Thread: [Elvarg Base] Dragon Arrow animations

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  1. #1 [Elvarg Base] Dragon Arrow animations 
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    Hello, I was just wondering how I would go about having 2 different animations for dragon arrows depending on which bow is being used
    It'd be like this: Dark bow would use animation 1111 (2 arrows)
    while twisted bow would use animation 1116 (1 arrow)
    The firing animations are fine it's just the loading animations which are incorrect. I am unable to create a seperate AmmunitionData arrow type for the singular animation which would just be used for the twisted bow as it just overwrites the previous animation.
    Within:
    Spoiler for Code:
    public enum AmmunitionData {

    When I do this:
    Spoiler for Code:
    DRAGON_ARROW(11212, new Graphic(1111, GraphicHeight.HIGH), 1120, 65),
    DRAGON_ARROW_TWISTED_BOW(11212, new Graphic(1116, GraphicHeight.HIGH), 1120, 65),

    it will just overwrite the dragon_arrow, making me unable to use dark bows with dragon arrows.

    public enum RangedWeaponData { uses these definitions to create definition for bow types

    This is how I have it defined:
    Spoiler for Code:
    TWISTED_BOW(new int[] {20997}, new AmmunitionData[] {AmmunitionData.BRONZE_ARROW, AmmunitionData.IRON_ARROW, AmmunitionData.STEEL_ARROW, AmmunitionData.MITHRIL_ARROW, AmmunitionData.ADAMANT_ARROW, AmmunitionData.RUNE_ARROW, AmmunitionData.ICE_ARROW, AmmunitionData.BROAD_ARROW, AmmunitionData.DRAGON_ARROW_TWISTED_BOW}, RangedWeaponType.LONGBOW),
    DARK_BOW(new int[] {11235, 13405, 15701, 15702, 15703, 15704,}, new AmmunitionData[] {AmmunitionData.BRONZE_ARROW, AmmunitionData.IRON_ARROW, AmmunitionData.STEEL_ARROW, AmmunitionData.MITHRIL_ARROW, AmmunitionData.ADAMANT_ARROW, AmmunitionData.RUNE_ARROW, AmmunitionData.DRAGON_ARROW}, RangedWeaponType.DARK_BOW),


    I made this quickly but I don't believe I'd be able to use it anyway since it's defined within an enum:
    Spoiler for Code:
    if(player.getEquipment().get(Equipment.WEAPON_SLOT ).getId() == 20997 && arrowAnimType == 1111)
    arrowAnimType = 1116;
    else if (player.getEquipment().get(Equipment.WEAPON_SLOT). getId() == 11235 && arrowAnimType == 1116)
    arrowAnimType = 1111;

    or
    Spoiler for Code:
    if(player.getCombat().getWeapon() == WeaponInterface.LONGBOW && arrowAnimType == 1111)
    arrowAnimType = 1116;
    else if (player.getCombat().getWeapon() == WeaponInterface.DARK_BOW && arrowAnimType == 1116)
    arrowAnimType = 1111;


    If this is possible somehow I could have it change when the bows are switched, I just don't know how I'd change the animation values if they were set to variables.
    If anyone could help me out by pointing me in the right direction I'd appreciate it.

    Edit: added more information
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