Divergent/mods/Redone Collection/gamedata/scripts/game_achievements.script

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--------------------------------
----- Written by Darryl123 -----
--------------------------------
-------------------------
----- Miscellaneous -----
-------------------------
-- Check if achievements can be unlocked.
function can_unlock()
return (db.actor and db.actor.afterFirstUpdate)
end
-- Counts how many achievements exist.
local achievements_count = nil
function get_achievements_count()
-- Check if a count has already been made.
if (achievements_count) then
return achievements_count
end
-- Scan the achievements section for achievements.
achievements_count = 0
local line_count = ini_sys:line_count("achievements") or 0
for i = 0, line_count - 1 do
-- Check whether the achievement requires story mode.
local junk1, section, junk2 = ini_sys:r_line("achievements", i, "", "")
local ignore = ini_sys:r_bool_ex(section, "ignore", false)
local story = ini_sys:r_bool_ex(section, "story", false)
local ironman = ini_sys:r_bool_ex(section, "ironman", false)
local warfare = ini_sys:r_bool_ex(section, "warfare", false)
local is_story = (story and not has_alife_info("story_mode_disabled"))
local is_ironman = (ironman and IsHardcoreMode())
local is_warfare = (warfare and _G.WARFARE)
if (not (story or ironman or warfare)) -- if achievement has no restricted mode
or (is_story and not ironman) -- if achievement for story mode only
or (is_story and is_ironman)
or (is_warfare)
then
if (not ignore) then
achievements_count = achievements_count + 1
end
end
end
return achievements_count
end
-- Counts how many achievements are locked.
function get_achievements_locked_count()
return get_achievements_count() - get_achievements_unlocked_count()
end
-- Counts how many achievements are unlocked.
function get_achievements_unlocked_count()
return game_statistics.get_actor_achievements_count()
end
-- Checks whether an achievement is unlocked.
function has_achievement(achievement)
return game_statistics.has_actor_achievement(achievement)
end
--------------------
----- Functors -----
--------------------
-- Bookworm Food
function bookworm_food_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("bookworm_food")) then
return true
end
-- Unlock the achievement.
if (bookworm_food_requirements()) then
bookworm_food_rewards()
return true
end
end
-- Completionist.
function completionist_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("completionist")) then
return true
end
-- Unlock the achievement.
if (completionist_requirements()) then
completionist_rewards()
return true
end
end
-- Down to Earth.
function down_to_earth_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("down_to_earth")) then
return true
end
-- Unlock the achievement.
if (down_to_earth_requirements()) then
down_to_earth_rewards()
return true
end
end
-- Duga Free.
function duga_free_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("duga_free")) then
return true
end
-- Unlock the achievement.
if (duga_free_requirements()) then
duga_free_rewards()
return true
end
end
-- Geologist.
function geologist_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("geologist")) then
return true
end
-- Unlock the achievement.
if (geologist_requirements()) then
geologist_rewards()
return true
end
end
-- Heavy Pockets.
function heavy_pockets_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("heavy_pockets")) then
return true
end
-- Unlock the achievement.
if (heavy_pockets_requirements()) then
heavy_pockets_rewards()
return true
end
end
-- Infopreneur.
function infopreneur_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("infopreneur")) then
return true
end
-- Unlock the achievement.
if (infopreneur_requirements()) then
infopreneur_rewards()
return true
end
end
-- Mechanized Warfare.
function mechanized_warfare_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("mechanized_warfare")) then
return true
end
-- Unlock the achievement.
if (mechanized_warfare_requirements()) then
mechanized_warfare_rewards()
return true
end
end
-- Patriarch.
function patriarch_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("patriarch")) then
return true
end
-- Unlock the achievement.
if (patriarch_requirements()) then
patriarch_rewards()
return true
end
end
-- Radiotherapy.
function radiotherapy_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("radiotherapy")) then
return true
end
-- Unlock the achievement.
if (radiotherapy_requirements()) then
radiotherapy_rewards()
return true
end
end
-- Rag and Bone.
