If this is going to be for most monsters in the game instead of having a common event that runs through every damn troop event and then determines which enemy is in said troop I'd just have the common event turn on a switch, and then have individual troop events (1 per troop) that activates on a moment by moment basis when said switch is on and checks for said dummy state and does whatever you need. It may seem like a lot at first but since you are having a lot of enemies effected by this it'll be better in the long run because.
1. you already know what enemy = what id per troop, so there is no variable BS to deal with and instead you just check enemy id 1 has state[DummyStateId] applied? If true then do what you want based on who enemy id 1 is(since you place them in order in the troop you already have access to said information, simple.)
2. Each event is now smaller and easier to manage, no huge list of conditionals going through every enemy cycled 8+ times each for troop positions.
3. If you need to make changes to a particular foe in regards to said system, you know exactly where to find it, in the troops that said monster exists in.
It's just a better idea all around since it deals with probably a lot of different monsters, unwieldy and long single events are never a good solution (in my opinion)