Introduce my first script, so this script can count enemy killed as variable. So you not again add variable at troop events.
Prerequisites
None
How to Use
In the script. Just add above main section
Terms of Use
Free to use for both commercial and non-commercial games. Please give credit.
Credits
Sandy
FAQ
None so far
Changelog
- 0.1: First version.
The Script
#-----------------------------------------------------------------------------
# ENEMY KILL COUNT AS VARIABLE
# AUTHOR : SANDY
# VERSION : 0.1
# DATE : 9/6/2015
#-----------------------------------------------------------------------------
# EXAMPLE :
# I want to create monster type like insect as MONSTER_TYPE1
# so add the monster you want to MONSTER_TYPE1 = [1,4] and the variable store at
# VARIABEL_1 = 2
#
# So you can make quest-killing or something like that
# Feel free to modify this script
# It's my first script ^^
# Enjoy!!
#-------------------------------------------------------------------------------
module SANDY
#MONSTER TYPE
MONSTER_TYPE1 = [1,4]
MONSTER_TYPE2 = [5,6,7,8]
MONSTER_TYPE3 = [9,10,11]
MONSTER_TYPE4 = [12,13,14]
MONSTER_TYPE5 = [15]
MONSTER_TYPE6 = [16,17]
MONSTER_TYPE7 = [18,19,20,21]
MONSTER_TYPE8 = [21,22,23,24]
MONSTER_TYPE9 = [25]
def perform_collapse_effect
$game_variables[sANDY::VARIABLE_1] +=1 if SANDY::MONSTER_TYPE1.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_2] +=1 if SANDY::MONSTER_TYPE2.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_3] +=1 if SANDY::MONSTER_TYPE3.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_4] +=1 if SANDY::MONSTER_TYPE4.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_5] +=1 if SANDY::MONSTER_TYPE5.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_6] +=1 if SANDY::MONSTER_TYPE6.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_7] +=1 if SANDY::MONSTER_TYPE7.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_8] +=1 if SANDY::MONSTER_TYPE8.include?(@enemy_id)
$game_variables[sANDY::VARIABLE_9] +=1 if SANDY::MONSTER_TYPE9.include?(@enemy_id)
case collapse_type
when 0
@sprite_effect_type = :collapse
Sound.play_enemy_collapse
when 1
@sprite_effect_type = :boss_collapse
Sound.play_boss_collapse1
when 2
@sprite_effect_type = :instant_collapse
end
end
end Click to expand...