function rag_and_bone_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("rag_and_bone")) then
return true
end
-- Unlock the achievement.
if (rag_and_bone_requirements()) then
rag_and_bone_rewards()
return true
end
end
-- Silver or Lead.
function silver_or_lead_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("silver_or_lead")) then
return true
end
-- Unlock the achievement.
if (silver_or_lead_requirements()) then
silver_or_lead_rewards()
return true
end
end
-- Tourist.
function tourist_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("tourist")) then
return true
end
-- Unlock the achievement.
if (has_alife_info("tourist_achievement_delay")) then
tourist_rewards()
return true
end
-- An infoportion delays the achievement.
-- Without this it often unlocks during level transition.
if (tourist_requirements()) then
db.actor:give_info_portion("tourist_achievement_delay")
return false
end
end
-- Well Dressed.
function well_dressed_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("well_dressed")) then
return true
end
-- Unlock the achievement.
if (well_dressed_requirements()) then
well_dressed_rewards()
return true
end
end
-- Wishful Thinking.
function wishful_thinking_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("wishful_thinking")) then
return true
end
-- Unlock the achievement.
if (wishful_thinking_requirements()) then
wishful_thinking_rewards()
return true
end
end
-- Infantile Pleasure.
function infantile_pleasure_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("infantile_pleasure")) then
return true
end
-- Unlock the achievement.
if (infantile_pleasure_requirements()) then
infantile_pleasure_rewards()
return true
end
end
-- Recycler.
function recycler_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("recycler")) then
return true
end
-- Unlock the achievement.
if (recycler_requirements()) then
recycler_rewards()
return true
end
end
-- Artificer Eagerness.
function artificer_eagerness_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("artificer_eagerness")) then
return true
end
-- Unlock the achievement.
if (artificer_eagerness_requirements()) then
artificer_eagerness_rewards()
return true
end
end
-- Unforeseen Guest.
function unforeseen_guest_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("unforeseen_guest")) then
return true
end
-- Unlock the achievement.
if (unforeseen_guest_requirements()) then
unforeseen_guest_rewards()
return true
end
end
-- Absolver.
function absolver_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("absolver")) then
return true
end
-- Unlock the achievement.
if (absolver_requirements()) then
absolver_rewards()
return true
end
end
-- Collaborator.
function collaborator_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("collaborator")) then
return true
end
-- Unlock the achievement.
if (collaborator_requirements()) then
collaborator_rewards()
return true
end
end
-- Iron Curtain.
function iron_curtain_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("iron_curtain")) then
return true
end
-- Unlock the achievement.
if (iron_curtain_requirements()) then
iron_curtain_rewards()
return true
end
end
-- Murky Spirit.
function murky_spirit_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("murky_spirit")) then
return true
end
-- Unlock the achievement.
if (murky_spirit_requirements()) then
murky_spirit_rewards()
return true
end
end
-- Invictus.
function invictus_functor()
-- Check if it can be unlocked.
if (not can_unlock()) then
return false
end
-- Check if it is already unlocked.
if (has_achievement("invictus")) then
return true
end
-- Unlock the achievement.
if (invictus_requirements()) then
invictus_rewards()
return true
end
end
------------------------
----- Requirements -----
------------------------
-- Bookworm Food
-- Requires all encyclopedia articles be unlocked.
function bookworm_food_requirements()
return (
(ui_pda_encyclopedia_tab.get_articles_locked_count() == 0)
)
end
-- Completionist.
-- Requires all available achievements to be unlocked.
function completionist_requirements()
return (
(get_achievements_locked_count() <= 1)
)
end
-- Down to Earth.
-- Requires 3 helicopters killed, or just one with an RPG-7.
function down_to_earth_requirements()
return (
(game_statistics.get_statistic_count("helicopters_downed") >= 3)
or (game_statistics.get_statistic_count("helicopters_downed2") >= 1)
)
end
-- Duga Free.
