animation id's list
Re: animation id's list
Alright! Let me know if I can help. Like I said in the pm. I'll have some free time on my hands tomorrow evening (German time). I'd be willing to spend it on boring tests to find that elusive Jump animation.
/edit1
I poked around in Altana a little more and realized, that it actually shows the corresponding .dat file for each animation. Not sure if this is news to anyone or if this helps us get any closer to our goal. I don't know how the .dat files are accessed by the code/database so I'm not sure if knowing which .dat stores the animation is actually relevant. I've made a few screenshots just in case it is actually relevant.
Dat location:
There are 15 different Jump .dat files. The last few might be related to Super Jump, since the character is in the air for quite some time. I guess High Jump must be somewhere in the middle then.
Not sure what this list does. The first one displays purple color when the weapons impacts. The second one emits green light on impact. I'm guessing one is a regular hit while the other one is a critical hit. Either that or some armor/weapons have a special Jump effect that changes the color. This wasn't implemented when I was still playing the retail version so you might be able to shed more light on this.
I'm really hoping this information can help us out.
/edit2
I played around with the @animation GM command but the .dat numbers just froze my character in place and after a few commands my server crashed. Maybe there is a way to find extract the animation ID from the .dat files...
/edit3
Opened the .dat file that was called by Altana Viewer in a hex editor but besides a few mentions of "jump" "hits" and "jpX" (X being a number between 0 and 5) it was a whole lot of nonsensical gibberish.
At the end there were a few numbers: 3072, 3047, 7087, 7085 and 7086
Not sure if this means anything (probably not... >_>)
/edit1
I poked around in Altana a little more and realized, that it actually shows the corresponding .dat file for each animation. Not sure if this is news to anyone or if this helps us get any closer to our goal. I don't know how the .dat files are accessed by the code/database so I'm not sure if knowing which .dat stores the animation is actually relevant. I've made a few screenshots just in case it is actually relevant.
Dat location:
There are 15 different Jump .dat files. The last few might be related to Super Jump, since the character is in the air for quite some time. I guess High Jump must be somewhere in the middle then.
Not sure what this list does. The first one displays purple color when the weapons impacts. The second one emits green light on impact. I'm guessing one is a regular hit while the other one is a critical hit. Either that or some armor/weapons have a special Jump effect that changes the color. This wasn't implemented when I was still playing the retail version so you might be able to shed more light on this.
I'm really hoping this information can help us out.
/edit2
I played around with the @animation GM command but the .dat numbers just froze my character in place and after a few commands my server crashed. Maybe there is a way to find extract the animation ID from the .dat files...
/edit3
Opened the .dat file that was called by Altana Viewer in a hex editor but besides a few mentions of "jump" "hits" and "jpX" (X being a number between 0 and 5) it was a whole lot of nonsensical gibberish.
At the end there were a few numbers: 3072, 3047, 7087, 7085 and 7086
Not sure if this means anything (probably not... >_>)
Re: animation id's list
a good start would be to see if you can correlate any of the existing animation IDs to anything (dat filenames, dat file contents), then it might be easier to find IDs for jump.
it's entirely possible that the current animation list is all trial/error (though they must have associated numbers SOMEWHERE)
i would pick a known animation, find its dat file, and search for both the animation ID in decimal and in hexadecimal byte form - could be either
it's entirely possible that the current animation list is all trial/error (though they must have associated numbers SOMEWHERE)
i would pick a known animation, find its dat file, and search for both the animation ID in decimal and in hexadecimal byte form - could be either
Re: animation id's list
I checked the pxi db and annimation id's are the same as darkstar. That ideas out the window.
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Re: animation id's list
Every weapon configuration has a jump animation, even though they've changed things since the last time I looked at jumps. You used to be able to tell because the weapon wouldn't be in the model's hand unless it was right.
Change Main hand and Sub to Avengers
Set to Motion, and select jm1
I suspect the correct animation is 5, 10 or 15. Or those are Jump/Spirit Jump, High Jump/Soul Jump, and Super Jump respectively.
Motions are components, schedules are what will be displayed.
11-15 have only a main schedule, which doesn't finish.
On Jump 5, jh1/jh2/mai1 looks okay.
On Jump 10, the sound effects are quite different, and there's more "flash." It may be Jump/High Jump, Spirit Jump/Soul Jump, Super Jump, based on that information.
Sorry if I seem dismissive of the whole thing. I'd love to see it finished, but it's frustrating to not be able to actually do anything about it myself.
Here's what I ended up with, with minimal testing:
1: unknown 2hd, scythe? Definitely Polearm.
2: unknown 2hd, staff? Definitely Great Axe.
