What I meant to say was I only had to use *one* variable for all the guys and I *did* use the button input *with* the conditional branches. :cute: Tell me how to paste it and I'll paste it, otherwise the event is just waaaaay too long to post in detail.
Here's the first thing that threw me off... Besides the arrow keys, C is the only button that is what it says it is. The buttons are:
RMXP = Your keyboard
A = Z
B = X
C = C
X = A
Y = S
Z = D
L = Q
R = W
Once you know that, enter the "button input" line in the event and right click on the box that pops up to get the help screen. It will tell you the number values and what they set the variable to, for example A=11 (which is Z on your keyboard). Go back to the pop up box and choose the variable you want to be set by the button press.
Button Input [0001]
Conditional branch Variable0001 = 11
Else
Will give you a condition if you press the Z something will happen, if not something else will happen. Now that you know that, you can just make strings of button input + conditional branches to get the player to enter a certain button sequence.
Button Input [0001]
Conditional branch Variable0001 = 11
Button Input [0001]
Conditional branch Variable0001 = 15
Button Input [0001]
Conditional branch Variable0001 = 12
Else
Else
Else
Copy and paste whatever eventing you want for getting it wrong under all the "Else" lines. Include a "Jump to label" event at the end of each one if you want the player to have to retry when he gets it wrong. Put the "label" line up at the top, that part is pretty self explanatory.
Go to the top and put a timer above your other event lines (but below your "label") 3-5 secs or however long you want your player to have to input the buttons. Right under the timer put a line that turns on a switch.
Now make A SECOND EVENT. Page one will be blank. Page two will be a parallel process that has the start condition of the aforementioned switch being on (we'll say SWITCH #1 for reference). Make another conditional branch on the event line:
Conditional branch Timer=0 Secs or Less
Else
Then do:
Conditional branch Timer=0 Secs or Less
TURN ON SWITCH #2
Else
Do a third parallel process page of this event that starts when switch 2 is on. On this third page paste whatever wrong-you-screwed-up-player event lines you pasted under the "Else" from before — WITHOUT the "Jump to label". Then have it turn off switch 2, then have it restart the timer.
Damn I'm tired of writing this ok... That's about it though. If you have multiple of these and they're event touches make sure you have a switch AT THE VERY VERY TOP (above your "label") that turns on SWITCH 3. Make a second page to your monster event(s) (the first event we did). SWITCH 3 ON will be a second page condition for your monster events without any event lines but the same move route/ graphic — this keeps two events from firing off at the same time which screws everything up. But this will not screw up the first one, because even though switch 3 is on it is still "firing" from before it got turned on. You can use switch 3 and the same variable0001 for all of them... Just make sure when the button sequence conditions are successfully met you turn on a SELF SWITCH that's tied to a third monster event page where the monster dies/ is dead.
Edit: You should also have killing the monster turn off switch 3, making the other monster "active"
Edit 2: Use the show picture command to display what buttons to press. Make a black and white (you make it so the black is invisible in RMXP show picture) image in paint that says what buttons, then fill in the first letter so it disappears, save it again as pic 2, fill in the next letter, save it as pic 3 etc. You just do show pic 1, then after first branch condition met, show pic 2, erase pic 1, then after second branch condition met, show pic 3, erase pic 2, etc. Do a bunch of these with different buttons for multiple events.