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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
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.
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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Terms & Conditions
Free for ANY game.
Due credit is mandatory.
Mention this forum in your game credits.
That's it!
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