How to make Cae's Tweaks' reinforcements work

I’m trying to get reinforcements to work for a special battle where endless reinforcements come in and if you can’t clear them out before then the bridge collapses. The bridge collapsing thing is working, but the reinforcements don’t work. I’ve tried a few plugins to get this to work but I couldn’t get them to function. I even put placeholder dialogue to see if the event system still worked and it came up, so it’s just the reinforcements that’s not working. How do I get this thing to work.

Does D20 have its own on/off in the Cae_Tweaks plugin parameters? I haven’t used that feature, but if there’s an enable toggle sitting off, the command would run and do nothing while the page carries on to your text.

Does troop 0006 MORE GOBLINS have enemies actually placed in it? Your screenshot is on troop 0001 so I can’t see that one from here.

When it fails, what are you seeing exactly? No new enemies at all, or do they come in and then don’t act? And if you playtest with F8 open, does anything print to the console at Turn End?

The “MORE GOBLINS” group does have enemies in it. It’s just that whenever I want the command to work, nothing spawns in. As for the console, nothing popped up. And there’s no, on/off in Cae_Tweaks for D20.

MZ silently skips a plugin command when it can’t match it to a registered one. There’s no error and the event just carries on to the next line, so it looks the same as a command that ran and did nothing.

Worth double checking that Cae_Tweaks is actually ticked on in the Plugin Manager, and that the file sitting in js/plugins is named exactly Cae_Tweaks.js with nothing appended to it. Caethyril’s notes say the file name has to match.

What else is in your plugin list, and where does Cae_Tweaks sit in it? And if you rebuild that same troop event in a brand new project with Cae_Tweaks as the only plugin, do the goblins come in?