Well, you can trim away most of it if you only changed two lines. Basically, you can delete from your script any method you did not alter. So if the only methods you changed were update_balloon and start_balloon, then every other method could be deleted from your script. You can trim away even more if you alias. So the start_balloon method is right now:
def start_balloon
dispose_balloon
@balloon_duration = 4 * 8 + BALLOON_WAIT
@balloon_sprite = ::Sprite.new(viewport)
@balloon_sprite.bitmap = Cache.system("Balloon")
@balloon_sprite.ox = 16
@balloon_sprite.oy = 32
update_balloon
end
it could become:
alias anmus_blnanim_strtblln_8fh3 start_balloon
def start_balloon (*args)
@balloon_duration = 4 * 8 + BALLOON_WAIT
anmus_blnanim_strtblln_8fh3 (*args) # Run Original Method
end
As for making the balloon repeat, you have the right idea to introduce a counting variable; I don't know if you're current edits are appropriate though, unless you seek to reduce the time the balloon takes to complete.
If I were to approach it, I would initialize a counting variable in start_balloon, and have that advance each time you reach the end of the circuit until it reaches 3. I can write that for you if you need me to, but the basic idea is that the way this thing counts is this:
sx = (7 - (@balloon_duration - BALLOON_WAIT) / 8) * 32
That line determines the x position of the rect it takes from the balloon animation sheet. If we remove the *32 at the end, then what we basically have is the determination of which frame of the animation we are on.
@balloon_duration tracks the number of frames (time) the animation is played, changing to the next animation frame every 8 time frames (by default). Sorry for using frame in two senses here; I will try to specify each time I use the word. BALLOON_WAIT is the constant that holds how many time frames the last animation frame is held onto before disposing. So, to put numbers to everything, BALLOON_WAIT is 12 by default, and @balloon_duration is 8 * 8 + BALLOON_WAIT when it is initialized, meaning that it is 64 + 12 = 76 time frames. @balloon_duration reduces by one every time frame.
SO:
The first time frame the balloon is played, @balloon_duration is reduced to 75. The frame we therefore get is:
7 - ((75 - 12) / 8) = 7 - (63 / 8) = 7 - 7 = 0
This will continue until @balloon_duration hits 67, at which point we get:
7 - (67 - 12) / 8) = 7 - (55 / 8) = 7 - 6 = 1
so we move to the next frame of the animation here.
The reason I am mentioning this is because we can follow from that the fourth to last frame is shown when @ballon_duration is equal to 43
7 - ((43 - 12) / 8) = 7 - 3 = 4
We can further reason that once @balloon_duration is equal to BALLOON_WAIT, then that is when the final frame has played out its first 8 frames. Thus, if at that moment we reset @balloon_duration to 43, then the animation will return to the 4th from last frame. We'd use the counting variable to count how many times we reset @balloon_duration, and then we just don't reset it once the counting variable gets up to 2.
Anyway, it's pretty simple to code, but I figure I'd see if you could decipher the confused jumble of words I just typed first.