Using animations in a scene (unrelated to battles and maps)
#4
Well, this might differ a little depending on if you're using VX or XP, and the example I'm posting is XP so... yeah.

Basically, the way animations are handled and executed are through the RPG::Sprite class, a hidden class which you can actually access a copy of from the RM Help file. So, in order to play an animation in, for example, the window of a menu, you'll need an object within that menu which inherits from this class (RPG::Sprite).

If you're wanting it to display in a blank window, then I'd just make an inherited RPG::Sprite class that overlays the window in question (ie, the viewport must match the window's demensions.) Otherwise, if you're wanting to make a window which shows an actor/enemy which the animation would be executed on, create the desired Viewport and initialize a Sprite_Battler representing the actor/enemy within your scene.

Oh yeah, before I forget, if you're doing it with an actor/enemy, then you can call battler.animation_id = (animation_id), and when it updates it automatically plays the animation for you. Else, if you're doing it directly with the RPG::Sprite class, then your syntax will be sprite.animation(animation_id, hit_result).

Hope I've helped you some! You've got me curious and interested in seeing whatever you're working on :D

BTW, if you need any further help, you always know where to find me! I'll be glad to help you, and keep up the good scriptin's!
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[Resolved] Using animations in a scene (unrelated to battles and maps) - by Kain Nobel - 11-17-2009, 08:55 AM

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