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Yes, you're taking the wrong approach.
I would split this into 3 different events, and I'd put some of the processing into each 'chicken' event that you're supposed to catch.
Event 1:
Page 1: Autorun
Wait 200 frame(s)Fadein ScreenTint Screen: (0, 0, 0, 0), @1, Wait (why do you have a fadein AND a tint?)Text: Ready? ....\{ Start!Wait 60 frames(s)Play SE: 'Bell3', 80, 150Control Timer: Startup (0, min. 30 sec.)Play BGM: 'Town1', 100, 145Control Switches [0001: Started] = ONPage 2: Action ButtonConditions: Switch [0001: Started] is ON
no event commands
Event 2:
Page 1: Parallel Process
Conditions: Switch [0001: Started] is ON
Conditional Branch: Timer 0 min 0 sec or lessPlay BGM: (None)Wait 60 frame(s)Play SE: 'Buzzer1', 80, 100Wait 120 frame(s)Text: Aww I'm sorry, but you've only caught \v[3] chickens. Better luck next timeThen on each chicken event, after adding to variable [0003: Chickens caught], add this:
Code:
Conditional Branch: Variable [0003: Chickens caught] == 8Control Timer: StopPlay BGM: (None)Wait 60 frame(s)Play SE: 'Bell2', 80, 100Wait: 120 frame(s)Play SE: 'Applause1', 80, 100Wait: 120 frame(s)Text: Congratulations! You did it!
(This could also be set up as a common event, and each 'chicken' event could just do a Call Common Event, so you don't have to repeat the code on all of them)You still need to do more, as nowhere in this event do you say what to do AFTER all chickens are caught, or after the timer runs out. Are they meant to do it all again? If so, in the event that checks the timer, reset the variable, make the chickens all come back so there's enough to be caught, and turn off the switch to make it all start again. If they're meant to be able to do something else on the same map, you'll need an extra page on the timer event conditioned by a switch, set to action button with no event commands, and turn on that switch in the '8 chickens caught' test. If they're meant to go to another map, then you should have a transfer event in there somewhere.