###############################################################################
#Pause Script Version 1.0
###############################################################################
module Baelgard
PAUSE_BUTTON = "X"
PAUSE_TEXT = "Pause"
#allow/disallow freezing play time during pause
STOP_TIME = true
#Set a switch name to allow/disallow pause
PAUSE_SW_NAME = "Pause"
PAUSE_BUTTON2 = eval("Input::#{PAUSE_BUTTON}")
def stopping
viewport1 = Viewport.new(0, 0, 640, 480)
viewport1.z = 10000
sprite1 = Sprite.new(viewport1)
sprite1.tone = Tone.new(0, 0, 0, 0)
sprite1.bitmap = Cache.system ("pause")
loop do
Graphics.update
Input.update
if Input.trigger?(PAUSE_BUTTON2)
break
end
end
sprite1.dispose
sprite1 = nil
end
#--------------------------------------------------------------------------
def can_stop?
if PAUSE_SW_NAME.is_a?(Numeric)
return ($game_switches[PAUSE_SW_NAME] rescue true)
else
return ($game_switches[$data_system.switches.index(PAUSE_SW_NAME)] rescue true)
end
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
include Baelgard
alias baelgard_update update
def update
if Input.trigger?(PAUSE_BUTTON2) and can_stop?
tmp = Graphics.frame_count
stopping
if STOP_TIME
Graphics.frame_count = tmp
end
end
baelgard_update
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
include Baelgard
alias baelgard_update update
def update
if Input.trigger?(PAUSE_BUTTON2) and can_stop?
tmp = Graphics.frame_count
stopping
if STOP_TIME
Graphics.frame_count = tmp
end
end
baelgard_update
end
end
#Pause Script Version 1.0
###############################################################################
module Baelgard
PAUSE_BUTTON = "X"
PAUSE_TEXT = "Pause"
#allow/disallow freezing play time during pause
STOP_TIME = true
#Set a switch name to allow/disallow pause
PAUSE_SW_NAME = "Pause"
PAUSE_BUTTON2 = eval("Input::#{PAUSE_BUTTON}")
def stopping
viewport1 = Viewport.new(0, 0, 640, 480)
viewport1.z = 10000
sprite1 = Sprite.new(viewport1)
sprite1.tone = Tone.new(0, 0, 0, 0)
sprite1.bitmap = Cache.system ("pause")
loop do
Graphics.update
Input.update
if Input.trigger?(PAUSE_BUTTON2)
break
end
end
sprite1.dispose
sprite1 = nil
end
#--------------------------------------------------------------------------
def can_stop?
if PAUSE_SW_NAME.is_a?(Numeric)
return ($game_switches[PAUSE_SW_NAME] rescue true)
else
return ($game_switches[$data_system.switches.index(PAUSE_SW_NAME)] rescue true)
end
end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map
include Baelgard
alias baelgard_update update
def update
if Input.trigger?(PAUSE_BUTTON2) and can_stop?
tmp = Graphics.frame_count
stopping
if STOP_TIME
Graphics.frame_count = tmp
end
end
baelgard_update
end
end
#==============================================================================
# Scene_Battle
#==============================================================================
class Scene_Battle
include Baelgard
alias baelgard_update update
def update
if Input.trigger?(PAUSE_BUTTON2) and can_stop?
tmp = Graphics.frame_count
stopping
if STOP_TIME
Graphics.frame_count = tmp
end
end
baelgard_update
end
end