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:
Have fun.
~Larynni
P.S.: The merchant boss should be a bit funny for some people. It has 5 different attack animations.
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
# ** 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.