GameVar("gv_Achievements", {}) function ResetAchievements() gv_Achievements = {} AccountStorage.achievements.progress = {} AccountStorage.achievements.target = {} AccountStorage.achievements.unlocked = {} AccountStorage.achievements.state = {} SaveAccountStorage() end function ResetAchievement(id) gv_Achievements[id] = nil AccountStorage.achievements.progress[id] = nil AccountStorage.achievements.target[id] = nil AccountStorage.achievements.unlocked[id] = nil if AccountStorage.achievements.state then AccountStorage.achievements.state[id] = nil end SaveAccountStorage() end function GetAccountCurrentGameAchievementState(achievement) local state = AccountStorage.achievements.state if state then state = state[achievement] if state then return state[Game.id] end end end function SetAccountCurrentGameAchievementState(achievement, state) AccountStorage.achievements.state = AccountStorage.achievements.state or {} AccountStorage.achievements.state[achievement] = AccountStorage.achievements.state[achievement] or {} AccountStorage.achievements.state[achievement][Game.id] = state SaveAccountStorage(5000) end -- Debug - remove for release function OnMsg.AchievementUnlocked(achievement) local preset = AchievementPresets[achievement] local text = "Achievement Unlocked: " if preset.display_name then text = text .. "" .. _InternalTranslate(preset.display_name) .. "" .. ", " end if preset.description then text = text .. _InternalTranslate(preset.description, preset) end print(text) end