Game Development Reference
In-Depth Information
Figure 7-3. The arena shop
As you can already tell, despite the fact that we switched from Gold to arena currency, it is still using G
(to represent Gold). A small amount of scripting can be used to change the currency symbol, as desired. I'll link to a
short script created for that purpose by Tsukihime in the Appendix, so go take a look, if you wish to do that now.
Keep in mind that you will not be able to use the above mentioned script (or any others, for that matter)
if you are working with the Lite version of rMVXa.
Note
With that said and done, we have finally completed this part of Chapter 7, a whopping 15 pages after we started!
Here are some exercises to do before we move on to another minigame.
1.
Add extra rewards that are earned by the player the first time he/she clears a certain rank.
2.
Use Battle Processing: Same As Encounter in tandem with an encounter table on the map,
to add some random possibilities to arena battles at Rank A.
As the player doesn't move while on the second map, you could leave the default Range on the possible
encounters. Just to be safe, you could make it so that random encounters only appear on that map within a
specific Region.
The Treasure Chest Game
This is a game in which the player opens a certain number of chests in the designated playing area. Will the player
receive riches or scraps? During the course of this section, I'll be creating a seven-chest game. Take a look at Figure 7-4
to see what the area looks like when complete.
 
 
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