
Last Update: 2012.01.07
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This script allows to display looping and cycling animations, the animation loops indefinitely, and if there’s more than one they cycles between them. They’re used to display status effects or can be called to display some visual effect.
Requires the Victor Engine – Basic Module
Comment calls note tags:
Tags to be used in events comment box, works like a script call.
<event loop animation id i: x>
Display a loop animation on the event.
i : event ID
x : loop animation ID
<event loop animation type i: x, y>
Set the loop animation type for events, have effect only when used together with <event i loop animation id: x>, otherwise have no effect, this tag is opitional
i : event ID
x : loop animation ID
y : loop animation type
<event loop animation loop i: x, y>
Set the loop animation loop numbers for events, have effect only when used together with <event i loop animation id: x>, otherwise have no effect, this tag is opitional
i : event ID
x : loop animation ID
y : loop animation loop times
<actor loop animation id i: x>
Display a loop animation on the actors, can be used in battles.
i : actor index
x : loop animation ID
<actor loop animation type i: x, y>
Set the loop animation type for actors, have effect only when used together with <actor i loop animation id: x>, otherwise have no effect, this tag is opitional
i : actor index
x : loop animation ID
y : loop animation type
<actor loop animation loop i: x, y>
Set the loop animation loop numbers for actors, have effect only when used together with <actor i loop animation id: x>, otherwise have no effect, this tag is opitional
i : actor index
x : loop animation ID
y : loop animation loop times
<vehicle loop animation id i: x>
Display a loop animation on the vehicles, can be used in battles.
i : vehicle type name
x : loop animation ID
<vehicle loop animation type i: x, y>
Set the loop animation type for vehicles, have effect only when used together with <vehicle i loop animation id: x>, otherwise have no effect, this tag is opitional
i : vehicle type name
x : loop animation ID
y : loop animation type
<vehicle loop animation loop i: x, y>
Set the loop animation loop numbers for vehicles, have effect only when used together with <vehicle i loop animation id: x>, otherwise have no effect, this tag is opitional
i : vehicle type name
x : loop animation ID
y : loop animation loop times
Comment boxes note tags:
Tags to be used on events Comment boxes. They’re different from the
comment call, they’re called aways the even refresh.
<loop animation id: x>
Display a loop animation on the event.
x : loop animation ID
<loop animation type x: y>
Set the loop animation type, have effect only when used together with <self loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation type
<loop animation loop x: y>
Set the loop animation loop numbers, have effect only when used together with <self loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation loop times
Enemies note tags:
Tags to be used on the Enemies note box in the database
<loop animation id: x>
Display a loop animation on the enemy.
x : loop animation ID
<loop animation type x: y>
Set the loop animation type, have effect only when used together with <loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation type
<loop animation loop x: y>
Set the loop animation loop numbers, have effect only when used together with <loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation loop times
States note tags:
Tags to be used on the States note box in the database
<loop animation id: x>
Display a loop animation on the target of the state during battles
x : loop animation ID
<loop animation type x: y>
Set the loop animation type, have effect only when used together with <loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation type
<loop animation loop x: y>
Set the loop animation loop numbers, have effect only when used together with <loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation loop times
<map loop animation id: x>
Display a loop animation on the target of the state on the map
x : loop animation ID
<map loop animation type x: y>
Set the loop animation type, have effect only when used together with <map loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation type
<map loop animation loop x: y>
Set the loop animation loop numbers, have effect only when used together with <map loop animation id: x>, otherwise have no effect, this tag is opitional
x : loop animation ID
y : loop animation loop times



















Error en la linea 375 cuando quieres utilizar un comment call que no tiene nada que ver con el script,tambien lo probe solo y me siguio dio error.
Gracias por tu atencion.
Please, use English or Portuguese, i can’t speak Spanish.
When you use a comment call on any event,it gives an error in the line 375.
Excuse me for my bad english.
http://img809.imageshack.us/img809/1629/95838609.png
Far better, i found the error, i will fix it and update it on my next post.
I got a question about this. I like this ALOT an how do I link these to skill effects doing battle.
like say if your character gets paralyzed a animation plays doing battle an outside tell you remove it? or is this built in?
Theres a whole section on the instructions about note tags to assign animations for states in battle and outside of battle
When I set “loop animation: x” with x being the ID of the animation on an enemy notetag, they are not showing the animation in battle.
I am using Yanfly Engine Ace/Animated Battle, and have added all of the patches so far.