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LoopUpdateCMD - kyonides - 03-12-2024 LoopUpdateCMD
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. Code: loop_update It must be the very first thing it processes there. Now take a look at the screenshots. Screenshots XP Script Code: # * LoopUpdateCMD XP * # VX Script Code: # * LoopUpdateCMD VX * # VX ACE Script Code: # * LoopUpdateCMD ACE * # Terms & Conditions Free for ANY game. Due credit is mandatory. Mention this forum in your game credits. That's it! RE: LoopUpdateCMD - kyonides - 04-01-2024 IMPORTANT NOTE FOR VX ACE USERS
Those that are used to implementing scripts in your game projects might have noticed that it includes a line that says: Code: $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. Really, I'm extremely serious about this. I'm also leaving a new screenshot here where you can find another example of how to use my script in an RMVX ACE map event. Content Hidden |