Vlue 271 Posted May 28, 2014 Animated Icons v1.0 By Vlue Introduction This script lets you set up animated icons using 'frames' of icons from an icon set. Wowie! Of course you'll need to provide your own animations... but I do have a couple (five) for you to peruse at least, which are already set up for use by default in the script. Iconset - http://i.imgur.com/VVxxiq3.pngFeatures - Animated Icons, yeesh.Screenshots How to Use Make animated Icons, set animated icons, ???, Profit.Script Pastebinz: http://pastebin.com/KPEbELjWCredit and Thanks - By Vlue - Free to use in any project, commercial or otherwise, with credit givenAuthor's Notes Just going to... 10 Share this post Link to post Share on other sites
+ LadyMinerva 998 Posted May 29, 2014 Ahhh very nice, this one somehow reminds me of Dragon Quest IX where these weapons have an animated 5 star rarity. I'll be sure to try this one out. In the meantime, it's time to make some animated weapons! 2 Share this post Link to post Share on other sites
Coolie 148 Posted May 29, 2014 This works perfectly everywhere that I've used it except Victor Engine Target Arrow. The help window that shows what enemy you are targeting (and their status icons) refreshes blank after about a second). Share this post Link to post Share on other sites
yoshine 7 Posted May 29, 2014 Imma check if this works with battle symphony later (cough cough THAT would be some intense shit) Share this post Link to post Share on other sites
ihartrpgs 148 Posted May 30, 2014 Wow, this looks amazing! I haven't even thought of having animated icons, but after seeing the video, it's a must-have for my game. Share this post Link to post Share on other sites
MidnightWolfie 0 Posted May 30, 2014 Very nice, thank you very much for this! Share this post Link to post Share on other sites
Demintika 63 Posted May 30, 2014 Suggest in scripting: 1) Turning off @icons when refresh. alias whatever_refresh refresh def refresh @icons = false whatever_refresh end The improvement is barely noticeable but still better than nothing. 2) Some people has aliased draw_icon too, line 49-50-51 may make this script un-compatible with them. Those lines are just a copy of default draw_icon, why didn't you just put animicon_draw_icon(index, x, y, enabled) instead? Share this post Link to post Share on other sites
Vlue 271 Posted May 30, 2014 Suggest in scripting: 1) Turning off @icons when refresh. alias whatever_refresh refresh def refresh @icons = false whatever_refresh end The improvement is barely noticeable but still better than nothing.2) Some people has aliased draw_icon too, line 49-50-51 may make this script un-compatible with them. Those lines are just a copy of default draw_icon, why didn't you just put animicon_draw_icon(index, x, y, enabled) instead? The @icons variable lets the window know there are animated icons, whether its on or not its still only refreshed after an icon frame change. (Every 10 frames thanks to 'if Graphics.frame_count % 10 == 0') As for the second one... that is a good point. Thanks~ Share this post Link to post Share on other sites
Euphoria 147 Posted May 30, 2014 Damn Vlue, you really need to teach me to script better, and share some ideas! Does this cause any lag at all? Share this post Link to post Share on other sites
Vlue 271 Posted May 30, 2014 It causes any window that has an animated icon to refresh every 10 frames. Shouldn't be noticeable unless there's some crazy stuff going on in the window. Share this post Link to post Share on other sites
Euphoria 147 Posted May 30, 2014 Definitely gonna try this one out then! Share this post Link to post Share on other sites
JesseO 40 Posted August 26, 2014 (edited) Thank you so much for this! Such a simple thought and a huge improvement on the system! You are awesome! I'm getting down on animating Icons right now. I'll post a bunch for people to use with your script. I love it! I like how it works with various menu scripts and still animates the icons like PAC Main Menu Ace. I am curious if there is a way to only animate the icons when highlighted/selected? Here are some animations... I'll Take Requests completely free of charge just ask, but they'll go up here for everyone http://www.rpgmakervxace.net/topic/26765-animated-icons/ Edited August 29, 2014 by JesseO 2 Share this post Link to post Share on other sites
Coolie 148 Posted August 27, 2014 (edited) EDIT: D'oh! Looks like I already mentioned the compatibility thing before. Sorry! Edited August 27, 2014 by William C Share this post Link to post Share on other sites
mawichan 2 Posted February 6, 2018 (edited) Is there a way to make this script compatible with Syvkal's Ring Menu? I get an error on the ring menu script's line 323 This is what the script section with that line looks like Edited February 6, 2018 by mawichan Share this post Link to post Share on other sites