better way to fix it would be you see it resets animation if animationReset is GREATER than 0 AND ALSO if milliseconds are greater than animationReset
find where ever animationReset is set to milliseconds
somewhere like
animationReset = System.currentTimeMillis();
search all java files and change that line to
animationReset = System.currentTimeMillis() + 4000;
this gives it a 4 second delay before attacking
commenting out what he told you to comment out won't solve the problem by removing some good code
EDIT:
Don't get mistaken that there is 2 animationResets :S
Client.java has...........
public boolean AnimationReset; // Resets Animations With The Use Of The ActionTimer
long animationReset = 0
Okay one has a small A and other has a big A.
the small a one holds the time in milliseconds before resetting the animation
the one with big A acutally makes sure do you want to reset it or not.
FOR example you see
animationReset = System.currentTimeMillis()+750;
in case 315
Code:
case 315:
setAnimation(0x33D);
animationReset = System.currentTimeMillis()+750;
currentHealth += 5;
if (currentHealth > playerLevel[playerHitpoints])
currentHealth = playerLevel[playerHitpoints];
sendMessage("You eat the shrimps");
break;
thats lets then 1 second to reset that animation.. just add bigger numbers to that +750 make it like +2250 for 2 seconds before resetting the animation
if you go to around line 11365 you will see
if (!UseBow)
animationReset = System.currentTimeMillis()+1200;
thats if you are not using a bow any weapon and you attack a npc it resets animation after 1.2 seconds make it like 3 seconds dunno.. 3 seconds = 3000.