- Apr 10, 2017
- 1,120
- 2,599
I always wanted the cut-in animations to keep looping and there was
But since, it never went anywhere, I decided to give it a try myself and mess around with APNGs/settings only to find out that it was way simpler than I thought after I did some digging inside the actual plugins responsible for handling them.
All you have to do is edit the plugin file "ApngPicture.js" inside the folder "Karryn's Prison\www\js\plugins" and replace it with the following code:-
(OR: just download the archive attached below and extract it directly into the base-game directory.)
(OR: If you own the game on Steam, get the latest mod from
Inside
Inside
You must be registered to see the links
about it which I was following in hopes that someone figures it out.But since, it never went anywhere, I decided to give it a try myself and mess around with APNGs/settings only to find out that it was way simpler than I thought after I did some digging inside the actual plugins responsible for handling them.
All you have to do is edit the plugin file "ApngPicture.js" inside the folder "Karryn's Prison\www\js\plugins" and replace it with the following code:-
(OR: just download the archive attached below and extract it directly into the base-game directory.)
(OR: If you own the game on Steam, get the latest mod from
You must be registered to see the links
. Also available
You must be registered to see the links
.)Inside
_createPixiApngAndGif
function:
Code:
const pixiApng = new PixiApngAndGif(this._fileHash[name], ApngLoader._resource);
const loopCount = 0; /*(this._options[name].LoopTimes >= 0)
? this._options[name].LoopTimes
: param.DefaultLoopTimes;*/
pixiApng.play(loopCount);
const sprite = pixiApng.sprite;
sprite.pixiApng = pixiApng;
sprite.pixiApngOption = this._options[name];
return sprite;
Sprite.prototype.getLoopTimes
function:
Code:
return 0; /*if (this._apngSprite.pixiApngOption.LoopTimes >= 0) {
return this._apngSprite.pixiApngOption.LoopTimes;
} else {
return param.DefaultLoopTimes;
}*/
Last edited: