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en:yaml:achievements [2026/09/26 03:41] – documentation 4.15 : succès, variables persistantes et exports cyrilfiestaen:yaml:achievements [2026/10/19 01:16] (Version actuelle) – Wiki 4.17 : corrections apres audit des exemples et traductions cyrilfiesta
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 A scenario can provide its own achievements. They are stored on the player's device independently from game saves: reaching an ending, giving up or starting a new game does not remove them. A scenario can provide its own achievements. They are stored on the player's device independently from game saves: reaching an ending, giving up or starting a new game does not remove them.
  
-The trophy button opens the collection without closing the game. Unlocked and locked achievements are shown separately. A secret one is displayed as “Hidden achievement” until it is earned.+The trophy button opens the collection without closing the game. Unlocked and locked achievements are shown separately. A secret one is displayed as "Hidden achievement" until it is earned.
  
 ===== Declaration ===== ===== Declaration =====
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 The linter warns when a declared achievement is never unlocked anywhere in the scenario. The linter warns when a declared achievement is never unlocked anywhere in the scenario.
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 +===== Variables in achievement text =====
 +
 +The scenario title in the collection, achievement titles and descriptions can use persistent ''_p'' and online ''_o'' variables, both numeric and text values. For example, ''v_record_p_v'' shows the saved record. Values are also substituted in notifications and collections inserted into the story, on Web, Desktop and standalone.
 +
 +On mobile, the notification is a short banner at the top, without an icon or points, and leaves game controls accessible.
  
 ===== Translations ===== ===== Translations =====
en/yaml/achievements.1790386917.txt.gz · Dernière modification : de cyrilfiesta