Thought I'd test one more old bug report and figured this one might have been an "easy" fix from the discussion, but confirmed as still a (minor) issue in 10.22.
However during idle/moving animations, currentFrame is directly incremented until it reaches the last frame: https://github.com/Interkarma/daggerfal ... it.cs#L493
So as written, there's a lot less flexibility for idle/moving animations...
I think the most flexible fix would be to add a second AnimFrames array for current idle/moving animation (and maybe a separate counter, not sure).
I think if we could extend the animation frame count for this specific mob iddle and let those frames play backwards when it reaches the last frame of the current set, it might work properly and would work with vanilla as well.
Would be cool to have this kind of a universal solution, so it doesnt require a modder to support those "new" frames thus restricting this to the mod territory.
But I really dont understand the coding part behind it, so I will leave the possible solution (or decision to scratch it) up to the folks who actually know what they are doing