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Thread: Currency/upgrades for in-game.

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    Currency/upgrades for in-game.

    I was wondering if anyone has an example of how to have a currency/upgrade system in-game. I want to be able to have players buy upgrades.
    My main goal is to have players able to buy new weapons with the money they pick up in game, and have that weapon carry over to other frames in the game, along with the rest of of the currency they have.

    Thanks if you help!

    ~Squibs

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    Re: Currency/upgrades for in-game.

    What part of it do you need help with? You could store the amount of currency that the player has in the player's score (which carries between frames automatically) or in a global value, and use an event something like:

    User clicks on [weapon icon]
    + Player's score is above 500
    -> Give weapon to player
    -> Subtract 500 from player's score

    - to activate them.

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    Re: Currency/upgrades for in-game.

    I've figured out all of this now, thanks for the help.

    I could use some help on how to limit actions though.

    Right now the player can just spam spacebar to attack really fast, and I can't seem to find a way to prevent this. I've tried limiting actions to every .25 seconds, but it seems to just make the delay longer and longer with every attack.

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    Re: Currency/upgrades for in-game.

    Add the "Restrict action for 0.25" condition to the bottom of your event and it should work fine.

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