weapons from the goddess of destruction for H5, another is the hero weapons from the goddess of destruction for H5, avoid these customs for your H5 server if you see it on any forum.   Now coming back to your question; one thing that the NCSoft developers never did was add files to their system, probably because they were aware of what could happen when doing that, now think about one thing: the game's system retail itself is no more than 70MB, every time there was an update made by NCSoft they always added the equipment/items/cloaks etc. in their folders intended for that, so why do we do this? I still have my client containing a system with almost 1GB, 1-2h online is the time I can stay online before the ram memory limit, but I have already redone my entire client with customs being destined for textures/systexture/animations, almost all the customs that I had on that client containing a 1GB system I have on my current server, with the difference that I removed everything from the system and critical error is now nothing more than legends, my current server has a total of 220MB in the system folder And theoretically speaking, based on what I've seen, especially on many forums, I believe that the heavier the system folder is, the faster we accelerate the consumption of the client's virtual ram memory, causing countless different types of critical error in one short period of time, in many forums that I've seen on topics involving critical, the solution that stands out the most is about downloading a new clean "system"
    • Do you think that everything on the system is loaded regardless if you use it or not ? or even worst, are they loaded even if they exist as textures/meshes but not defined on the DAT files ?
    • DISCORD : utchiha_market telegram : https://t.me/utchiha_market SELLIX STORE : https://utchihamkt.mysellix.io/ Join our server for more products : https://discord.gg/hoodservices https://campsite.bio/utchihaamkt
    • Yes, it is, it's not hard to do (if you know what you're doing); just time consuming.   To make some things clear: 1. You can not create .ukx files with animated skeletalmeshes inside, by using any of the freeshared L2Editors (basically, no support for .psa files) 2. You need a patched UT2003/UT2004. You can either get your own ut2004 and download Gildor's patch from his web, or use any of these: When you use these, you should be able to import both .psk and .psa animations > link the skeletalmesh to the psa > save as .ukx > use ut2down to convert the file to l2 format > encrypt the .ukx with standard l2 encryption (you can use mxc encdec, you can find it in the folder of the l2editor i shared). Your best bet is to use pawnviewer (aka dev mode) to test that. If you have troubles with that process then leave a reply here, otherwise, if it works correctly, you can move on to adding missing animnotify classes to you unrealed, then proper animnotifies, sounds, effects or w/e is missing from your .ukx files. Keep in mind that this is overall not difficult but a huge amount of work (unless you're good at scripting/macros) since you'd need to manually re-create every single animnotify, by hand. If you have doubts or i wasn't clear enough let me know here. (in case you don't know what an animnotify is: UDN - Two - AnimNotifies (unrealengine.com) )  
  • Topics

×
×
  • Create New...