Hey everyone. I've been trying to figure out how to get around doing this for quite awhile now, and frankly I just can't come up with anything else. Does anyone know how to make an animation loop when displaying over a player or event? (play over and over until I make it stop) it's important for a lot of my cutscenes, but I just can't figure out a way to do it. Any advice? (I'm using blizzABS, if that will help. And no, status effects won't work since this is mainly for cutscenes where the player is replaced by an event due to some restrictions bABS gives on changing player graphics. And the events aren't enemies either)
Blizz-ABS has that function integrated. Just use $game_map.events[EVENT_ID].loop_animation_id = ANIMATION_ID to set it. Set it to 0 to remove it again.
Sweet! Thanks blizz, that helps a lot. I guess this is now resolved.
I finally got around to actually trying this out while remaking the cutscenes. All that happens when I put that in a script call is the first frame of the animation appears on the event. Once. It doesn't loop like it does on the player.
Hm... maybe I didn't add it properly for other than map battlers. Try it on a lifeless object or enemy.
Same problem with enemies. Any suggestions?
Probably the subsystem that resets that ID. ._. Try keep setting loop_animation_id rather than setting it just once.
even if I have a parallel process that continually sets the ID, I run into the same issue D:
Ah, crap. Oh well, I'll have to add some piece of code then so it allows manual loop animation I guess. ._.
Thanks :) That would really help me out (using particle illusions, I replaced my old pixel based looping charset animations with SMEXY particle renders)