# waitMaintainComplete

An eventCall to wait until a preceding [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount) finishes.

## Usage ``` item[0] = { eventCall = { eventDef = "waitMaintainComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = ""; // aiType } item[1] = { int = 0; // remaining_spawn_count } item[2] = { string = ""; // group_label } } } } ``` - `aiType` are the [`eEncounterSpawnType_t`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/eencounterspawntype-t) that you want to be wait on. `ENCOUNTER_SPAWN_ANY` can also be used. - `remaining_spawn_countdesired_count` is how many remaining spawns this eventCall should wait on. - `group_label` is the same as the label given to the preceding [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount). This parameter is optional, and can be left blank.

This eventcall only works if `max_spawn_count` is set to a finite amount, ex. not `-1`.

## Example Usage ``` item[0] = { eventCall = { eventDef = "maintainAICount"; args = { num = 8; item[0] = { eEncounterSpawnType_t = "ENCOUNTER_SPAWN_BARON"; } item[1] = { int = 1; // desired_count } item[2] = { int = 3; // max_spawn_count } item[3] = { float = 5; // min_spawn_delay } item[4] = { int = 0; // min_ai_for_respawn } item[5] = { entity = "mod_spawngroup_encounter7B"; // spawnGroup } item[6] = { string = "priority"; // group_label } item[7] = { float = 5; // max_spawn_delay } } } } item[1] = { eventCall = { eventDef = "waitMaintainComplete"; args = { num = 3; item[0] = { eEncounterSpawnType_t = "ENCOUNTER_SPAWN_BARON"; // aiType } item[1] = { int = 0; // remaining_spawn_count } item[2] = { string = "priority"; // group_label } } } } item[2] = { eventCall = { eventDef = "spawnSingleAI"; args = { num = 3; item[0] = { eEncounterSpawnType_t = "ENCOUNTER_SPAWN_PAIN_ELEMENTAL"; } item[1] = { entity = "master_level_target_spawn_13"; } item[2] = { string = "priority"; } } } } ``` We start with a [`maintainAICount`](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount) that spawns 1 Baron at a time, with up to 3 spawns, each spaced 5s apart. Then we can use `waitMaintainComplete` with `ENCOUNTER_SPAWN_BARON` and `remaining_spawn_count` set to `0`, so that when all 3 Barons have spawned (ie. 0 spawns remaining), the encounter manager can proceed to the next eventCall and spawn the Pain Elemental. ## See Also - [maintainAICount](https://wiki.eternalmods.com/books/entities-custom-encounters/page/maintainaicount) - [stopMaintainingAICount](https://wiki.eternalmods.com/books/creating-custom-encounters/page/stopmaintainingaicount)