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MZ Special Troops/Enemy Encounters

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: MZ Special Troops/Enemy Encounters
  • Original author: BurningOrca
  • Original date: April 9, 2022
  • Source thread: https://forums.rpgmakerweb.com/threads/special-troops-enemy-encounters.146580/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugins In Development

Summary

Plugin description: This plugin adds some special enemy troop encounters via plugin parameters and commands: Large Troops: In the plugin parameter two troops can be combined into a large troop of upto 16 enemies. The position of the enemies in the combines troop will not change from their database position, so enemies in the second part should be placed a different positions. Example:

Archived First Post

Plugin description:
This plugin adds some special enemy troop encounters via plugin parameters and commands:
  • Large Troops: In the plugin parameter two troops can be combined into a large troop of upto 16 enemies. The position of the enemies in the combines troop will not change from their database position, so enemies in the second part should be placed a different positions.

    Example:
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    I've combined troop 11 and 12 into large troop. It doesn't matter which one is encountered. The troop will always consist of the members of both troops. The only difference is, if troop 11 will be encounter the event pages of troop 11 will be used, else the pages of troop 12 will be used.

    Known Issues: Event commands obviously cannot target members of the second half of the troop.

  • Randomized Troops: Putting troop ids into this plugin parameter will make the enemy ids of the first given number of enemies be randomized from the entire pool of the troop. Large troops can be randomized allowing up to 16 randomized enemies. As this will use the positions of the first given number of enemies from the database, only enemies of approximately same size are recommended to be used with this functionality.

    1649483709904.png

    Example:
    My troop 12 is a large troop consisting of 3 sandworms, 3 gnomes, 2 salamander and 4 zombies, but the encounter will consist of only a random selection of 7 of them, while zombies are more likely to appear then salamander.

  • Wave Encounters: Triggered by a plugin command. Battle a certain number of troops consecutively in a single battle screen with the option to trigger a common event between the battles. The next wave of the enemies appear always after the common event is finished. Actor actions are preserved between battles, so if one actor has beaten the last enemy from the current troop while not all actors attacked during this turn, they will attack the incoming troop before it can act.
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    Known Issues: If used together with Visu_MZ_BattleCore, the visual enemy selection by mouse click won't work for wave 2 onwards. Luckily Visustella have their own consecutive battles.

  • Challenge Battles: The plugin command EnterChallengeArena opens up an entire new menu. Most of the plugin parameters are used to provide the text for this new menu. In the menu you can select from various battle challenges which can be setup in the plugin parameters. These battle challenge can include wave encounters. The new menu will show you a preview of the last troop encountered in the challenge or a silouhette if the challenge is not yet unlocked. Challenges can include having a preset item list in your inventory, a time limit given either in number of turns or seconds on the timer and/or allowing only certain party members to participate. On victory switches can be activated as an additional rewards and also on the first victory variables can be increased and a common events can be triggered. It's not recommended to use randomized troops or Visustella Swap Enemies with this, because you might never encounter what you see in the preview.
    The participating party members are fully healed before the challenge begins. The entire party is fully healed after the challenge has ended.
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TERMS OF USE:
1. This plugin may be used and redistributed with both free and commercial games.
2. This plugin may be redistributed only for free otherwise, but I would appreciate linking back to the original thread instead.
3. You may take code from this plugin for your own free plugins, but not for commercial plugins.
4. You may alter this plugin, but BurningOrca has still to be mentioned in the author section. You may not rename this plugin. You may redistribute the alterations for free.

Requirements:
This plugin requires BoMZ_PluginBase.

Remarks:
The plugin is technically finished but I'll put it into plugins in development, because I might still address the issue I already know if I can and maybe other issues will arise from other people using the plugin.

Get the plugins here:
BurningOrca Plugins (Google Drive)

Downloads / Referenced Files

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License / Terms Note

TERMS OF USE: 1. This plugin may be used and redistributed with both free and commercial games. 2. This plugin may be redistributed only for free otherwise, but I would appreciate linking back to the original thread instead. 3. You may take code from this plugin for your own free plugins, but not for commercial plugins.

Referenced Images / Attachments

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Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

#rpg-maker-archive#js-development

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