Ermm kinda like this...
search for
Code:
public int getDeadEmote(int i) {
Under all the cases add
Code:
public int getBlockEmote(int i) {
switch(npcs[i].npcType) {
Then use case for the npc id and return the animation.
Ill give an example of two different attacks...
under getAttack emote add something like..
Code:
case 160: //zammy gws
if (npcs[i].attackType == 2)
return 6947;
else
if (npcs[i].attackType == 1)
return 6945;
Then further down search for public void loadspell
Add the 2 attack types and any projectile you want....
Code:
case 160:
random = Misc.random(1);
npcs[i].attackType = 1 + random;
if (npcs[i].attackType == 2) {
npcs[i].projectileId = -1;
} else {
npcs[i].attackType = 1;
//npcs[i].projectileId = 1198;
}
break;
It's just an example though, there may be easier ways but you get the general idea.