ighrpg

Veteran
Veteran
Joined
Apr 8, 2021
Messages
53
Reaction score
3
First Language
English
Primarily Uses
RMMZ
Hello,

I am still learning so I am sure this is easy for most but as I discover new plugins there is always something new about how it works. In most plugins I have used you just put the js file in the plugin folder then edit the details of the plugin in the plugins option. however I have now come across a Plugin that uses " Plugin Commands" for the Camera changing.

My questions is how do I apply a "Plugin Command" on all maps or make the command take effect automatically at start?
 

Dolphin458

Veteran
Veteran
Joined
Apr 26, 2020
Messages
46
Reaction score
2
First Language
English
Primarily Uses
RMMV
@ighrpg
You would have to use a common event, and change it to parallel (for this you'd need to activate a switch). To activate a switch at the start of the game, I think you could just turn the switch to ON on the first event that runs in the game.

That's how I do it, at least. There might be other ways, but I haven't come across those ways yet lol

EDIT: Not sure if it's different for MZ, though. Probably not lol
 

ighrpg

Veteran
Veteran
Joined
Apr 8, 2021
Messages
53
Reaction score
3
First Language
English
Primarily Uses
RMMZ
@ighrpg
You would have to use a common event, and change it to parallel (for this you'd need to activate a switch). To activate a switch at the start of the game, I think you could just turn the switch to ON on the first event that runs in the game.

That's how I do it, at least. There might be other ways, but I haven't come across those ways yet lol

EDIT: Not sure if it's different for MZ, though. Probably not lol


Hey, thank you for this I will try that method.
 

ATT_Turan

Forewarner of the Black Wind
Veteran
Joined
Jul 2, 2014
Messages
2,272
Reaction score
1,228
First Language
English
Primarily Uses
RMMV
To activate a switch at the start of the game, I think you could just turn the switch to ON on the first event that runs in the game.
Or, at that point, simply include the plugin command in an autorun event on the first map that loads.
 

Shaz

Global Moderators
Global Mod
Joined
Mar 2, 2012
Messages
43,745
Reaction score
15,312
First Language
English
Primarily Uses
RMMV

I've moved this thread to Plugin Support. Thank you.



How you do things depends entirely on the individual plugin (which is why you sometimes come across stuff that's a bit more unusual). See if there is a "global" setting in the plugin parameters that lets you apply the same thing to all maps, or if there's something you can set up via map notetags that's mentioned in the plugin description. If not, then you'll have to use a parallel event on each map that runs the plugin command and then erases itself.
 

ighrpg

Veteran
Veteran
Joined
Apr 8, 2021
Messages
53
Reaction score
3
First Language
English
Primarily Uses
RMMZ
Thank You ! So far the Parallel is working pretty good.
I have a JS question but I will create a new thread for that. ( hopefully in the correct category :) )

Thx!!
 

Latest Threads

Latest Posts

Latest Profile Posts

I'm so annoyed with myself...I can't get this code to work so it looks like I'm going the plugin route for a problem I should be able to do myself :kaolivid:Great. Now I get to murder save file compatibility. Again.
Can't believe my code from four years ago is still working! Did some expansions, and...
1635194553179.png
In related news, I may have an update for my old Extra status window plugin ready. That is, once I manage to sit down and update the documentation... and the demo project... :kaoswt:
How does one pronounce Godot? I've heard it pronounced a couple of different ways, and I genuinely don't know the proper way.
March 2020 ...
1635188823939.jpeg
... vs October 2021
You look like you had a rough day...Here, have a Baby Panda!

Forum statistics

Threads
116,077
Messages
1,095,556
Members
151,446
Latest member
armanirmr
Top