#Awarding Badges in Testing
1 messages · Page 1 of 1 (latest)
once a player has a badge you can not rereward it without removing it from your inventory, but you could use print statements in place of that
did the player get the badge, print("got badge")
yus, have done that, but i wanna also have an extra message pop up for when you get the badge (like in grace or smth). figuring i could do this by having the game check if you didn't have the badge before before doing the action, so i can only try it once
ofc i can make it a separate event, but in the end, i still technically wouldn't be able to test it without going through some complications
as in a ui prompt
thats not from rblx?
ok
like this (top right corner, 0:08 in case the timestamp doesn't work) https://youtu.be/_PLXQLbhVdM?si=Ue-Oy77I9wDPgs5I&t=8
Grace: "Spread The Love" – How to Get All 62 New Badges | Roblox
⏱️ Time Codes:
00:00 Caretaker
00:18 ALL OF THE RULES
00:34 Pacificed
00:47 Tight Squeeze
00:57 Gentleman
01:08 OH LAWD
01:19 Cope off
01:30 FACEOFF
01:40 all equal
01:50 WAKEUPCALL
02:02 Misshapen
02:17 HANDSOFF
02:27 ELKING IT
02:39 abstinence
02:52 while you still can
03:...
thats a custom ui prompt they made themselves
if you make one yourself you can prompt it as many times as you want
yeah that's what i meant, but i wanted the game to check if you have those badges instead of making internal save data, since i think that would be a bit redundant
especially having the "awarded" thing, i wouldn't want it to happen every time you do the action
just use the badge as the progression check
dont duplicate it with your own data
and for testing you can temporarilt bypass that check with a test flag
so you can trigger it without re awarding the badge
yeah, that makes sense, thanks 🙏
you have to make a handler for it