Thread: Jewellled crab anim and gfx

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  1. #1 Jewellled crab anim and gfx 
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    requesting the title name thanks much appreciated
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  2. #2  
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    Attack anim: 2368, death anim: 1314

    Pretty sure they don't have a block anim.
    When room is completed, all of them do the death anim then despawn.
    [Today 01:29 AM] RSTrials: Nice 0.97 Win/Loss Ratio luke. That's pretty bad.
    [Today 01:30 AM] Luke132: Ok u fucking moron i forgot i could influence misc.random
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  3. #3  
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    Much appreciated man, and btw i am making custom stuff, not using it in raids, but thanks again
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  4. #4  
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    If needed:

    Code:
    case 7576:
    	type.name = "Jewelled Crab";
    	type.models = new int[] { 32701 };
    	type.stanceAnimation = 1310;
    	type.tileSpacesOccupied = 1;
    	type.walkAnimation = 1311;
    	type.aBool2170 = false;
    	type.options = new String[] { null, "Attack", "Smash", null, null };
    	type.combatLevel = 0;
    	type.hasRenderPriority = true;
    break;
    
    case 7577:
    	type.name = "Jewelled Crab (red)";
    	type.models = new int[] { 32702 };
    	type.stanceAnimation = 1310;
    	type.tileSpacesOccupied = 1;
    	type.walkAnimation = 1311;
    	type.aBool2170 = false;
    	type.options = new String[] { null, "Attack", "Smash", null, null };
    	type.combatLevel = 0;
    	type.hasRenderPriority = true;
    break;
    
    case 7578:
    	type.name = "Jewelled Crab (green)";
    	type.models = new int[] { 32703 };
    	type.stanceAnimation = 1310;
    	type.tileSpacesOccupied = 1;
    	type.walkAnimation = 1311;
    	type.aBool2170 = false;
    	type.options = new String[] { null, "Attack", "Smash", null, null };
    	type.combatLevel = 0;
    	type.hasRenderPriority = true;
    break;
    
    case 7579:
    	type.name = "Jewelled Crab (blue)";
    	type.models = new int[] { 32700 };
    	type.stanceAnimation = 1310;
    	type.tileSpacesOccupied = 1;
    	type.walkAnimation = 1311;
    	type.aBool2170 = false;
    	type.options = new String[] { null, "Attack", "Smash", null, null };
    	type.combatLevel = 0;
    	type.hasRenderPriority = true;
    break;
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