First, we need to set up the variables we need. We will need 2 variables for each "custom currency" we use. Furthermore, we need 2 more variables overall to control the flow of our currency and for general user comfort. ATTENTION: If you want multiple party members to have their own Mana reservoirs, you will need one variable for each party member. And probably one more variable to configure individual Leveling costs. I will touch on that on a later part of this guide.​
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Assuming we use "Mana" as our one and only custom currency, we need these 4 variables:
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- Mana Currently -> This variable stores the Mana your party currently has​
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- Mana Cost -> This variable stores the amount of Mana the next Level Up costs.​
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- Mana Needed -> This variable is optional, you can use it to calculate how much more Mana the player needs to gather until he can level up.​
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- Mana Gain -> This is a dynamic variable you use every time you gain Mana. You put the amount of Mana you would gain into this variable and add it onto "Mana Currently". Note: The main purpose of this variable is that you can display to the player how much Mana was gained ​
(e.g. "You gained \V[4] Mana!")​
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- As mentioned before, you will need a "Mana Currently" and "Mana Cost" for each currency you introduce.​
--> "Mana Needed" and "Mana Gain" don't need to be duplicated, they can be used for every currency you end up making​
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When you are done, it should look something like this:​
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ATTENTION: It is extremely important that you initialize your variables somewhere at the very beginning of your game. This mostly applies to variable 2 (Mana Cost). But it cannot hurt to do them all. This is an example of a "Initialization Event":​
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You will also need to set up a way to spend your "custom currency", in this case our Mana.​
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I am sure that there are a dozen of plugins that allow you to spend currency in some way, even using variables as currency.​
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However, this guide is aimed to work with the base engine and without external modification.​
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One idea would be to make a "Save Point" event, sort of like a safe haven for the player where they can heal, save and most importantly; spend their accumulated Mana.​
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Here is an Example on how you could set up such an event:​
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Note: As you can see in the picture, the "Spend Mana" option calls a common event, I will talk about that later, this merely shows how you could set up a mechanic to spend your EXP currency​
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Note: You could put the entire content of that event as shown in the picture above into its own separate common event, which I would even advise to do. I did not do this in this example for the sake of clarity.​
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