@dale_coop Thanks Dale. You're about to save my bacon there. Only one thing though I forgot to mention: I don't want to erase every NPC of my demo that way. I want some NPCs to act like real NPCs and I want them to remain at their screen locations. Exemple, the NPC I want to destroy is located at screen 0 and that's the only one NPC I want to destroy for my Byte Off demo. The 2 other NPCs are located at screen 1 and 2. So the way I see it, is, I should be able to Destroy the NPC I want depending of the player and NPC screen location. My last question then is: Can I trigger any screen I want by passing it as another new parameter for the command "TriggerScreen screenType" in the DoDrawText.asm script?
mmmmm... just a random thought.
Why wouldn't use a Monster bit to create your type of destroyable NPC?
I think that way you don't need to worry about NPCs screen positions or screen triggers.
Just to clarify, Monster bits are present in the GUI, but don't actually work.
If you've seen the "Monster Bits" panel in the monster setup window you've probably wondered what to do with them or how to use them. They can work as another set of monster flags, but they're not included in your game by default. NES Maker exports them when you compile but you have to bring...
www.nesmakers.com
So, in my theory, at the moment where in your script the object is destroyed, just add a check for Monster Bits.
If Monster Bits = Destroyable NPC, then Destroy the object.
Maybe this may not work with what you're looking for, but adding monster bits can add more possibilities with Monster types anyways.