Open this project's Event Sheet and add these nine (9) global variables. Here's what I've called mine.
- reward = 0 -- benefits received from the duel
- Rolling = 0 -- starts the sprite animations rolling through the sprite's attack frames (like a slot machine's windows).
- silver = 100 -- grant your gamer some cash; OR integrate with your parent RPG Adventure game.
- gameTurn = 0 -- counts the combat rounds
- blueScore = 0 -- records how many attacks were made during this duel.
- redScore = 0 -- records how many attacks were made during this duel.
- blueHitPoints = 100 -- Total Energy, hit points, or Stamina ( OR integrate from your parent RPG Adventure game.)
- redHitPoints = 100 -- Total Energy, hit points, or Stamina ( OR integrate from your parent RPG Adventure game.)
- victory = 0 -- duel ends when this condition is met.
Let's add the following Event Sheet condition when our game launches.
I'm using W3Schools CSS as a project file. It is just as robust as BootStrap but thousands of bytes smaller! Doing so also avoids all those "hefty image" files which are replaced with just CSS management. The "txt_story" is a short narrative from my parent RPG -- Legends-of-Renown-Deeds.com.
Blood Pit™ IGM Setup
Let's focus on the IGM setup. I have a drop-down list for "Combat Intensity" that the gamer must select ... Events #2-#5.
- Until First Blood -- I've set this at 10%; you should set this to your game design. The first player to lose 10% of their hit points, loses the duel.
- Until Defeated -- I've set this at 50%; again, set this percentage as you like. The first player to lose more than 50% of their hit points, loses the duel.
- To the Death -- Does this need an explanation? I've set this at anything less than 4 points. This gives a chance to revive a gamer's avatar if their hit points are still above "0" (zero).
Events #6-#7 require a duel "Registration Fee" payment. If the gamer pays the minimum amount, then the "Duel" button becomes active.