For anyone looking for the back story see the topic
hereCODE
#==============================================================================
# ** VXAce: Animated Enemy Battlers
#------------------------------------------------------------------------------
# History:
# Date Created: 13/Apr/2012
# Created for: TheCretanHound
# @> http://www.rpgrevolution.com/forums/index.php?showtopic=56171
#
# Description:
# This script is designed to animate the enemy battlers in the default
# RMVX Ace battle system.
#
# How to Install:
# Copy this entire script. In your game editor select Tools >> Script Editor.
# Along the left, scroll down to the bottom, right click on 'Main', and
# select 'Insert'. Paste the code on the right.
#
# How to Use:
# Please see below for the default number of frames per step, and the
# default number of steps per graphic.
# To set the number of frames per step and the number of steps per graphic
# for an individual battler, change their name to:
# Slime[100, 2].png
# Where Slime is their normal name, 100 is the number of frames to wait
# per animation, and 2 is the number of frames per graphic.
#==============================================================================
#==============================================================================
# ** Customisation
#==============================================================================
module NR_AnimEnemies
DEFAULT_FRAMES = 20
DEFAULT_STEPS = 4
end
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# Edited to have animated battlers.
#==============================================================================
class Sprite_Battler
#--------------------------------------------------------------------------
# * Alias Methods
#--------------------------------------------------------------------------
alias nr_animEnemy_update_bitmap update_bitmap unless $@
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_bitmap(*args)
# Restore the bitmap to the whole bitmap (if it exists)
self.bitmap = @whole_bitmap unless @last_bitmap.nil?
# Run the original update_bitmap
nr_animEnemy_update_bitmap(*args)
# Return if appropriate
return if self.bitmap.nil?
return if @battler.is_a? Game_Actor
# If the bitmap name has changed
if @old_bitmap_name != @battler.battler_name or
@old_battler_hue != @battler.battler_hue
# Backup their name & hue
@old_bitmap_name = @battler.battler_name
@old_battler_hue = @battler.battler_hue
# Get the note for this enemy
notebox = $data_enemies[@battler.enemy_id].note.to_s
# Read the number of frames
frames = @battler.battler_name.match( /\[(.*)\]$/ )
if frames.nil?
@animation_frames = NR_AnimEnemies::DEFAULT_FRAMES
@animation_steps = NR_AnimEnemies::DEFAULT_STEPS
else
@animation_frames, @animation_steps = eval(frames[0])
end
# Reset the frames_since_anim
@frames_since_anim = -1
@current_anim_index = -1
# Backup the un-segmented battler
@whole_bitmap = self.bitmap.clone
# If the battler hasn't changed
else
# Restore the bitmap to the segmented battler
self.bitmap = @segmented_bitmap
end
# If it's time for an update
if @frames_since_anim == -1 or @frames_since_anim > @animation_frames
# Update the current anim index
@current_anim_index = (@current_anim_index + 1) % @animation_steps
# Reset the update counter
@frames_since_anim = 0
# Get the dimensions of the whole bitmap
r = Rect.new(0, 0, @whole_bitmap.width, @whole_bitmap.height)
# Create a rect to get the segmented battler
x = @current_anim_index * r.width / @animation_steps
source_x = Rect.new(x, r.y, r.width, r.height)
# Create the bitmap with the segmented battler and set it as active
a_bitmap = Bitmap.new(r.width / @animation_steps, r.height)
a_bitmap.blt(0, 0, @whole_bitmap, source_x)
self.bitmap = a_bitmap
@segmented_bitmap = self.bitmap.clone
end
# Increment the frames since an animation
@frames_since_anim += 1
end
end
#==============================================================================
# ** End of Script.
#==============================================================================
And since you like my scripts so much, have a fresh one ^_^