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Marketing Levels

Hey guys. I've just made this evented system which lets you have the Marketing Levels system. The higher it is, the better the stuff you can buy at the shops will be.
DOWNLOAD AT:
http://www.mediafire.com/?7mz1ydmm2n2

Sorry, no specific instructions for this one... I'm not in the explaining theme right now. It is pretty simple, all you got to do is make a variable called Marketing Level, and give multiple ways for the player to make it. Then, in the merchant, make a conditional branch for every level, like in the demo. And then, in each level, you put more stuff.

AbyssalLord has donated us a script that will show your marketing level in your invertory. Thanks, AbyssalLord!
Replace Window_Steps with this:
#==============================================================================
# ** Window_Steps --> Marketing Level
#------------------------------------------------------------------------------
#  This window displays your market level in the menu.
#==============================================================================

class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  #Constant Variable
  #--------------------------------------------------------------------------
 
  MARKET_VARIABLE = 1 #The ID of the variable you are using for your market level
  DISPLAY_TEXT ="Marketing Level" #The text to be displayed above your market level

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    @d_t = DISPLAY_TEXT
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, @d_t)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_variables[MARKET_VARIABLE].to_s, 2)
  end
end

Have fun.
~Larynni

P.S.: The merchant boss should be a bit funny for some people. It has 5 different attack animations.
 
Simple, but effective.  Just one thing...you cannot see your Marketing Level unless you talk to the merchant.  I wrote up a quick code to fix that (if you don't mind not being able to see your step count).  If you want to display your Marketing Level in the menu, just replace the contents of Window_Steps with this:

Code:
#==============================================================================
# ** Window_Steps --> Marketing Level
#------------------------------------------------------------------------------
#  This window displays your market level in the menu.
#==============================================================================

class Window_Steps < Window_Base
  #--------------------------------------------------------------------------
  #Constant Variable
  #--------------------------------------------------------------------------
  
  MARKET_VARIABLE = 1 #The ID of the variable you are using for your market level
  DISPLAY_TEXT ="Marketing Level" #The text to be displayed above your market level

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 160, 96)
    self.contents = Bitmap.new(width - 32, height - 32)
    @d_t = DISPLAY_TEXT
    refresh
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(4, 0, 120, 32, @d_t)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 32, 120, 32, $game_variables[MARKET_VARIABLE].to_s, 2)
  end
end


Hope this helps!
 

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