Of course it's going to become larger, because you're resetting it to 0, then immediately setting it back to steps again. You need to stop and think about the logic here - what you're telling it to do, in all those parallel process events you're running on top of one another (in this case, two of them are conflicting - one is saying to do one thing, and another is immediately telling it to do something different).
Try this way ...
Get rid of EV004 (let me guess - that's another parallel process event that you're running on the same map?). Just delete it. And if you have another parallel process event that's putting the player's X and Y position into those other two variables on every frame, get rid of that as well. It will not surprise me at all if you end up with severe lag in your game - you just don't seem to want to understand how to use parallel process and autorun events efficiently, or the problems you'll run into by having so many of them running at once.
In your monster parallel process event, put these commands (I'm going to add some script calls, just to avoid very long conditional branches). Don't try and combine them with anything you already have - just replace everything you've got with what's below:
Control Variables [0001: Steps] = StepsControl Variables [0001: Steps] %= 100 (that's mod 100)Conditional Branch: Variable [0001: Steps] == 0 If Switch [0001: Scare] == OFF Control Switches [0001: Scare] = ON Control Variables [0002: X] = Player's X Position Control Variables [0003: Y] = Player's Y Position Call Script: case ($game_player.direction) when 2: $game_variables[3] += 1 when 4: $game_variables[2] -= 1 when 6: $game_variables[2] += 1 when 8: $game_variables[3] -= 1 end $game_map.events[@event_id].direction = 10 - $game_player.direction Set Event Location: This event, Variable[0002][0003] Play SE: 'Shock', 100, 100 Wait 60 frames Set Event Location: This event (99,0) Branch EndElse Control Switches [0001: Scare] = OFFBranch EndWait 5 FramesWhat's happening here is that the parallel process is continually checking to see if the total steps taken is divisible by 100. Every 100 steps, it will be, so variable 1 will be 0 (no remainder after dividing by 100).When that happens, it'll put the player's X and Y into the variables. The Call Script will reset the coordinates to one tile away from the player, in whatever direction the player is facing, and will make the event face towards the player.
Then it'll move the event to stand in front of the player, facing the player, play the SE, wait a second, and move it out of the way again.
Now, there's also got to be something that stops it from repeating until the player actually starts walking again (otherwise, since the player isn't moving, it will keep saying 100 steps have been taken). That's where the switch and the stuff in the Else comes into play.
@Faerypixel25, he already asked about resetting player steps. I told him to use variables instead, because OTHER things rely on character steps, and if you actually do reset them, you're risking messing up other things that use it.
@derpderp, please stop posting multiple posts about the same problem. It's frustrating for people trying to help you, when you're asking the same thing in several different places - they'll all go in different directions, you'll get different advice, and people won't know WHAT has been suggested to you. Somebody not answering within 5 minutes is not a reason to bump your thread or to create a new one. Your question will be answered when people have the time and the knowledge to answer it.
merging threads