Well, at least something good came of it then.
Great! Now I should be able to finish up Droom2. Thanks.
Cool. That should come in handy.
Edit: These crashes are torment. I had just finished adding in the bunch of set tile commands I needed to make the walls work, went to test them, and then crash.
Oh, but there is an issue with your suggestion for checking for enemies with _room._sprites rather than counting up variables (quoted below, since you might not know to what I refer). To prevent lag, all of the enemies have active ranges, and, if they are outside them, the counter will ignore them since they aren't actually loaded. I suspect I will just have to use variables that increase with enemy deaths and either add that to the package or just use non-package copies. C'est la vie, I suppose (shame the suggestion wouldn't work. It was a good suggestion, but with a room over 1700 in x and 1300 in y, I'll have no luck with it).
As for checking if all enemies were defeated, you can do something like this:
Set hasenemy = 0
Each _room._sprites
If #._team = 2
Set hasenemy = 1
End
End
If hasenemy = 0
(do stuff)
End
Edit: Just realized that I no longer have the Spids's Guard monster because I never included it with the package. Guess I'll have to make another enemy for the dungeon. Might do it differently this time though, as I feel like Spids's Guard was pretty so-so.
Beyond that, outline for Droom3 is done, so the room shouldn't take long once I make the new enemy, but making a new enemy takes an inconsistent amount of time, so that might set me back.