Animations
For the animations the second item is always the duration of the animation (float). If this is looping animation then this is given as duration, if this is non looping then this is the time when next animation is played. If this is empty then the normal timing of that animation is used based on the race and gender.
The third argument is the string of the name of the custom animation to run. The fourth argument is the float value specifying the speed of the animation. It defaults to 1.0 if not given. Using negative numbers makes the animation to play backwards. This might not work with all animations.
The optional fifth argument specifies whether it is looping animation (1) or whether it is only run once (0). To see list of animations look at the List page.
Basically there is 4 different types of animations. First are the normal basic animations, like wave, mediate etc. Then there are those who need certain stance to be able to look nice. For example sitdrink would only look good, if you are already sitting, i.e. you have run “sitidle” animation as looping animation. Also there are animations which require you to run certain animation to get to suitable stance, i.e. for example sitgroundidle requires that you run sitgrounddown and sitgroundup when you want to sit down or get up (otherwise your character just jumps to ground or up).
Third kind of animations are those idle animations. Those are normally run as looping, and they need to be repeated now and then to be shown to others.
Last kind of animations are different attack animations. For those you need to use * before the animation name to select the suitable weapon stance. I.e. if you have bow in your hand it will use bow attack animation when you use “*1attack01” animation, and it will run sword attack animation if you have sword. If you use animation “bow_1attack01” then it will run bow animation even when you have sword in your hand. Different weapon stances are: “1hs”, “1hss”, “bow”, “c2h”, “cbow”, “d2h”, “o2hs”, “o2ht”, “thrw”, and “una”.