You can make it animated -
Under -
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
Add
@sprite_index = 0
@frame_wait = 5
And in update, place something like the following (works for sets of 3 images) -
if @frame_wait > 0
@frame_wait -= 1
else
case @sprite_index
when 0
@sprite_index = 1
@sprite.bitmap = RPG::Cache.title('image_2')
when 1
@sprite_index = 2
@sprite.bitmap = RPG::Cache.title('image_3')
when 2
@sprite_index = 0
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
@frame_wait = 5
end
That will loop it from the default image all the way through to the third image and then jump back to the default image.
If you want it to loop through and then back, do something like -
if @frame_wait > 0
@frame_wait -= 1
else
case @sprite_index
when 0
@sprite_index = 1
@sprite.bitmap = RPG::Cache.title('image_2')
when 1
@sprite_index = 2
@sprite.bitmap = RPG::Cache.title('image_3')
when 2
@sprite_index = 3
@sprite.bitmap = RPG::Cache.title('image_2)
when 3
@sprite_index = 0
@sprite.bitmap = RPG::Cache.title($data_system.title_name)
end
@frame_wait = 5
end
Which works with things that grow in intensity and back off.
There is a little wait in between each image switch.
Use this info as a basis for what you want, I'm sure you can figure it out.