Suggestion: Add an option for WebM animated image parameters to toggle whether the animation loops by default. Currently, when a WebM is dropped onto the map, it always loops automatically. This is perfect for idle animations, but not always desirable. While you can right-click and toggle looping after the fact, every new instance defaults to looping, which can be limiting. Existing Workarounds: Using JS mods to stagger multiple images. This has async issues and may look inconsistent depending on player ping. How I’d Use This in My Game: Basic Gameplay: Monster, NPC, or structure appearing animations. Example: a creature surfacing from underground or a tower rising from the earth. Ideally, the animation plays once, then the last frame remains as the static state. This makes “arrival” moments more cinematic without requiring manual toggles. API Integration: With API control, this feature could unlock much deeper interactions. For example, swapping animations on the fly: appearing, idle, attack, getting hurt, dying, disappearing. Macros could trigger state changes tied to game events (e.g., play hurt animation when hit, play death animation at 0 HP). Advanced use: frame-based playback control. A single WebM file could contain multiple states: Frames [0–100] = appearing Frames [101–150] = idle Frames [151–200] = disappearing With loop options and frame control, GMs could run much more dynamic encounters with less asset clutter.