3: sword/dagger/etc? Katana is properly situated, but dagger is not, sword is correct in both but mirrored. Katana is usually held backwards, so this would correct for that.
4: sword/dagger/etc?
5: h2h?
Shield doesn't seem to matter either way.
P.S. -- Not sure what I put in my notes on the DRG board, but purple = normal, green = crit
P.P.S. for link -- A LOT of darkstar's data looks like an evolution of pxi's I suspect it is.
Change Main hand and Sub to Avengers
Set to Motion, and select jm1
I suspect the correct animation is 5, 10 or 15. Or those are Jump/Spirit Jump, High Jump/Soul Jump, and Super Jump respectively.
Motions are components, schedules are what will be displayed.
11-15 have only a main schedule, which doesn't finish.
On Jump 5, jh1/jh2/mai1 looks okay.
On Jump 10, the sound effects are quite different, and there's more "flash." It may be Jump/High Jump, Spirit Jump/Soul Jump, Super Jump, based on that information.
Sorry if I seem dismissive of the whole thing. I'd love to see it finished, but it's frustrating to not be able to actually do anything about it myself.
Here's what I ended up with, with minimal testing:
1: unknown 2hd, scythe? Definitely Polearm.
2: unknown 2hd, staff? Definitely Great Axe.
3: sword/dagger/etc? Katana is properly situated, but dagger is not, sword is correct in both but mirrored. Katana is usually held backwards, so this would correct for that.
4: sword/dagger/etc?
5: h2h?
Shield doesn't seem to matter either way.
P.S. -- Not sure what I put in my notes on the DRG board, but purple = normal, green = crit
P.P.S. for link -- A LOT of darkstar's data looks like an evolution of pxi's I suspect it is.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: animation id's list
I don't think the animation IDs in the source code or database have any direct correlation to the name of the .dat files since there are 100+ folders with 100+ .dat files each and the IDs that are being used all have pretty low numbers.
I don't understand how the correct animations are currently being accessed. Sneak Attack for example is using the right animation so somewhere in the source code must be a function that tells the client what .dat file to access when using that ability. If we find out how the .dat files are being referenced, we could apply the same logic to other abilities, right?
I don't understand how the correct animations are currently being accessed. Sneak Attack for example is using the right animation so somewhere in the source code must be a function that tells the client what .dat file to access when using that ability. If we find out how the .dat files are being referenced, we could apply the same logic to other abilities, right?
Re: animation id's list
I found these when i altered WS animation id's, spamming starlight.
182 - ws ability steal animation (failed to steal?)
183 - steal animation (got item?)
205 - Jump
206
207
208
209
210
211
212
215 - Higher jump
216
217
218
219
182 - ws ability steal animation (failed to steal?)
183 - steal animation (got item?)
205 - Jump
206
207
208
209
210
211
212
215 - Higher jump
216
217
218
219
Re: animation id's list
r2083
Hopefully that should cure the problem, turns out id's in database are correct. Abilities such as jump (thanks to SE) have their id's with the WS's.
Now some generous scripter can work on the jump scripts ^^
Hopefully that should cure the problem, turns out id's in database are correct. Abilities such as jump (thanks to SE) have their id's with the WS's.
Now some generous scripter can work on the jump scripts ^^
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Re: animation id's list
AV always grouped them with emotes, battle, and weapon skills, so that makes sense.
As for scripting Jump, it will be far from correct without core code, or enough new functions that it might as well be core code.
Weapon Bash, Blade Bash, and Shield Bash may be in the same region, if anyone else comes along trying to fix those. Great to see this finally fixed.
As for scripting Jump, it will be far from correct without core code, or enough new functions that it might as well be core code.
Weapon Bash, Blade Bash, and Shield Bash may be in the same region, if anyone else comes along trying to fix those. Great to see this finally fixed.
Test Server: Hanekawa | Fantasy World: Naito
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
An occasionally updated list of what works
Bugs reports go here. | Project chat here.
Things I've found, but don't plan to work on.
Re: animation id's list
Wow, thank you so much, link!
I'll just use the Jump.lua script that was floating around in the forums for all three Jumps for now.
Does the Super Jump animation work now, too? If not, is it possible to just use Jump or High Jump instead of what it is now?
I'll just use the Jump.lua script that was floating around in the forums for all three Jumps for now.
Does the Super Jump animation work now, too? If not, is it possible to just use Jump or High Jump instead of what it is now?
Re: animation id's list
yw^^
I tried superjump over and over, the animation just misses all the time. I'm not sure if thats normal.
I tried superjump over and over, the animation just misses all the time. I'm not sure if thats normal.