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More practical way to group on-map enemies?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: More practical way to group on-map enemies?
  • Original author: LadyBaskerville
  • Original date: September 25, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/more-practical-way-to-group-on-map-enemies.68826/
  • Source forum path: Game Development Engines > Legacy Engine Support > RPG Maker MV Support

Summary

I'm using on-map encounters in my game project, but instead of each enemy event sending the player into a battle with multiple enemies I would prefer a system in which the number of enemy events on the map is the same as the number of enemies (not troops) the player actually fights. I have found a way that works, but I can see it becoming rather impractical for a larger project. For example: There are two bats on the map. If the player touches a bat, they are sent into...

Archived First Post

I'm using on-map encounters in my game project, but instead of each enemy event sending the player into a battle with multiple enemies I would prefer a system in which the number of enemy events on the map is the same as the number of enemies (not troops) the player actually fights. I have found a way that works, but I can see it becoming rather impractical for a larger project.


For example:


There are two bats on the map. If the player touches a bat, they are sent into a battle against two bats. After the battle, both bats are gone from the map.


Of course, this can easily be accomplished by using a switch to turn the bat events "off" like this, with an empty second page and the condition: Switch #0021 Bats defeated:


Protected download


(Sorry about the German interface, haven't had time to ty and switch it to English yet.)


But with this system I would need a switch for every single battle in my game. Not a problem in a smaller project, but I'd rather avoid having to set aside 100 or so switches just for regular battles in my hypothetical 40 hour epic  


Is there another way of doing this? Something like Shared Self Switches would be great, but I doubt that exists. Or I'm simply blind.


Anyway, I've been thinking about this for a while without finding a solution, so I thought I ask for help here. Thanks in advance!

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On-map_encounters.png
On-map_encounters.png
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