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For the effect you're seeking, you could use separate Script commands, e.g.
I guess I wasn't terribly clear, in that I'm trying to do this as a plug-in and not straight-up as an in-game script. However, based on the results I'm seeing, I fear the answer may be the same, and it does explain a bit.
So assuming there isn't a way to force the game to process the plug-in in real-time, it looks like I'm going to making use of a lot of in-game variables. That's cool, though, at least it's a workable solution.
Thanks again! :D
Another alternative is to skip the interpreter structure entirely and use something else to schedule the timing, e.g. setTimeout or Promise. I generally recommend sticking with the existing structure, though. ^_^'
In case you're wondering: for the event codes and parameters, I referenced rpg_objects.js (Game_Interpreter, or just search the English name of the event command you're seeking, e.g. "Play SE"). You can also see the event command structure by checking out one of your maps (e.g. Map001.json, assuming it has events on it) in your project's data subfolder. =)