Animation Issue

Horyon

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Hello guys.

I just find a issue in a Mob Animation.

The problem is after play the death, the character back up to the idle pose, instead move to dead loop.

Any tip to solve it?

Ty in advance!!!
 

In Creature.java

raplace this method

Java:
/** Sets HP, MP and CP and revives the Creature. */
    public void doRevive()
    {
        if (!_isDead)
        {
            return;
        }
        if (!_isTeleporting)
        {
            setIsPendingRevive(false);
            setDead(false);
           
            if ((Config.RESPAWN_RESTORE_CP > 0) && (_status.getCurrentCp() < (_stat.getMaxCp() * Config.RESPAWN_RESTORE_CP)))
            {
                _status.setCurrentCp(_stat.getMaxCp() * Config.RESPAWN_RESTORE_CP);
            }
            if ((Config.RESPAWN_RESTORE_HP > 0) && (_status.getCurrentHp() < (_stat.getMaxHp() * Config.RESPAWN_RESTORE_HP)))
            {
                _status.setCurrentHp(_stat.getMaxHp() * Config.RESPAWN_RESTORE_HP);
            }
            if ((Config.RESPAWN_RESTORE_MP > 0) && (_status.getCurrentMp() < (_stat.getMaxMp() * Config.RESPAWN_RESTORE_MP)))
            {
                _status.setCurrentMp(_stat.getMaxMp() * Config.RESPAWN_RESTORE_MP);
            }
           
            // Start broadcast status
            broadcastPacket(new Revive(this));
            ZoneManager.getInstance().getRegion(this).onRevive(this);
            // Remove deads visual effect
            getEffectList().stopSkillEffects(SkillFinishType.REMOVED, CommonSkill.TRANQUIL_SOUL.getSkill());
            getEffectList().stopAbnormalVisualEffect(AbnormalVisualEffect.H_DEATH_EFFECT_AVE);
        }
        else
        {
            setIsPendingRevive(true);
        }
    }
 
In Creature.java

raplace this method

Java:
/** Sets HP, MP and CP and revives the Creature. */
    public void doRevive()
    {
        if (!_isDead)
        {
            return;
        }
        if (!_isTeleporting)
        {
            setIsPendingRevive(false);
            setDead(false);
          
            if ((Config.RESPAWN_RESTORE_CP > 0) && (_status.getCurrentCp() < (_stat.getMaxCp() * Config.RESPAWN_RESTORE_CP)))
            {
                _status.setCurrentCp(_stat.getMaxCp() * Config.RESPAWN_RESTORE_CP);
            }
            if ((Config.RESPAWN_RESTORE_HP > 0) && (_status.getCurrentHp() < (_stat.getMaxHp() * Config.RESPAWN_RESTORE_HP)))
            {
                _status.setCurrentHp(_stat.getMaxHp() * Config.RESPAWN_RESTORE_HP);
            }
            if ((Config.RESPAWN_RESTORE_MP > 0) && (_status.getCurrentMp() < (_stat.getMaxMp() * Config.RESPAWN_RESTORE_MP)))
            {
                _status.setCurrentMp(_stat.getMaxMp() * Config.RESPAWN_RESTORE_MP);
            }
          
  Start broadcast status
            broadcastPacket(new Revive(this));
            ZoneManager.getInstance().getRegion(this).onRevive(this);
  Remove deads visual effect
            getEffectList().stopSkillEffects(SkillFinishType.REMOVED, CommonSkill.TRANQUIL_SOUL.getSkill());
            getEffectList().stopAbnormalVisualEffect(AbnormalVisualEffect.H_DEATH_EFFECT_AVE);
        }
        else
        {
            setIsPendingRevive(true);
        }
    }
Dont work =/

Here a video to show the bug. Better tham words XD

 
I suppose wait01 is assigned to deathwait in some .dat file (I dont' know which for classic)
 
i have the same idea... but in NPC.grp there is nothing about animations... maybe is other file... i keep trying to find, ty for tip

I suppose wait01 is assigned to deathwait in some .dat file (I dont' know which for classic)
Fixed... i keep looking for the dat file and find it... Animation have wrong name "daeth" but in dat was correct "death"... just replace for the wrong name and now is working

ty
 
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