To add animated images to a window is a little annoying but can be done. I would look Sprite_Character, def update, as it displays the character and when walking sets the walking state. This is all figured according to the @pattern value figured in Game_Battler which is the super class of events and actors.
Here is a little code snippet from Sprite_Character...
self.bitmap = RPG::Cache.character(@battler.character_name,
@battler.character_hue) #This sets the bitmap equal to the character_name assigned
@cw = bitmap.width / 4 #this sets the width of the CROP for the image
@ch = bitmap.height / 4 #this sets the height of the CROP for the image
self.ox = @cw / 2
self.oy = @ch
.
.
.
.
sx = @battler.pattern * @cw #sets the starting position for the X crop
sy = (@battler.direction - 2) / 2 * @ch #sets the starting positions for the Y crop
.
.
self.src_rect.set(sx, sy, @cw, @ch) #sets the bitmap to only display the cropped section of the image.
Then in Game_Battler the update should increment @pattern automatically for you. This means that the image will cycle through the images left to right accordingly.
Before you start adding battlers to windows, I would recommend to look at this script I made that allows you to run common events in the menu.. and adjust it to work for displaying the battlers for you. (
link
To add battlers to the menu.. you will need to do it from the scene setup...
for actor in $game_party.actors
actor.z = 5000 #this brings them to the FRONT of whatever is above them.
@spriteset.character_sprites.push(Sprite_Character.new(@spriteset.viewport, actor)
end
or something like that. Good luck with your project, and I hope this helped.