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Monster Quest

Hey everybody, I was hoping someone could explain how to do this.  My situation is that I want to have it so that when you kill a monster, it adds a constant of one to a variable.  The objective I'm trying to reach here is to kill 10 monsters and by then you can return to the "shop" and collect your reward.  What I have tried is using a Conditional Branch, but unfortunately, I couldn't get it to work correctly.  So please, I would be very appreciative if you could try make a small scene scenario in RMXP and see if it works.  If it does, please respond and show what you have done, thanks!
 
Alright try this:

Battle Processing (Monster) (Also check the allow escape)
IF Win
  Add +1 to your variable
If Escape
  Nothing

Then on your shop keeper guy:

Show Choices
Shop
    Go to Shop
  Collect Reward
    Conditional Branch
        If (Variable) = 10 or more
            Give the Reward
        Else
            "Go kill more monsters"
 
If superkboom is using random encounters rather than on-the-map enemies, that process won't work :\

I'm thinking, check if all the enemies are dead in the Troops tab, and if so add to the variable.
 
example:
at shop owner
>conditional branch:switch [001] == off
>conditional branch:switch [002] == on
  >conditional branch:variable[001: monster defeated]>=10
text: you not kill up to 10 yet
else
give reward
branch end

else
text: i have request to beat certain monster. you like to take it?
show choices
[yes]
control switches[002: quest taken]=on
[no]
text: okay. nevermind.
branch end
>branch end

else
>
branch end



after taking quest:
every monster mark by battle processing: type monster
if win
control variable[002:monster defeated]+=1
if escape
nothing
branch end

im sorry if im wrong
 
Here, I can help you because I used this ABS in a previous game. I believe that the events activate when your enemy dies, so couldn't you just set up a "control variables" and add it by 1?
 

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