[Animation] Issues with looping and timing

Hey everyone,
I have a pretty confusing problem. I created a few animations for a character and inserted them via FeBuilder, but I have some annoying problems with it. So I created a script that should work, but for some reason it doesen’t. In the game the time I give every frame (p-) doesn’t work properly and everthing is at the same speed. my meele/ranged animation works fine like that (I would prefer more options tough), but the crit animations for meele/range just speeds up immensely even tough I gave more time to the frames. It’s really annoying.

The other thing is that the looping doesn’t work properly. It’s supposed to loop the frames after the command until the C01, but sometimes it loops a few frames before that too and that just looks ugly.
I tried to compare it to similar animations, but I can’t find the issue. (the similar one works just fine btw)
I tried to use a clean rom just in case, but it didn’t work there ether.
It’s really bugging me and I don’t want my work to be lost because of that.

edit: Here is how it looks in the game. maybe it helps
2sjz6u 2sjz9l

Here is the script:
[SPOILER=Script]/// - Mode 1
C03
C07
4 p- Veronika_attack1.bmp
4 p- Veronika_attack2.bmp
4 p- Veronika_attack3.bmp
4 p- Veronika_attack4.bmp
4 p- Veronika_attack5.bmp
4 p- Veronika_attack6.bmp
4 p- Veronika_attack7.bmp
4 p- Veronika_attack8.bmp
18 p- Veronika_attack9.bmp
8 p- Veronika_attack10.bmp
8 p- Veronika_attack11.bmp
8 p- Veronika_attack12.bmp
8 p- Veronika_attack13.bmp
6 p- Veronika_attack14.bmp
6 p- Veronika_attack15.bmp
6 p- Veronika_attack16.bmp
10 p- Veronika_attack17.bmp
C05
4 p- Veronika_attack18.bmp
4 p- Veronika_attack19.bmp
L
4 p- Veronika_attack20.bmp
4 p- Veronika_attack21.bmp
4 p- Veronika_attack22.bmp
C01
4 p- Veronika_attack23.bmp
4 p- Veronika_attack24.bmp
4 p- Veronika_attack25.bmp
4 p- Veronika_attack26.bmp
C06
C0D

/// - Mode 3
C03
C07
4  p- Veronika_attack1.bmp
4  p- Veronika_Critica1.bmp
4  p- Veronika_Critica2.bmp
7  p- Veronika_Critica3.bmp
4  p- Veronika_Critica4.bmp
4  p- Veronika_Critica5.bmp
4  p- Veronika_Critica6.bmp
5  p- Veronika_Critica7.bmp
4  p- Veronika_Critica8.bmp
4  p- Veronika_Critica9.bmp
4  p- Veronika_Critica10.bmp
C05
4  p- Veronika_Critica11.bmp
4  p- Veronika_Critica12.bmp
L
4  p- Veronika_Critica13.bmp
4  p- Veronika_Critica14.bmp
4  p- Veronika_Critica15.bmp
C01
4  p- Veronika_Critica16.bmp
4  p- Veronika_Critica17.bmp
4  p- Veronika_Critica18.bmp
C06
C0D

/// - Mode 5
C03
C07
4 p- Veronika_attack1.bmp
4 p- Veronika_attack2.bmp
4 p- Veronika_attack3.bmp
4 p- Veronika_attack4.bmp
4 p- Veronika_attack5.bmp
4 p- Veronika_attack6.bmp
4 p- Veronika_attack7.bmp
4 p- Veronika_attack8.bmp
7 p- Veronika_attack9.bmp
4 p- Veronika_attack10.bmp
4 p- Veronika_attack11.bmp
4 p- Veronika_attack12.bmp
4 p- Veronika_attack13.bmp
4 p- Veronika_attack14.bmp
4 p- Veronika_attack15.bmp
4 p- Veronika_attack16.bmp
10 p- Veronika_attack17.bmp
C05
4 p- Veronika_attack18.bmp
4 p- Veronika_attack19.bmp
L
4 p- Veronika_attack20.bmp
4 p- Veronika_attack21.bmp
4 p- Veronika_attack22.bmp
C01
4 p- Veronika_attack23.bmp
4 p- Veronika_attack24.bmp
4 p- Veronika_attack25.bmp
4 p- Veronika_attack26.bmp
C06
C0D

/// - Mode 6
C03
C07
4  p- Veronika_attack1.bmp
4  p- Veronika_Critica1.bmp
4  p- Veronika_Critica2.bmp
7  p- Veronika_Critica3.bmp
4  p- Veronika_Critica4.bmp
4  p- Veronika_Critica5.bmp
4  p- Veronika_Critica6.bmp
5  p- Veronika_Critica7.bmp
4  p- Veronika_Critica8.bmp
4  p- Veronika_Critica9.bmp
4  p- Veronika_Critica10.bmp
C05
4  p- Veronika_Critica11.bmp
4  p- Veronika_Critica12.bmp
L
4  p- Veronika_Critica13.bmp
4  p- Veronika_Critica14.bmp
4  p- Veronika_Critica15.bmp
C01
4  p- Veronika_Critica16.bmp
4  p- Veronika_Critica17.bmp
4  p- Veronika_Critica18.bmp
C06
C0D

/// - Mode 7
C02
1 p- dodge1.bmp
C0E
3 p- dodge2.bmp
1 p- dodge3.bmp
C01
3 p- dodge2.bmp
C0D

/// - Mode 8
C02
1  p- dodge1.bmp
C0E
3  p- dodge2.bmp
1  p- dodge3.bmp
C01
3  p- dodge2.bmp
C0D

/// - Mode 9
1 p- dodge1.bmp
C01

/// - Mode 10
1  p- dodge1.bmp
C01

/// - Mode 11
1 p- dodge1.bmp
C01

/// - Mode 12
C03
C07
3  p- Veronika_attack1.bmp
3  p- Veronika_attack2.bmp
3  p- Veronika_attack3.bmp
3  p- Veronika_attack4.bmp
3  p- Veronika_attack5.bmp
3  p- Veronika_attack6.bmp
3  p- Veronika_attack7.bmp
3  p- Veronika_attack8.bmp
7  p- Veronika_attack9.bmp
3  p- Veronika_attack10.bmp
3  p- Veronika_attack11.bmp
3  p- Veronika_attack12.bmp
3  p- Veronika_attack13.bmp
3  p- Veronika_attack14.bmp
3  p- Veronika_attack15.bmp
3  p- Veronika_attack16.bmp
10 p- Veronika_attack17.bmp
C05
4  p- Veronika_attack18.bmp
3  p- Veronika_attack19.bmp
L
3  p- Veronika_attack20.bmp
3  p- Veronika_attack21.bmp
3  p- Veronika_attack22.bmp
C01
3  p- Veronika_attack23.bmp
3  p- Veronika_attack24.bmp
3  p- Veronika_attack25.bmp
3  p- Veronika_attack26.bmp
C06
C0D

/// - End of animation
[/SPOILER]

I want report 7z or zip file.

It does not actually work with script alone.
It is difficult to test what actually does not work.

We need data that actually works.
Please send report 7z or zipped animation data.

1 Like

As I recall frames within a loop can’t go over a 3 or 4-ish count duration.

1 Like

Does this work? I’m not really familiar with dropbox ^^’

Thank you a lot for trying to help me! :slight_smile:

What do you mean exactly? do you mean the p-?

Right before each p- there’s a number, that’s the duration

hmm I used some already existing scripts from the game as reference and I know the pegasus knight has some frames with more than 10. So I tought there wouldn’t be a problem

It’s just for loops, other counts can be much higher.

1 Like

I think the written script is imported correctly.

18 p- Veronika_attack9.png

You set the data of 18 frame seconds at the longest based on 4 frames.
Because you want to animate faster, you should not set a time consuming frame.

In vanilla, animation is often created based on 2 frames.

It still doesn’t work at all :confused:
the 18 frames weren’t how I want it. it was more of a test to see if anything changes but it doesn’t. Regardless of what I change everything keeps having the same speed. the meele/range animation is ok, but the crit animation just speeds up like crazy.
An the looping is all kinds of weird. I tested to put the loop somewhere else, so it doesn’t put the frame before the loop into the animation, but it seems like I can put the loop command anywhere and the animation keeps the same. I really don’t get any of that D:

If the loop is suspicious, how about trying to erase all loops after taking a backup?
So if the situation changes, you can be sure that the loop is suspicious.
If it is not, the loop does not matter.

If you are sure that the loop is doubtful, return the remove loops one at a time and identify which loops are having problems.
I am calling with withdrawal debugging as a method of deleting until it works properly.

Withdraw to the minimum safe place where it operates correctly, from there, please move forward little by little.
If you proceed like that, you will get to the cause.

what exactly is “withdrawal debugging”? Sry if thats a dumb question :confused:

But I didn’t want to ask that without any new results. so I tried using FEditor to create a file and I found out that the frames with the looping issue all had one thing in common. stupidly it was one color I didn’t use in any other frames. so I updated the palette so it wouldn’t show up and viola! the loop works without problems now.
for some reason it only works correctly if I use FEditor. I tried inserting the same script with FeBuilder and it wouldn’t work.

Well it’s okay. one problem is solved, but the crit animation is still way too fast.
Here is the data of the current state:

I really am great full for your help :slight_smile:

sry for double posting, but I think I somehow fixed it. I don’t really get what was wrong, but for some reason it works now.
For anyone who ever runs into similar problems:
-Feditor always gave me errors about not working frames, so check them out and find out what’s different about them. (It was a stupid color I never used in the frames before)
-Try out every little possibility. no matter how stupid it might be and if nothing works than try one thing and apply another failed attempt. It might work in a different situation.

What worked for me now was upping the frame duration immensely. did that before but it didn’t work than. now I have it working and I’m happy for your help. I would have given up eventually XD