Animation numbers
Posted: Mon Feb 06, 2006 10:51 pm
Well, I have a caveat and a question.
Caveat: If you intend to add new paper doll graphics to your shard, ie. new clothes or weapons, be careful where you add them in the gumpart file.
I used the wonderful tutorial that Maud Dib placed on his site and was able to add new clothes to our shard. The article did not warn me about the following problem however. I found that the postion in the gump art file is a direct correlation to the animation numbers that NPCs use InGame. For example if you look at the gump-anim using mulpatcher and see that gump location 0x6 is empty and you decide to put in there a new graphic for say a nice looking sword that you've drawn or found somewhere. Then you modify the body.def file to give that slot (0x6) the sword animation, you will find that all your orc captains will now be replaced with sword animations; only sword animations. Because the animation number for orc captains is 0x6. So that you will have "ghost swords" walking around. This can be a nice effect if you want enchanted weapons as NPCs but in my case I don't. We had harpies showing up as capes and daemons as dresses.
*laughs*
It would have been really funny if we were still back in beta.
Well, there is the caveat and the explanation. Now for my question.
Does anyone have a complete list of all animation numbers used for NPC animations from Renaissance through Mondain's Legacy or whatever version last added new anims? I know I can go down through Inside UO and right click on each and every one and copy paste but I was wondering if anyone else had already done this. I am sure that others would benefit from this list as well so they can avoid the unfortunate situation I created on my shard. With this list we could avoid using the conflicting gump locations.
Caveat: If you intend to add new paper doll graphics to your shard, ie. new clothes or weapons, be careful where you add them in the gumpart file.
I used the wonderful tutorial that Maud Dib placed on his site and was able to add new clothes to our shard. The article did not warn me about the following problem however. I found that the postion in the gump art file is a direct correlation to the animation numbers that NPCs use InGame. For example if you look at the gump-anim using mulpatcher and see that gump location 0x6 is empty and you decide to put in there a new graphic for say a nice looking sword that you've drawn or found somewhere. Then you modify the body.def file to give that slot (0x6) the sword animation, you will find that all your orc captains will now be replaced with sword animations; only sword animations. Because the animation number for orc captains is 0x6. So that you will have "ghost swords" walking around. This can be a nice effect if you want enchanted weapons as NPCs but in my case I don't. We had harpies showing up as capes and daemons as dresses.
*laughs*
It would have been really funny if we were still back in beta.
Well, there is the caveat and the explanation. Now for my question.
Does anyone have a complete list of all animation numbers used for NPC animations from Renaissance through Mondain's Legacy or whatever version last added new anims? I know I can go down through Inside UO and right click on each and every one and copy paste but I was wondering if anyone else had already done this. I am sure that others would benefit from this list as well so they can avoid the unfortunate situation I created on my shard. With this list we could avoid using the conflicting gump locations.