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Original Source

  • Original title: LoopUpdateCMD VX
  • Original author: kyonides
  • Original date: March 11, 2024
  • Source thread: https://forums.rpgmakerweb.com/threads/loopupdatecmd-vx.166710/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS2 Scripts (RMVX)

Summary

LoopUpdateCMD VX by Kyonides​ Introduction This scriptlet lets you create an update method that will refresh everything on screen while forcing the player to trigger some button to break the loop.

Archived First Post

LoopUpdateCMD VX

by Kyonides

Introduction

This scriptlet lets you create an update method that will refresh everything on screen while forcing the player to trigger some button to break the loop.

Take in consideration that the loop event command was not meant to be used this way. Thus, there was a need to create a simple way that could let you enable the Input.trigger? method almost as if you were creating a custom scene of your own.

How to Use

Create a loop and leave this script call inside.

Ruby:
loop_update

It must be the very first thing it processes there.

Now take a look at the screenshots.

loopupdatecmd_vx01.jpg

VX Script

Ruby:
# * LoopUpdateCMD VX * #
#   Scripter : Kyonides Arkanthes
#   2024-03-11

# This scriptlet lets you create an update method that will refresh everything
# on screen while forcing the player to trigger some button to break the loop.

module LoopUpdate
  extend self
  attr_accessor :spriteset
end

class Game_Interpreter
  def loop_update
    Graphics.update
    Input.update
    $game_map.update
    $game_system.update
    LoopUpdate.spriteset.update
    return true
  end
end

class Spriteset_Map
  alias :kyon_loop_up_cmd_sprtst_map_init :initialize
  def initialize
    LoopUpdate.spriteset = self
    kyon_loop_up_cmd_sprtst_map_init
  end
end

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