Animation ID's

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kabl2k
a hill giant
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Animation ID's

Post by kabl2k » Mon Jun 28, 2004 11:34 pm

Does anyone have a list of the animation ID numbers? i did not see them in the readme.chm.
Trying to get my macro to see if my pet is attacking something like

/if (${Me.Pet.Animation[#]}

Thanks in advance!

Rusty~
a hill giant
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Post by Rusty~ » Mon Jun 28, 2004 11:55 pm

here's a list of animations i made a long time ago through testing... im sure there's some others but these are all the main ones.

Code: Select all

Animations

5 - hit with main hand
8 - punch
12 - hit with offhand?
16 - mob corpse/FD
17 - walking
18 - running
19 - jumping forward
20 - jumping straight up
24 - ducking
32 - standing still
33 - sitting
34 - turning in place
42 - casting type 1
44 - casting type 2
71 - standing after sitting
72 - moving slow on mount
74 - sitting still on mount
78 - galloping on mount
254 - player corpse
i use animations to determine if mobs are "aggro and awake" so i know to mez em. i put all the "aggro" animations into a string, and check to see if a mob's animation matches any of them. here's an example from my macro:

Code: Select all

   | .....
   /declare aggroAnim string outer |5|8|12|17|18|42|44|
   | .....
   /if ( ${aggroAnim.Find[|${Target.Animation}|]} ) {
      |  the mob on target is aggro! do stuff
   }
for my aggro animation string i just added animations for when mobs are moving, attacking, or casting. it works really well as long as you check animations very often

Drumstix42
a grimling bloodguard
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Post by Drumstix42 » Tue Jun 29, 2004 2:58 am

This is a nice mind-sparker to me :)

Rusty~
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Post by Rusty~ » Tue Jun 29, 2004 4:11 am

hehe yeah, animation checks are very nice for add detection. wrote a fully functioning auto chanter that makes me sick to watch run.

frabtik
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Post by frabtik » Sun Nov 28, 2004 5:09 pm

Anyone tested this recently? I am working on updating my add detection routines and this doesn't seem to be working. Initial testing is showing maybe different types of mobs have different animations than listed here. If anyone has a more up to date list it would be appretiated.

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fearless
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Post by fearless » Sun Nov 28, 2004 6:14 pm

oow and possibly GOD introduced new animation id's . . . the above list needs to be updated.
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zanomo
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Post by zanomo » Tue Nov 30, 2004 12:27 am

Piecing up from here and there awhile ago:

Code: Select all

Animations

5 - hit with main hand 
8 - punch 
12 - hit with offhand? 
16 - mob corpse/FD 
17 - walking 
18 - running 
19 - jumping forward 
20 - jumping straight up 
24 - ducking
26 - ?
32 - standing still 
33 - sitting 
34 - turning in place 
42 - casting type 1 
44 - casting type 2 
71 - standing after sitting 
72 - moving slow on mount 
74 - sitting still on mount 
78 - galloping on mount 
----- oow animations --- 
80  - attacking
104 - walking? 
106 - running 
110 - standing still 
129 - attacking 
144 - attacking 
------------------------- 
254 - player corpse

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Jon100
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Location: UK

Post by Jon100 » Sun Feb 13, 2005 5:20 pm

what animation does a mezzed mob use?

edit : 26 and 32

Agripa
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Post by Agripa » Mon Feb 21, 2005 2:36 am

I have been tuning a routine that checks for mob (or animation/pet) agro. So far I look for anything that is not 17, 26, and 32 and then do an /assist but it is possible for a mob to be in animation 32 (standing) and still have agro. This seems to happen between spell casts.

JJ
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Post by JJ » Mon Feb 21, 2005 3:41 am

I would say yes until their spell actually casts for the casting animation

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ieatacid
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Post by ieatacid » Sun Jan 27, 2008 8:50 pm

Stickied. It's a pain in the ass trying to find this with search.