Barreytor

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Parallel Common Events in Battle


Author: Barreytor


Version: 1.0


Introduction:


This plugin loads the parallel-activated common events in the battle scene.


Plugin:


View attachment BARREY_CommonEventsInBattle.js (Attachment, requires account)


MEGA Alternate download link


Instructions:


Just place it in your plugins folder, enable it in the plugin manager, and you're good to go. It'll automatically load up and let any common events that are a parallel common event run inside the battle scene, for whatever reason you might need that.


Compatibility:


I was using Yanfly's core engine and battle core, it worked without problem, and should run with no problems against most plugins (not guaranteed tho).


Terms of Use:


Free for use for commercial and non-commercial games alike, as long as you credit me (Barreytor) somewhere.


Script is given as-is: it works, but don't expect me to do much else on it because it does what I needed it to do.


Also including spoilered the first version of the post before I checked the guidelines (in case someone wants to laugh at it or something idk)

So, I found myself wanting to do something fancy for the battle system but didn't want to go all deep in the whole plugin making because I don't really have much of an idea, and really, just to make something be animated all the time? Don't think I was gonna start and learn. Plus, common events already are powerful.


I looked around for a bit, finding no solution to my problem. Which brought me to just hacking it in and adding the parallel common event handler to the battle scene. It worked (after a few tries)


And here I am, because I think that a thing this simple-looking but so relatively powerful shouldn't be kept just for myself. I mean it, anybody could think up a fancy battle system that uses half a dozen parallel process common events to show fancy things and/or use minigames, but without this plugin it would be short of impossible (Because I tried using the troop event and if you're running a common event from an item, that one doesn't seem to run).


And how much does it cost? Nothing! Zero! It's free! (Unless you think giving credit is too much. Then it costs too much for you)


Yeah, just, it comes as-is, I'll probably won't update it because there isn't really much to be updated, just credit me if you use it and hope somebody that's not me finds it useful too.
 
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mlogan

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Moving this at OP's request.



However, @Archeia will need to look it over to make sure it meets guidelines.
 

Barreytor

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Oh, Ohhhh. Guidelines, right, In my rush to share it I completely forgot that there must be some guidelines to follow. I'll go check them right now and edit the OP. Thanks for mentioning that.
 

Faye Valentine

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I don't even know why no one has noticed this but hey man, really helpful. So thank you =)
 

MikeRPG33

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This sounds like what i am looking for to complete my game, but can you give a tutorial and example of your plug in?
 

Parallax Panda

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This might prove useful if it works with the currently version of MV. I have to test it once I get home (hence why I write this post so I can find it again on my main computer). :kaopride:

But in any case, thanks for sharing!
 

Namu

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Hi! First of all, thanks for the plugin. It works exactly like you said, but there is something I'm still missing. I use parallel processes to insert texts during animations, so the text won't interrupt the animation that is going on in the background. In the battle however, when the text is displayed, it pauses the animation. (animation made with Show Picture command)

So I am wondering if there is some sort of workaround for this. Thank you in advance.
 

azurezero

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Hi! First of all, thanks for the plugin. It works exactly like you said, but there is something I'm still missing. I use parallel processes to insert texts during animations, so the text won't interrupt the animation that is going on in the background. In the battle however, when the text is displayed, it pauses the animation. (animation made with Show Picture command)

So I am wondering if there is some sort of workaround for this. Thank you in advance.
I remember something like this in ace, i ended up getting rid of the wait_for_message line of code in the interpreter, dunno what the mv equivalent would be
 

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