Makes sprite white for a weak flash effect. Used when a battler is moving.
appear
Smoothly transitions a sprite from transparent to opaque. Used when a character is revived and when an enemy appears.
escape
Smoothly transitions a sprite from opaque to transparent. Used when an enemy runs away.
collapse
Blends red with a sprite's color information and smoothly transitions it to transparent. Used when HP reaches 0 and the character collapses.
damage(value, critical)
Displays the amount of damage or the word "Miss!"in a pop-up in front of the sprite.
If value is a positive number, the amount of normal damage will be displayed in white. If it is a negative number, the amount of recovery will be displayed in green with no negative sign. If value is text, it will be displayed in white, as is.
If critical is set to TRUE, the word "CRITICAL" will be displayed above the damage amount.
The damage sprite is displayed at a Z-coordinate of 3000.
animation(animation, hit)
Plays the animation specified in animation (RPG::Animation) on the indicated sprite.
If hit is TRUE, then it will be handled as a hit; if FALSE, as a miss. This is used as a condition in [SE and Flash Timing].
The animation sprite is displayed at a Z-coordinate of 2000.
If the animation has multiple targets, simply call this method for each sprite. The class will automatically make all decisions internally, thus avoiding any overlapping of animations whose positions are set to [Screen].
The animation graphic(s) to be displayed are retrieved from the RPG::Cache module and, to save memory, are freed as soon as the animation is done playing. Therefore, the class uses an internal reference count. Usually there is no need to be conscious of this fact, but care must be taken when using an RPG::Cache module animation graphic in an external context.
If animation is set to nil, the animation will stop.
loop_animation(animation)
Plays the animation specified in animation (RPG::Animation) in a loop on the indicated sprite.
Unlike normal animations, will loop back to the first frame after reaching the last frame, with no pause. Can be displayed at the same time as a normal animation. This method is used to display the animation specified in the status class (RPG::State).
If animation is set to nil, the animation will stop.
blink_on
Turns the blink effect on. Makes a sprite glow white, then repeats the effect at set intervals. Used on an actor while entering commands.
blink_off
Turns the blink effect off.
blink?
Returns TRUE when the blink effect is on.
effect?
Returns TRUE when whiten, appear, escape, collapse, damage, or animation is on.
Neither loop_animation nor blink have any effect,
update
Refreshes each effect. As a rule, this method is called once per frame.