codah Hi, I was having a bit of trouble getting your capx to work with more than one enemyBox. This is the same problem I am having in my game. One enemy is fine, but more than one and it stops working. Let me know if you can get yours to register right for 2 or more enemyBoxes.
blackhornet That capx is interesting. I am going to tweak it and try to adapt it to the kind of conditions my game will have and see if it works.
megatronx I may have already tried putting the for each first. It's hard to say what combinations I've done since I've tried a dozen variations. I "think" I know what you are saying about adding another condition. I may be misunderstanding you though, but I think I know what you mean.
I'll hit this hard tomorrow and try to get it sorted one way or another!
For you guys wondering why I'm going through all this trouble, I'll share a bit about my game. It is a turn-based RPG roguelike. I currently have it set up on a tile system (the tiles follow you around) so you can only move a certain distance (like 200 pixels for example).
Here is a screenshot. I am NOT ready to start showing off my game yet, so this is the first public screenshot I have shown. Please ignore the Golden Axe sprites. I was about to start making my own character sprites when I got distracted with this step.
I'm actually tempted to just make it so you can move any distance, and it will only use 1 turn. This would free up the movement a bit. I haven't decided yet though. The system I have is similar to the Civilization games where you take your turn, and the computer takes theirs. Each attack will cost one turn, and tasks like a health potion will also take one turn.
The heroes are working fine. This problem I am running into with multiple enemies is one of the major issues I've had so far. Once I get this taken care of, it's back to smooth sailing until I hit another major snag. I've been working at this game since December. Of course, I just got Construct 2 in October, so I'm still learning as I go which is why it's taking so long.