Do you want to add new enemies to battle, during the battle? This plugin provides you with a variety of commands that allow you to create more dynamic battles through enemy reinforcements.
You can create enemy skills that will essentially summon new enemies to battle. Enemies can be added as a single enemy, or entire troops of enemies.
Do you want to make sure a particular reinforcement does not already exist? With this plugin, methods are provided to allow you to check whether a certain enemy from a certain troop exists at a certain position.
If you want reinforcements to automatically disappear after a certain amount of time has passed, you can easily do so by making a single command to remove all enemy reinforcements from another troop!
Plugin: download here (right-click and save as)
Download the plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the EnemyReinforcements plugin.
Once it is in your list of plugins, turn the plugin on.
When enemies are added to the battle, there are two questions that need to be answered: which enemy is added, and where are they placed?
This plugin uses troops in the database to set up the enemy positions. The enemy that will be added depends on the enemy that you choose in a troop, and their position will be based on where they are in the troop.
Keep this numbering system in mind as you read on.
When enemies or troops are added to battle, the positions are determined by how you have set them up in the troop edtior.
If you refer to the three slimes above, if you added slime 2 to battle, that slime will appear in that exact position during battle. This means that if you added the same slime multiple times, they will overlap each other.
Adding Enemy Troops
You can add entire troops to the current battle. When a troop is added, all enemies in the other troop will be added, whether they should appear half-way or not. To add a troop into battle, use the plugin command:
Where the TROOP_ID is the ID of the troop that you want to add. For example, if the three slimes is troop 4, you would write
Adding Certain Enemies from Troops
Instead of adding an entire troop, you may want to add a specific enemy from a specific troop. To add a specific enemy, use the plugin command:
add_enemy TROOP_MEMBER_ID from troop TROOP_ID
The TROOP_MEMBER_ID uses the numbering system that I described earlier. So for example, if you wanted to add the second slime from the three slimes troop to battle, you would write
add_enemy 2 from troop 4
Removing Enemy Troops
If you wish to remove a troop that was added to the battle (for example, they are all retreating or their summon time has expired), you can use the plugin command
So for example if you want to remove the three slimes troop which is troop 4, you can write
Removing Certain Enemies from Troops
You can also remove certain enemies from certain troops. Use the plugin command:
remove_enemy TROOP_MEMBER_ID from troop TROOP_ID
So for example, if you added the three slimes into the battle, but want to remove the second one, you can say
remove_enemy 2 from troop 4
And only that specific enemy will be removed.
Checking whether a troop exists
To check whether an entire troop exists, you can use the script call
Which will return true if the specific troop exists. If you pass in `true` for checking whether it’s alive or not, it will return true if any of the members from that troop are alive. If you don’t pass in anything, then it will return true if ANY members of the troop exists. This is useful if you wanted the summons to only appear once (unless you explicitly remove them).
Checking whether an enemy from a certain troop exists
There are methods available for checking whether a certain troop member exists. You can use this in a script call (such as a conditional branch):
$gameTroop.isEnemyReinforcementAdded(troopID, memberId, checkIsAlive)
Which will return true if the specific member from the specified troop exists, and whether it’s alive or not. If you pass in `true` for whether it’s alive or not, you can force it to check whether the enemy exists and is alive.
For example, if you want to check if the second slime from troop 4 is alive, you would write
$gameTroop.isEnemyReinforcementAdded(4, 2, true)