LoopUpdateCMD ACE
LoopUpdateCMD ACEby 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.
Spoiler: 2 Screenshots
VX ACE Script
Ruby:
# * LoopUpdateCMD ACE * #
#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_timer.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
IMPORTANT NOTE
Those that are used to implementing scripts in your game projects might have noticed that it includes a line that says $game_map.update and it passes no argument at all. That's done by design.
If it did pass it, you'd get an error message telling you that you can't call Fiber's resume method twice (double resume). So don't add anything there for your own sake.
Download Demo
Terms & Conditions
Free for ANY game.
Due credit is mandatory.
Mention this forum in your game credits.
That's it!
data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7
本贴来自国际rpgmaker官方论坛作者:kyonides处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/loopupdatecmd-ace.166711/
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