ah, you must be very new to RPGmaker.
Use switches.
switches can be turned on or off. They are used to determine stuff.
So, you make a trainer event. You code in the battle. Now; but in a command to a switch on<it's on the first page of the command list> (name it trainer1 or something). Then on the same event, you create another page<page options are found along the top of the window>, make it empty(no trainer sprite or anything)
on the left side, it will show conditions. Enable the switch option and set it to the switch you selected before.
This will mean, that the event will change to the second page once the condition has been met. In this case, the condition is the switch. So the second page will activate once you defeat the trainer.
So the trainer will battle, then turn the switch on. once it does, the event will move to the second page. which is blank, so the trainer will appear to have gone and won't appear in the game again. (unless you turn the switch off)
you could also use a variable, it acts sorta like a switch, but instead of only 2 values(on and off) it hold a number between 1 and I think 10 million.
variables and switches are the backbone of making a flowing game. You'll be using it a lot.
Use switches.
switches can be turned on or off. They are used to determine stuff.
So, you make a trainer event. You code in the battle. Now; but in a command to a switch on<it's on the first page of the command list> (name it trainer1 or something). Then on the same event, you create another page<page options are found along the top of the window>, make it empty(no trainer sprite or anything)
on the left side, it will show conditions. Enable the switch option and set it to the switch you selected before.
This will mean, that the event will change to the second page once the condition has been met. In this case, the condition is the switch. So the second page will activate once you defeat the trainer.
So the trainer will battle, then turn the switch on. once it does, the event will move to the second page. which is blank, so the trainer will appear to have gone and won't appear in the game again. (unless you turn the switch off)
you could also use a variable, it acts sorta like a switch, but instead of only 2 values(on and off) it hold a number between 1 and I think 10 million.
variables and switches are the backbone of making a flowing game. You'll be using it a lot.