-- Requires story mode, and that the Miracle Machine and Brain Scorcher are disabled.
function duga_free_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("yan_labx16_switcher_primary_off"))
and (has_alife_info("bar_deactivate_radar_done"))
)
end
-- Geologist.
-- Requires 50 artefacts be detected by the player.
function geologist_requirements()
return (
(game_statistics.get_statistic_count("artefacts_detected") >= 50)
)
end
-- Heavy Pockets.
-- Requires player to possess 1,000,000 RU.
function heavy_pockets_requirements()
return (
(db.actor:money() >= 1000000)
)
end
-- Infopreneur.
-- Requires player to deliver 50 PDAs.
function infopreneur_requirements()
return (
(game_statistics.get_statistic_count("pdas_delivered") >= 50)
)
end
-- Mechanized Warfare.
-- Requires a mechanic to own all tools.
function mechanized_warfare_requirements()
return (
(has_alife_info("agr_smart_terrain_1_6_army_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("army_south_mechan_mlr_upgrade_tier_3"))
or (has_alife_info("bar_visitors_stalker_mechanic_upgrade_tier_3"))
or (has_alife_info("cit_killers_merc_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("dasc_tech_mlr_upgrade_tier_3"))
or (has_alife_info("val_smart_terrain_7_3_bandit_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("esc_smart_terrain_5_7_loner_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("jup_b217_stalker_tech_upgrade_tier_3"))
or (has_alife_info("jup_cont_mech_bandit_upgrade_tier_3"))
or (has_alife_info("mar_base_stalker_tech_upgrade_tier_3"))
or (has_alife_info("mil_smart_terrain_7_7_freedom_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("mechanic_monolith_jup_depo_upgrade_tier_3"))
or (has_alife_info("mechanic_monolith_kbo_upgrade_tier_3"))
or (has_alife_info("pri_monolith_monolith_mechanic_stalker_upgrade_tier_3"))
or (has_alife_info("merc_pri_a18_mech_mlr_upgrade_tier_3"))
or (has_alife_info("trucks_cemetery_bandit_mechanic_upgrade_tier_3"))
or (has_alife_info("yan_ecolog_kruglov_upgrade_tier_3"))
or (has_alife_info("zat_a2_stalker_mechanic_upgrade_tier_3"))
or (has_alife_info("zat_stancia_mech_merc_upgrade_tier_3"))
or (has_alife_info("mechanic_army_yan_mlr_upgrade_tier_3"))
or (has_alife_info("jup_depo_isg_tech_upgrade_tier_3"))
or (has_alife_info("sim_default_army_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_bandit_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_csky_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_dolg_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_ecolog_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_freedom_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_killer_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_monolith_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_stalker_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_renegade_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_greh_mechanic_upgrade_tier_3"))
or (has_alife_info("sim_default_isg_mechanic_upgrade_tier_3"))
)
end
-- Patriarch.
-- Requires rank of 'Legend' be reached.
function patriarch_requirements()
return (
(db.actor:character_rank() >= 50000)
)
end
-- Radiotherapy.
-- Requires 25 emissions and 25 psi-storms to be survived.
function radiotherapy_requirements()
return (
(game_statistics.get_statistic_count("emissions") >= 25)
and (game_statistics.get_statistic_count("psi_storms") >= 25)
)
end
-- Rag and Bone.
-- Requires 100 stashes be found and looted.
function rag_and_bone_requirements()
return (
(game_statistics.get_statistic_count("stashes_found") >= 100)
)
end
-- Silver or Lead.
-- Requires player to kill 500 stalkers or have 50 surrender to you.
function silver_or_lead_requirements()
return (
(game_statistics.get_statistic_count("killed_stalkers") >= 500)
or (game_statistics.get_statistic_count("enemies_surrendered") >= 50)
)
end
-- Tourist.
-- Requires player to visit all levels.
function tourist_requirements()
return (
(game_statistics.has_actor_visitied_all_levels())
)
end
-- Well Dressed.
