11-05-2016, 03:58 AM
I apologize. However, the animation sequences are based upon the same systems that Vic/Atoa used in the rest of his systems. And with that, the edits he made to the animation system as a whole.
It is possible that you may need a shorter battle animation sequence, one that allows the entire sequence to finish its animation before it is called to re-loop. Have you attempted to use these animations in other Atoa defined animation sequences?
The only other thing I can think of is that the animation, as it is tied to the skill/item/whatever's ID.... it may also be tied to the battle animation delay settings for the actual 'hit effect'. The value of "TIMEBEFOREANIM/**" in the default system delays the battle animation effect by ** frames after the hit is performed. and "TIMEAFTERANIM/**" causes a delay after the animation is performed.
It is possible that you may need a shorter battle animation sequence, one that allows the entire sequence to finish its animation before it is called to re-loop. Have you attempted to use these animations in other Atoa defined animation sequences?
The only other thing I can think of is that the animation, as it is tied to the skill/item/whatever's ID.... it may also be tied to the battle animation delay settings for the actual 'hit effect'. The value of "TIMEBEFOREANIM/**" in the default system delays the battle animation effect by ** frames after the hit is performed. and "TIMEAFTERANIM/**" causes a delay after the animation is performed.