PWADÐ --Colors-- freeslot("SKINCOLOR_PENGUINATORB") freeslot("SKINCOLOR_PENGUINATORR") freeslot("SKINCOLOR_YINGANDYANG") freeslot("SKINCOLOR_SUPERFIN1") freeslot("SKINCOLOR_SUPERFIN2") freeslot("SKINCOLOR_SUPERFIN3") freeslot("SKINCOLOR_SUPERFIN4") freeslot("SKINCOLOR_SUPERFIN5") --Normal Version-- skincolors[SKINCOLOR_PENGUINATORB] = { name = "Penguinator(blue)", ramp = {0,5,131,132,132,151,154,155,155,157,31,31,31,31,31,31}, invcolor = SKINCOLOR_BLUE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_PENGUINATORR] = { name = "Penguinator(red)", ramp = {0,5,32,33,33,39,42,43,43,45,31,31,31,31,31,31}, invcolor = SKINCOLOR_CRIMSON, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } --Super Version-- skincolors[SKINCOLOR_YINGANDYANG] = { name = "Super_Yingandyang", ramp = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, invcolor = SKINCOLOR_BLUE, invshade = 9, chatcolor = V_BLUEMAP, accessible = true } skincolors[SKINCOLOR_SUPERFIN1] = { name = "Super_Superfin1", ramp = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, invcolor = SKINCOLOR_BLUE, invshade = 9, chatcolor = V_BLUEMAP, accessible = false } skincolors[SKINCOLOR_SUPERFIN2] = { name = "Super_Superfin2", ramp = {0,0,0,0,1,2,2,2,4,6,8,10,12,14,16,17}, invcolor = SKINCOLOR_BLUE, invshade = 9, chatcolor = V_BLUEMAP, accessible = false } skincolors[SKINCOLOR_SUPERFIN3] = { name = "Super_Superfin3", ramp = {0,0,1,2,3,4,5,5,6,8,10,12,14,16,17,18}, invcolor = SKINCOLOR_BLUE, invshade = 9, chatcolor = V_BLUEMAP, accessible = false } skincolors[SKINCOLOR_SUPERFIN4] = { name = "Super_Superfin4", ramp = {0,5,10,15,20,25,26,27,28,30,30,30,31,31,31,31}, invcolor = SKINCOLOR_CRIMSON, invshade = 9, chatcolor = V_BLUEMAP, accessible = false } skincolors[SKINCOLOR_SUPERFIN5] = { name = "Super_Superfin5", ramp = {31,31,31,31,31,31,31,31,31,31,31,31,31,31,31,31}, invcolor = SKINCOLOR_CRIMSON, invshade = 9, chatcolor = V_BLUEMAP, accessible = false } ///Credits to kirb/// addHook("ThinkFrame", do skincolors[SKINCOLOR_YINGANDYANG].ramp = skincolors[SKINCOLOR_SUPERFIN1 + abs( ( (leveltime >> 1) % 10) - 4)].ramp end) ///Credits to rem/// //these are the only two lines you need to edit! local flashColor = skincolors[SKINCOLOR_YINGANDYANG] //change this to your desired skincolor! local flashDelay = 1000000000 //change this to how many tics it takes to animate local rampPos = 1 local rampDir = true local ramps = {} //convert the ramp to a table ramps[1] = {} for i = 0, 15, 1 ramps[1][i+1] = flashColor.ramp[i] end //create the offset versions of the ramp for i = 2, 16,1 ramps[i] = {} for pos,val in ipairs(ramps[i-1]) do if not (pos == 16) then ramps[i][pos+1] = val else ramps[i][1] = val end end end local function RampWave() if not (leveltime % flashDelay) then rampPos = $1+1 //too high, time to go back if not (ramps[rampPos]) rampPos = 1 end flashColor.ramp = ramps[rampPos] end end addHook("ThinkFrame", RampWave) H LUA_EXPET |LUA_WAVE