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-   -   2hand blunts looking like 2hand slash..there a fix? (https://www.eqemulator.org/forums/showthread.php?t=38711)

rlie_0 08-31-2014 11:03 PM

2hand blunts looking like 2hand slash..there a fix?
 
Here just noticed a problem,

2h blunt weapons are swinging like 2hand slash weapons...whats the fix?

Kingly_Krab 08-31-2014 11:18 PM

I believe it is set like this on purpose (maybe you could use the two-hand animation if you wanted to?) Here's the code in attack.cpp:
Code:

case ItemType2HBlunt: // 2H Blunt
{
    skillinuse = Skill2HBlunt;
    type = anim2HSlashing; //anim2HWeapon
    break;
}

Code:

case Skill2HBlunt: // 2H Blunt
{
    type = anim2HSlashing; //anim2HWeapon
    break;
}


rlie_0 08-31-2014 11:48 PM

Found the Attack.ccp, now its applying it just change the 2hslash to 2hweapon save it and, your good to roll? or a recompile needed here?

Kingly_Krab 08-31-2014 11:52 PM

If you followed the Windows Guide you should have a source folder somewhere, in it you'll see zone then you'll see attack.cpp, you can just change anim2HSlashing to anim2HWeapon.

rlie_0 09-01-2014 02:35 AM

Fixed it thanks didnt even look at guide after finding the attack,cpp file I knew i had to do a minor update to server and its done.

Now Id like to know how to force Lay of Hands, Harm Touch, and Mend to stay on their cool down timers when people zone. I havent found any fixes when doing a search.

Anyone else having that problem?

Drajor 09-01-2014 03:16 AM

This is my animation list for Underfoot. ANIM_2HWEAPON might be better.

Code:

enum Animation : uint8 {
        ANIM_KICK = 1, // tested
        ANIM_PIERCING = 2,        // tested
        ANIM_2HSLASHING = 3, // tested
        ANIM_2HWEAPON = 4, // Same animation as 2 but plays a different sound
        ANIM_1HWEAPON = 5, // tested RHS sword swing
        ANIM_DUALWIELD = 6, // tested LSH sword swing
        ANIM_TAILRAKE = 7,        //tested slam & Dpunch too
        ANIM_HAND2HAND = 8, // tested (punch)
        ANIM_SHOOTBOW = 9, // tested
        ANIM_SWIMMING0 = 10, // tested
        ANIM_ROUNDKICK = 11, // tested
        ANIM_TWITCH = 12, // tested
        ANIM_HIT = 13, // tested
        ANIM_TRIP = 14, // tested
        ANIM_DROWNING = 15, // tested
        ANIM_DEATHX = 16, // tested
        ANIM_17 = 17, // Nothing (Tested with Human Female)
        ANIM_18 = 18, // Nothing (Tested with Human Female)
        ANIM_JUMP_HORIZONTAL = 19, // tested
        ANIM_JUMP_VERTICAL = 20, // tested Was previously ANIM_SWARMATTACK
        ANIM_FALLING = 21, // tested
        ANIM_CROUCH_MOVING = 22, // tested
        ANIM_CLIMB = 23, // tested
        ANIM_DUCK = 24, // tested
        ANIM_SWIMMING_IDLE = 25, // tested
        ANIM_IDLE_LOOK = 26, // tested
        ANIM_HAPPY = 27, // tested /cheer /happy
        ANIM_SAD = 28, // tested /cry /frown /mourn
        ANIM_WAVE = 29, // tested /brb /wave
        ANIM_RUDE = 30, // tested /rude /finger /bird /flipoff
        ANIM_YAWN = 31, // tested /bored /yawn
        ANIM_32 = 32, // Nothing (Tested with: Human Female)
        ANIM_SITX = 33, // tested
        ANIM_SHUFFLE0 = 34, // tested The character shuffles their feet a little bit.
        ANIM_SHUFFLE1 = 35, // As above.
        ANIM_BEND_KNEE = 36, // Really looks like a kneel but /kneel uses a different animation.
        ANIM_SWIMMING1 = 37, // tested Same as 10 (ANIM_SWIMMING0)
        ANIM_SIT_IDLE0 = 38, // tested
        ANIM_PLAY_DRUM = 39, // tested
        ANIM_PLAY_FLUTE = 40, // tested
        ANIM_STIR_POT = 41, // tested It really looks like character is stirring a large pot with 2 hands.
        ANIM_CASTING0 = 42, // tested
        ANIM_CASTING1 = 43, // tested
        ANIM_CASTING2 = 44, // tested
        ANIM_FLYING_KICK = 45, // tested (Monk)
        ANIM_TIGER_CLAW = 46, // tested (Monk)
        ANIM_EAGLE_STRIKE = 47, // tested (Monk)
        ANIM_NOD = 48, // tested /nod /agree
        ANIM_GASP = 49, // tested /boggle /gasp
        ANIM_PLEAD = 50, // tested /grovel /plead /apologize
        ANIM_CLAP = 51, // tested /applaud /clap
        ANIM_BLEED = 52, // tested /bleed /hungry
        ANIM_BLUSH = 53, // tested /blush
        ANIM_CHUCKLE = 54, // tested /cackle /chuckle /giggle /snicker
        ANIM_BURP = 55, // tested /burp /cough
        ANIM_CRINGE = 56, // tested /cringe /duck
        ANIM_CURIOUS = 57, // tested /curious /stare /puzzle
        ANIM_DANCE = 58, // tested /dance
        ANIM_BLINK = 59, // tested /blink /veto
        ANIM_GLARE = 60, // tested /glare
        ANIM_PEER = 61, // tested /drool /peer /whistle
        ANIM_KNEEL = 62, // tested /kneel
        ANIM_UNK3 = 63, // tested Character appears disappointed.. maybe there is an emote for it.
        ANIM_POINT = 64, // tested /point
        ANIM_SHRUG = 65, // tested /ponder /shrug
        ANIM_RAISE = 66, // tested /raise /ready
        ANIM_SALUTE = 67, // tested /salute
        ANIM_SHIVER = 68, // tested /shiver
        ANIM_TAP = 69, // tested /tap
        ANIM_BOW = 70, // tested /bow /thank
        ANIM_71 = 71, // Nothing (Tested with Human Female)
        ANIM_72 = 72, // tested Character puts arms out and looks around.
        ANIM_SIT_IDLE1 = 73, // tested Character moves head.
        ANIM_RIDING_IDLE = 74, // tested
        ANIM_75, // Nothing (Tested with Human Female)
        ANIM_76, // Nothing (Tested with Human Female)
        ANIM_SMILE = 77, // tested
        ANIM_RIDING = 78, // tested
        ANIM_79, // Nothing (Tested with Human Female)
        ANIM_CRACK_WHIP0, // tested Will be related to mounts/riding I expect
        ANIM_CRACK_WHIP1 // As Above.
        // Animations appear to loop back to 1 around here.
};


chrsschb 07-05-2015 12:22 PM

Bump, is there some reason this isn't at least a rule? What's the reason it was set like this by default?


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