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Character Animation [0x6E]

Character Animation (14 bytes)
BYTE cmd
BYTE[4] item/char ID
BYTE[2] movement model
        0x00 = walk
        0x01 = walk faster
        0x02 = run
        0x03 = run (faster?)
        0x04 = nothing
        0x05 = shift shoulders
        0x06 = hands on hips
        0x07 = attack stance (short)
        0x08 = attack stance (longer)
        0x09 = swing (attack with knife)
        0x0a = stab (underhanded)
        0x0b = swing (attack overhand with sword)
        0x0c = swing (attack with sword over and side)
        0x0d = swing (attack with sword side)
        0x0e = stab with point of sword
        0x0f = ready stance
        0x10 = magic (butter churn!)
        0x11 = hands over head (balerina)
        0x12 = bow shot
        0x13 = crossbow
        0x14 = get hit
        0x15 = fall down and die (backwards)
        0x16 = fall down and die (forwards)
        0x17 = ride horse (long)
        0x18 = ride horse (medium)
        0x19 = ride horse (short)
        0x1a = swing sword from horse
        0x1b = normal bow shot on horse
        0x1c = crossbow shot
        0x1d = block #2 on horse with shield
        0x1e = block on ground with shield
        0x1f = swing, and get hit in middle
        0x20 = bow (deep)
        0x21 = salute
        0x22 = scratch head
        0x23 = 1 foot forward for 2 secs
        0x24 = same
BYTE unknown1 (0x00)
BYTE direction
BYTE[2] repeat (1 = once / 2 = twice / 0 = repeat forever)
BYTE forward/backwards(0x00=forward, 0x01=backwards)
BYTE repeat Flag (0 - Don't repeat / 1 repeat)
BYTE frame Delay (0x00 - fastest / 0xFF - Too slow to watch)


Thiago A Correa 2001-06-09