Should I include this in the avatar rpg I'm making? It could be like a casino. You play a game against a random AI (or the hardest *evil laugh*) and if you win you could get some money and if you lost you would lose some money.
By the way, coding an rpg like I want is a like hell. I already coded a basic combat system with 2 spells and 1 opponent, walking around in the world (the world is endless :'D I have to code some borders of some king but the world is going to be vast so I'm going to have a hard time doing the v6 engine stuff
). There are going to be three kinds of money: copper, silver and gold:
Some normal stuff can be bought with copper coins like a night at the inn. These coins are dropped by any opponent. They aren't worth very much.
Silver coins are for deluxe stuff like really good items from the shop.
And gold coins are for the training hall. You start off with 5 gold coins and in the training hall you can exchange one gold coin for one new bending move. However your level needs to be high enough to learn this new move. Each element has 8 bending moves, and you start with two of them. And 5 can be learned with the training hall so one move keeps surrounded in mystery (*not so secret secret: you need secret codes to unlock them
*)
Oh and saving was hard too. Picture this: just walking around in the big world of avatar without worrying about saving. Sounds great, isn't it? Well it worked until... yeah until I went key bashing for fast movement. The save script crashed and so did the game. Real fun, isn't it? Yeah >.<" Now auto saving only works in the city so if you enter a city your progress is saved. To save while exploring you need to enter a command, and guess. I have yet to program it into the game.
Grr I hate RPG's