ATO asked me to repost this, and it is my very first script so:
In order to make a windowskin appear animated by cycling through a series of skins:
In Window_Base
Replace all of "def initialize" with:
Where "Blue_1" is the name of your first skin.
The important parts are the line that defines the name of the first skin, and the line that sets @blink_count = 0
Then replace all of "def update" with:
To add or subtract frames from the animation, we change the blinkcount stuff.
The 40 defines how high it counts. I used 4 frames, so 40 in this case. The higher this number, the more skins can be cycled through; or the longer a skin can be held.
This means that while its counting, and it's a number between 10-19 it'll display the 2nd skin.
I set the range that each skin is held for a count of 10, but you can make that range longer or shorter.
Basically, that first number, the counting max needs to be divisable by how many skins you're using, and how many frames you want each skin to hold.
Yay!
oh, and a demo now:
http://www.alisachristopher.us/rmxp/WindowSkinTest.exe
In order to make a windowskin appear animated by cycling through a series of skins:
In Window_Base
Replace all of "def initialize" with:
Code:
def initialize(x, y, width, height)
super()
self.windowskin = RPG::Cache.windowskin("Blue_1") #
self.x = x
self.y = y
self.width = width
self.height = height
self.z = 100
self.opacity = 160
@blink_count = 0 #
end
The important parts are the line that defines the name of the first skin, and the line that sets @blink_count = 0
Then replace all of "def update" with:
Code:
def update
super
#Animates the Window Skin
@blink_count = (@blink_count + 1) % 40
if @blink_count < 10
self.windowskin = RPG::Cache.windowskin("Blue_1") #name of skin frame 1
elsif (@blink_count >= 10 and @blink_count < 20)
self.windowskin = RPG::Cache.windowskin("Blue_2") #skin frame 2
elsif (@blink_count >= 20 and @blink_count < 30)
self.windowskin = RPG::Cache.windowskin("Blue_3") #skin frame 3
else
self.windowskin = RPG::Cache.windowskin("Blue_4") #skin frame 4
end
end
To add or subtract frames from the animation, we change the blinkcount stuff.
Code:
@blink_count = (@blink_count + 1) % 40
Code:
elsif (@blink_count >= 10 and @blink_count < 20)
self.windowskin = RPG::Cache.windowskin("Blue_2")
I set the range that each skin is held for a count of 10, but you can make that range longer or shorter.
Basically, that first number, the counting max needs to be divisable by how many skins you're using, and how many frames you want each skin to hold.
Yay!
oh, and a demo now:
http://www.alisachristopher.us/rmxp/WindowSkinTest.exe