-- Requires player to kill 500 mutants or field dress 250 mutant parts.
function well_dressed_requirements()
return (
(game_statistics.get_statistic_count("killed_monsters") >= 500)
or (game_statistics.get_statistic_count("field_dressings") >= 250)
)
end
-- Wishful Thinking.
-- Requires story mode, and for the player to finish Living Legend questlines.
function wishful_thinking_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("living_legend_done"))
)
end
-- Infantile Pleasure
-- Requires player to smash 200 boxes
function infantile_pleasure_requirements()
return ((game_statistics.get_statistic_count("boxes_smashed") >= 200))
end
-- Recycler
-- Requires player to disassemble 200 items
function recycler_requirements()
return ((game_statistics.get_statistic_count("items_disassembled") >= 200))
end
-- Artificer Eagerness
-- Requires player to craft 50 items
function artificer_eagerness_requirements()
return ((game_statistics.get_statistic_count("items_crafted") >= 50))
end
-- Unforeseen Guest
-- Requires player to stay disguised for 5 hours under stalkers watch
function unforeseen_guest_requirements()
return ((game_statistics.get_statistic_count("minutes_disguised") >= 5*60))
end
-- Absolver.
-- Requires story mode, and for the player to finish Mortal Sin questlines.
function absolver_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("mortal_sin_zone_hero"))
)
end
-- Collaborator.
-- Requires story mode, and for the player to finish Operation Afterglow questlines.
function collaborator_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("operation_afterglow_complete"))
)
end
-- Iron Curtain.
-- Requires Warfare mode, and for the player's faction to take over the levels.
function iron_curtain_requirements()
return (
IsWarfare() and (has_alife_info("warfare_actor_faction_domination"))
)
end
-- Murky Spirit.
-- Requires story mode, and for the player to finish Lost to the Zone questlines.
function murky_spirit_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("operation_afterglow_complete"))
and IsHardcoreMode()
and not (has_alife_info("ironman_flag_off"))
)
end
-- Invictus.
-- Requires story mode, and for the player to finish Living Legend questlines.
function invictus_requirements()
return (
not (has_alife_info("story_mode_disabled"))
and (has_alife_info("operation_afterglow_complete"))
and IsHardcoreMode()
and not (has_alife_info("ironman_flag_off"))
and not (has_alife_info("ironman_flag_died"))
and (game_difficulties.get_game_factor("type") == 3)
and (game_difficulties.get_eco_factor("type") == 3)
and not (has_alife_info("diff_gameplay_flag_change"))
and not (has_alife_info("diff_economy_flag_change"))
and not (has_alife_info("debug_mode_flag_on"))
)
end
-------------------
----- Rewards -----
-------------------
-- Bookworm Food.
-- Future memory sticks become rare PDAs.
function bookworm_food_rewards()
SendScriptCallback("actor_on_achievement_earned","bookworm_food","st_achievement_15_unlock")
end
-- Completionist.
function completionist_rewards()
SendScriptCallback("actor_on_achievement_earned","completionist","st_achievement_10_unlock")
end
-- Down to Earth.
-- Weaker helicopters are respawned.
function down_to_earth_rewards()
SendScriptCallback("actor_on_achievement_earned","down_to_earth","st_achievement_12_unlock")
end
-- Duga Free.
-- Yantar & Radar psi-fields disabled.
function duga_free_rewards()
SendScriptCallback("actor_on_achievement_earned","duga_free","st_achievement_4_unlock")
end
-- Geologist.
-- Increased spawn chance of artefacts.
function geologist_rewards()
SendScriptCallback("actor_on_achievement_earned","geologist","st_achievement_13_unlock")
end
-- Heavy Pockets.
-- Traders sell cheaper and rarer goods.
function heavy_pockets_rewards()
SendScriptCallback("actor_on_achievement_earned","heavy_pockets","st_achievement_1_unlock")
end
-- Infopreneur.
-- Money received for delivering PDAs increased.
function infopreneur_rewards()
SendScriptCallback("actor_on_achievement_earned","infopreneur","st_achievement_3_unlock")
end
-- Mechanized Warfare.
