Updating variables after battle.


Jul 6, 2016
Reaction score
First Language
Primarily Uses
HI all!

I am trying to make my game work with Gameus's Quest System, and for now, it works like a charm. However, there is one problem regarding gathering quests. I got these really MMO'ey gathering quests in my game that involves getting certain loot from monsters you encounter. It is quite simple to script these events in order to work. Gameus's System however also tracks the progress of these quests in a quest log. For that to work i would have to update a certain variable after an item has been obtained in battle. That way the log always stays up to date.

Of course i can put an event in every room that continiously checks these items every tick, but that means that every time i make a new gathering quest, I will have to copy and paste this event in every map. I imagine there is a much simpler way of achieving this. Could anyone provide me with some much needed help? Thanks in advance!  :D
Last edited by a moderator:


Mar 5, 2013
Reaction score
First Language
Primarily Uses
If you want to do something after each battle (like updating variables), there is a trick to have a common event run exactly once after each battle.

1) name/reserve a switch "after battle".

2) in every troop, make a troop event on turn 0 to control on that switch (you might consider looking for a script that executes troop-one-events on every troop, that way you don't have to add that troop event everywhere).

3) make a common event, set it to parallel process and condition it to the "after battle"-switch.

4) after adding whatever you want to do after each battle, the last command on that common event has to be control switch "after battle" = OFF.

Parallel processes are stopped on any screen, including the battlescreen - so the common event parallel process will not get executed during battle, even if activated on first battleturn. However, it will be executed as soon as the battle is over and the player returns to map - and since it switches itself off, it will only be executed once (no need for a lagging constant parallel everywhere)

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

If you had some musical requests in line with me.. feel free to re post! Corona has killed me and have recently got my internet back <3
I'm now working on procedural generated World Maps for my own project.
Is there anyone who's interested in having this Plugin for his own game?
I have a dream where RMer are not blinded and too dependant on published script / plugins...
RM MV ACE? 2020? Super? Legends? Sword and Shield? 2.5D? RM Pixel? RM 2: Revenge of Squared RTP tiles? Don't mind me, I'm just wondering about what will be the name of the next engine.

So I came up with a new look for the paths, and along the way realized health bars are so overrated, so now a crazy red light trail follows her and gets shorter as her life decreases. :LZSexcite:

Forum statistics

Latest member