Parallel common event

posfan12

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I need an event to fire once when a map loads, and then extinguish itself. This seems to work okay for a regular event. I am trying to do this via a common event, however. Can a common event be configured to fire at the beginning of a game? Do I set the common event to parallel? What do I do about the switch? Thanks.

Here's what the event looks like when it's operating normally in a regular event:

 

gambitben

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I think you can achieve that by using a Switch on the common event and then turning it off inside the same event, at the very end. Then you just have to pull the switch on when you want it to function via a normal event and the common event will turn itself off after doing what it's supposed to do.
I can't test it now but I'm pretty sure it would work, give it a try and you tell me :rhappy:

PS: Shaz' idea is way better than mine :rswt my idea is more valid for a couple other implementations.
 
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Shaz

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I need an event to fire once when a map loads, and then extinguish itself. This seems to work okay for a regular event
It works okay for a regular event, because regular events belong to the map - they are loaded when the map is loaded. Common events do not - they always exist, and unless you have a way to tell them, they don't know when a map is loaded.

Why do you need to do it in a common event?

A parallel common event requires a switch, and the switch needs to be turned on when you want the event to run, and then you just turn off the switch at the end of the event.

However, because you need to turn on the switch to trigger it, you've got to have another event do that anyway. You could use a common event for that too, but then you just end up in a circle. So you still need a map event to turn on the common event's switch. Or leave it with NO trigger and just make the map event do a Common Event call.
 
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posfan12

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Okay. I was trying to minimize the number of map events because my map is small. But this does not seem to be possible.

Thanks.
 

Shaz

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If it's something specific to that map, just use a map event. If it's loading, doing something then erasing itself, it's not going to impact on performance.

If you have a number of things that need to be done when the map is first loaded, put them all into a single parallel event, and erase it at the end.
 

Mrs_Allykat

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Another idea is to put your parallel event controller in a blank space above, below, or on the side of your map. You can have quite a few parallel processes outside of the borders of the map. MV's camera will only pick up the extra space as black if your player gets next to the wall. In fact, Yanfly has a great video on why to do exactly that at the bottom of inside maps.

http://yanfly.moe/2018/02/23/5-effective-ways-to-improve-indoor-maps-rpg-maker-mv/

That extra "white space" is also a good spot to work in some events!
 

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