-- A mechanic can now fully upgrade equipment.
function mechanized_warfare_rewards()
SendScriptCallback("actor_on_achievement_earned","mechanized_warfare","st_achievement_7_unlock")
end
-- Patriarch.
-- Larger sized squads can be recruited.
function patriarch_rewards()
SendScriptCallback("actor_on_achievement_earned","patriarch","st_achievement_14_unlock")
end
-- Radiotherapy.
-- 25% chance of surviving emissions and psi-vortices.
function radiotherapy_rewards()
SendScriptCallback("actor_on_achievement_earned","radiotherapy","st_achievement_2_unlock")
end
-- Rag and Bone.
-- Random chance of better loot in task reward stashes.
function rag_and_bone_rewards()
SendScriptCallback("actor_on_achievement_earned","rag_and_bone","st_achievement_9_unlock")
end
-- Silver or Lead.
-- 33% chance of a second stash from surrendering stalkers.
function silver_or_lead_rewards()
SendScriptCallback("actor_on_achievement_earned","silver_or_lead","st_achievement_6_unlock")
end
-- Tourist.
-- 3 "Tourist's stashes" are revealed.
function tourist_rewards()
for i=1,3 do
treasure_manager.create_random_stash(nil, "Curious stash", nil)
end
db.actor:disable_info_portion("tourist_achievement_delay")
SendScriptCallback("actor_on_achievement_earned","tourist","st_achievement_8_unlock")
end
-- Well Dressed.
-- 20% chance of extra parts when field dressing mutants.
function well_dressed_rewards()
SendScriptCallback("actor_on_achievement_earned","well_dressed","st_achievement_5_unlock")
end
-- Wishful Thinking.
-- Unlock "Renegades" faction
function wishful_thinking_rewards()
axr_main.config:w_value("unlocked_factions","renegade",true)
axr_main.config:save()
SendScriptCallback("actor_on_achievement_earned","wishful_thinking","st_achievement_11_unlock")
end
-- Infantile Pleasure.
-- 25% chance of extra items found in boxes.
function infantile_pleasure_rewards()
SendScriptCallback("actor_on_achievement_earned","infantile_pleasure","st_achievement_16_unlock")
end
-- Recycler.
-- 33% chance of extra part obtained from disassembling.
function recycler_rewards()
SendScriptCallback("actor_on_achievement_earned","recycler","st_achievement_17_unlock")
end
-- Artificer Eagerness.
-- 1 less part used for crafting.
function artificer_eagerness_rewards()
SendScriptCallback("actor_on_achievement_earned","artificer_eagerness","st_achievement_18_unlock")
end
-- Unforeseen Guest.
-- less suspicious spikes upon sudden actions.
function unforeseen_guest_rewards()
SendScriptCallback("actor_on_achievement_earned","unforeseen_guest","st_achievement_19_unlock")
end
-- Absolver.
-- Unlock "Sin" faction
function absolver_rewards()
axr_main.config:w_value("unlocked_factions","greh",true)
axr_main.config:save()
SendScriptCallback("actor_on_achievement_earned","absolver","st_achievement_20_unlock")
end
-- Collaborator.
-- Unlock "ISG" faction
function collaborator_rewards()
axr_main.config:w_value("unlocked_factions","isg",true)
axr_main.config:save()
SendScriptCallback("actor_on_achievement_earned","collaborator","st_achievement_21_unlock")
end
-- Iron Curtain.
-- Reward 40,000 RU
function iron_curtain_rewards()
db.actor:give_money(40000)
SendScriptCallback("actor_on_achievement_earned","iron_curtain","st_achievement_22_unlock")
end
-- Murky Spirit.
function murky_spirit_rewards()
SendScriptCallback("actor_on_achievement_earned","murky_spirit","st_achievement_23_unlock")
end
-- Invictus.
function invictus_rewards()
SendScriptCallback("actor_on_achievement_earned","invictus","st_achievement_24_unlock")
end