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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.png

Features
- Animated Icons, yeesh.

Screenshots


How to Use
Make animated Icons, set animated icons, ???, Profit.

Script
Pastebinz: http://pastebin.com/KPEbELjW

Credit and Thanks
- By Vlue
- Free to use in any project, commercial or otherwise, with credit given

Author's Notes
Just going to...

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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!  ;)

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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).

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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 

 
  1.       animicon_draw_icon(index, x, y, enabled)

instead?

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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~

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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.

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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 by JesseO

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