freeslot("SKINCOLOR_BLARE", "sfx_jumpf")
skincolors[SKINCOLOR_BLARE] = {
	name = "Blare",
	ramp = {0,1,2,3,4,5,6,7,8,9,8,7,6,5,4,3},
	invcolor = SKINCOLOR_BONE,
	invshade = 9, 
	chatcolor = V_INVERTMAP,
	accessible = true
}
//these are the only two lines you need to edit!
local flashColor = skincolors[SKINCOLOR_BLARE] //change this to your desired skincolor!
local flashDelay = 3 //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)