I did stay on topic, but I apologize all the same.
Anyway, in ANSWER to the topic question, I have discovered another way it can be done using the 'enemy reinforcements' mentioned above:
This will allow a skill to summon a pre-determined number of enemies for a specific troop...
YES it's long-winded, but it got the desired effect I was looking for (more or less)
- Firstly, have two troops. One for the enemies encountered. Another for the possible summonings (in their correct casting position)
- Next, create as many control switches as there are enemies to be summoned. (these will stop enemies from summoning the same ally twice)
- Script the first troop so that each individual control switch is turned OFF for each enemy that reaches 0%hp. one event each page for each enemy.
(this will reset the control switches for the encounter, so it will work properly if the same encounter is used again)
- I created a skill called 'call for help', this activates a common event called 'cry for help' (again, this is specific for this troop)
- In 'cry for help', I wrote the following script to summon a maximum of two enemies at one time:
*(add_enemy(002,1) refers to troop 002, enemy 1)
ConditionalBranch: Switch [0001:Enemyhelp1] == OFF Control Switches [0001:Enemyhelp1] = ON Play SE: 'summon',100,100 Script: add_enemy(002,1) Else ConditionalBranch: Switch [0002:Enemyhelp2] == OFF Control Switches [0002:Enemyhelp2] = ON Play SE: 'summon',100,100 Script: add_enemy(002,2) Else Branch EndBranch End And that worked for me. I know it's not very practical with all the control switches, but it got the behaviour I was looking for. Good luck!