Thread: Dependancy of animations on equipment

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  1. #1 Dependancy of animations on equipment 
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    Hi,

    I want to know a couple of answers to similar questions concerning animations and equipment.
    What does the walk animation depend on?
    What does the stand animation depend on?
    What does the run animation depend on?
    What does the attack animation depend on (no special attack)?
    What does the block animation depend on?

    Possible answers are
    • Weapon
    • Shield
    • Weapon and shield
    • AttackStyle
    • TrainingStyle


    If you care to give more information or even throw in an example, I really appreciate it.

    EDIT: I've added AttackStyle(stab, slash, crush, range and magic) and TrainingStyle (Aggressive, Accurate(Melee), Defensive, Controlled, Rapid, Accurate(Ranged), Long Range, Defensive Casting) to the possible answers list.

    Thanks,
    TheChosenOne,
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  2. #2  
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    in player.java theres somthing

    i forget exactly what it called

    pEmote = stand animation
    per = player run
    pew = player walk

    attack anim is like

    when u attack someone add

    setanimation(getWepAnim(playerEquipment[playerWeapon]));

    and somthing like

    public void getWepAnim(int id){
    switch (id){
    case 4151:
    return 1600;
    default:
    return 1600;
    sM("Invalid Wepon no anim found id: "+id+"");
    }
    }
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  3. #3  
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    Does the attack animation really only depend on the weapon? I doubt that.
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  4. #4  
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    Erm, I'm pretty sure it does?

    Attached image

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  5. #5  
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    Quote Originally Posted by S Quare Quxx View Post
    Erm, I'm pretty sure it does?
    It does depend on weapons. But not only on that. Take for example the AttackStyle, with almost every weapon, the slash attack animation will be different from the crush attack animation.
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  6. #6  
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    I think I'm going for AttackAnimation being influenced by Weapon and AttackStyle or TrainingStyle. And DefenceAnimation being influenced by Shield.
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