OcRam

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Sometimes autorun events are not enough to do the job. What I ment by that? Usually these events are erased and will not be called again after menu nor battle scene (also will freeze the game if not erased).

And then there are parallel events which are executed in EVERY frame (may cause lag and undesired slow downs)! Of course wait command can be used here, but what if I want to execute commands IMMEDIATLY after ANY scene ONLY ONCE? Where is possibility to do that?

Or what if parallels needs to be run ONCE only if variable id x or switch id y is changed (for example check if hours variable is changed)?

The answer is OcRam_Parallels -Plugin!

This plugin has no parameters nor commands. Use event COMMENTS to enable "Run once" functionality to parallel events.
  • <run_once> (parallel will run ONCE after ANY scene)
  • <trigger_var:1:2:5:> (parallel will run ONCE only if variable id 1, 2 or 5 is changed)
  • <trigger_sw:1:4:76:> (parallel will run ONCE only if switch id 1, 4 or 76 is changed)
parallels.png

All OcRam -plugins now available at ocram-codes.net

Please read:
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Latest version: Download from here

All my plugins: Check 'em out!
 
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mlogan

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Can you please explain to me how this is different than running a common event after a scene?
 

OcRam

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Can you please explain to me how this is different than running a common event after a scene?
  1. For example some plugins may have commands to trigger various things on specific MAP events (not common). And they need to be called after any scene or when some variable(s)/switch(es) has changed.
  2. Personally I don't like to create common events if it is used only on specific map (common events would get REALLY bloated)
  3. Also havn't figured out how to call events (with editor features) when some of the variables/switches are changed without using parallels (which would trigger every frame without this plugin)?
I hope this gave answer your question.

EDIT: I have made video to show plugin in action:
 
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PresaDePrata

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@OcRam

Found this script when you created you site. Very useful in some situations.

Is this still working? I've tried with an empty project and it doesn't seems to be working anymore.

1592073609041.png

It keeps showing the message like a normal parallel event
 

OcRam

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@OcRam

Found this script when you created you site. Very useful in some situations.

Is this still working? I've tried with an empty project and it doesn't seems to be working anymore.

View attachment 147586

It keeps showing the message like a normal parallel event
Thank you for the message,

Hmm... that's strange... Comment seems valid...

Yes this plugin should still work... Are you using v1.01 available in ocram-codes.net or this one here in forums? (I have not yet updated all of my plugins here)
 

PresaDePrata

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I'm using this one here. I guess that's it. I'll download it from your site to see if it works.

EDIT: I've downloaded the one from your site, called OcRam_Parallels_EX. Here's what happens:

In my current project, where i have a dozen Yanfly's scripts, it simply doesn't work. Setting an event with <trigger_var:1:> comment prevents the event from ever running. I assume is some kind of conflict with Yanfly's core or event scripts. I not asking for a patch or anything like it, just thought you'd like to know.

In a fresh project, if i set <trigger_var:1:> on a parallel event, it keeps running like a normal parallel event. The same goes to <trigger_var:1> (notice the absence of the last colon). However if a set <trigger_var:1:2> or <trigger_var:1:2:> the parallel event runs once the game is open and only after the variable 1 or 2 is changed. Which i believe is the correct way it should work.
 
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OcRam

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I'm using this one here. I guess that's it. I'll download it from your site to see if it works.

EDIT: I've downloaded the one from your site, called OcRam_Parallels_EX. Here's what happens:

In my current project, where i have a dozen Yanfly's scripts, it simply doesn't work. Setting an event with <trigger_var:1:> comment prevents the event from ever running. I assume is some kind of conflict with Yanfly's core or event scripts. I not asking for a patch or anything like it, just thought you'd like to know.

In a fresh project, if i set <trigger_var:1:> on a parallel event, it keeps running like a normal parallel event. The same goes to <trigger_var:1> (notice the absence of the last colon). However if a set <trigger_var:1:2> or <trigger_var:1:2:> the parallel event runs once the game is open and only after the variable 1 or 2 is changed. Which i believe is the correct way it should work.
Thank you for the report,

I have now released Parallels_EX v1.02 in my website

All OcRam -plugins now available at ocram-codes.net

Please read:
Terms of Use

Latest version: Download from here

All my plugins: Check 'em out!
 

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