here's the deal:
place a QA branch. under "yes", place 1/2/3/etc. value conditional branches, with Variable1 equaling 0, 1, 2, 3, etc. under each branch, place a battle event.
Now, there are 2 versions for using this event:
Version1: place the event on the field with any trigger but auto where the player can't get to it. place another event with an auto trigger with the condition "with treasure item". create a treasure item that drops in battle. in the 2nd event's event code, place a value conditional branch with 2 choices: Variable 1 is less than four and variable1 is equal to four. under "less than", increase the Variable by one and take away the treasure item. under "equal to", take away the treasure item, modify the Variable to zero and end with an event transition to the 1st event.
Version2: place a whole bunch of the events with any graphic on the field/dungeon. Edit the events so that after each battle, some of the other events are displayed off and others are displayed on, and end each event code with the event the player just 'spoke" to is displayed off.
if neither of these versions work, let me know.
place a QA branch. under "yes", place 1/2/3/etc. value conditional branches, with Variable1 equaling 0, 1, 2, 3, etc. under each branch, place a battle event.
Now, there are 2 versions for using this event:
Version1: place the event on the field with any trigger but auto where the player can't get to it. place another event with an auto trigger with the condition "with treasure item". create a treasure item that drops in battle. in the 2nd event's event code, place a value conditional branch with 2 choices: Variable 1 is less than four and variable1 is equal to four. under "less than", increase the Variable by one and take away the treasure item. under "equal to", take away the treasure item, modify the Variable to zero and end with an event transition to the 1st event.
Version2: place a whole bunch of the events with any graphic on the field/dungeon. Edit the events so that after each battle, some of the other events are displayed off and others are displayed on, and end each event code with the event the player just 'spoke" to is displayed off.
if neither of these versions work, let me know.

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