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Animations: multipe types of one anim
Author Message
golfin
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Joined: Nov 2017

Eranova

Post: #6
RE: Animations: multipe types of one anim
As it says darksun84, you need to edit the body.def and bodyconf.def files

Body.def:

Code:
# Use: <Original Dec No. Gumps / Animation> {<Assigned Dec No. Gump / Animation>} <Color>
11 {28} 1401

Bodyconf.def:

Code:
#OBJ anim2 anim3 anim4 anim5
83 -1 83 -1 -1 # yetti

As you can see, the client reads only .mul versions of these files, not .uop. So if I put the animation stillti at position 83, in anim3, in bodyconf number 83 I will write the third in the order. The client knows that here and there the animation should read from anim3.mul from 83 positions.

In Body.def we basically only determine which animation or gump will be displayed in the game under the given ID. I will have an animation of the dog under number 11, but I will want to display the animation of the cat, which is under number 28. So I set it in body.def. The third item is the color of the animation displayed.
03-08-2018 02:03 AM
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RE: Animations: multipe types of one anim - golfin - 03-08-2018 02:03 AM

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