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trhh
I'm working on this ABS in RMK3 and have 4 enemies on this one map. Once all the enemies are killed, how would I go about having an event happen once they are all killed? Like a message pop up box. Do I need to set up a variable on the map that would be titled something like, "all enemies gone" and set it to 0 as a precondition then have the message in the event command box and then for each enemy have that variable stored with them? Does that make sense?
Essenceblade
You would create a variable and call it "Kill Count". Set it to 0

Every time a monster is killed, at the end of THAT monster's event, add "<>Variable Oper: [XXXX: Kill Count] +, 1"

Then you simply make a parallel process in a separate event (I.e top corner of the map), and make a conditional branch saying;

"<>Branch if VAR [XXXX: Kill Count] is 4 or more
<>---Event dialogue after monsters are killed here---

: End
<>


(You don't need an else handler, so untick that box.)


Because the event is constantly going over and checking, it will automatically execute upon killing the 4th monster. To make it more realistic, simply make a tint screen effect in the event that checks if Kill Count is 4 or more.
trhh
QUOTE (Essenceblade @ Mar 13 2012, 09:34 AM) *
You would create a variable and call it "Kill Count". Set it to 0

Every time a monster is killed, at the end of THAT monster's event, add "<>Variable Oper: [XXXX: Kill Count] +, 1"

Then you simply make a parallel process in a separate event (I.e top corner of the map), and make a conditional branch saying;

"<>Branch if VAR [XXXX: Kill Count] is 4 or more
<>---Event dialogue after monsters are killed here---

: End
<>


(You don't need an else handler, so untick that box.)


Because the event is constantly going over and checking, it will automatically execute upon killing the 4th monster. To make it more realistic, simply make a tint screen effect in the event that checks if Kill Count is 4 or more.


Thanks again man for the help, this worked perfectly. biggrin.gif
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