Sorry... I mean to say is to set a variable called Steps
Now make Steps equal any number from X to Y.
Now, using the amazingness of conditional branches, steps will be your conditional variable.
If the number is 1, wait for 60 seconds (or, if you can find a way, have it equal Z steps)
if the number is 2, wait for 120 seconds (or, if you can find a way, have it equal V steps)
Etc...
Then make a new variable called monster that starts at 1 and ends at your last monster ID (in monster tab) and have the event command "start battle processing" equal a variable to find which monster to battle.
I think I explained it a bit clearer now, but if you still need help, don't hesitate to ask.
Right, i'll apologise in advance because you lost me on the last post...
"make steps equal any number from X to Y."
- It this written as script in the event?
"Now, using the amazingness of conditional branches, steps will be your conditional variable.
If the number is 1, wait for 60 seconds (or, if you can find a way, have it equal Z steps)
if the number is 2, wait for 120 seconds (or, if you can find a way, have it equal V steps)"
- I dont mean to be ungrateful, but isnt this an extremly complicated way of getting the result i need?
- surely doing this for every area in my game will be very time consuming?
Its frustrating me because have achieved certain effect i want in my game...
for example
- in the day time, all interior windows with curtains are open, at evening/night the are all drawn
- all lights in the town are off in the day. On, in the evening/night
To do the above things, i am using a variable that reckognises when my day night script has a value of 1 (this is when it is evening/night) therefore changing all the graphics to the oppriate ones (eg. curtains closed)
Surely there must be a simple way i can apply this variable to an area without lots of compliated events?...
sorry i ask a lot of questions
Matt