If you still want to use 1.8 you have to use the ProtocolLib version:
https://github.com/BerndiVader/mmArmorStandAnimator/tree/master
** 29.5.2017 update 0.46a: some more internal improvements. fixed a DamageEntityEvent NPE if there is no ai for the animatorstand.
removed asanimate mechanics. added animspeed to asinit mechanics. dropped support for no aimob armorstand.
** 11.5.2017 update 0.42a: matured the code. dropped asanim and none aiMob. added animspeed to asinit mechanic.
*** 8.5.2017 update 0.41a: now using ProtocolLib.
*** 7.5.2017 update 0.40a: some major changes & bugfixes. Added depend to ProtocolLib for PacketEvent
*** 5.5.2017 update 0.38a: fixed some minor bugs. Improved direction rotation if in movement & armorstand now looks at target if not moving.
*** 4.5.2017 update 0.37a: added movement signals. Use "~onSignal:MOVESTOPP" & "~onSignal:MOVESTART" to control the idle or moving animation.
Code:Example for MOVESTOPP & MOVESTART: moonwalker: Type: armor_stand Options: Small: true Invincible: true HasArms: true ItemBody: COS_GreenChest ItemFeet: COS_BlueFeet ItemHand: COS_IronSword ItemHead: BlackbeardHead ItemLegs: COS_YellowLegs Skills: - asinit{anim=Example1.anim;mobtype=aimob} @self ~onSpawn - asanimate{r=20;d=0} @self ~onTimer:20 - aspause @self ~onSignal:MOVESTOPP - asrun @self ~onSignal:MOVESTART - skill{s=makeAttack} @trigger ~onAttack - skill{s=playDamage} @trigger ~onDamaged - message{msg="You killed me!"} @trigger ~onSignal:DEATH aimob: Type: wolf Options: Silent: true PreventOtherDrops: true playDamage: Cooldown: 1 Skills: - aschange{anim=flip.anim} @self - delay 15 - aschange{anim=Example1.anim} @self makeAttack: Cooldown: 1 Skills: - aschange{anim=winke.anim} @self - delay 8 - damage{a=0.5} @trigger - delay 8 - aschange{anim=Example1.anim} @self
*** 4.5.2017 update: fixed a server crash exception. some optimization. redid the ASANIMATE mechanic. Now only repeat and delay is needed.
*** 3.5.2017 update: added some sort of fake ai. use a mythicmob config to fake the ai and change the armorstands behaviors into it.
*** 3.5.2017 update: added skill "aschange" to change the animation file.
See example for details on how to use:
Code:mobfile: moonwalker: Type: armor_stand Options: Invincible: true HasArms: true ItemBody: COS_GreenChest ItemFeet: COS_BlueFeet ItemHand: COS_IronSword ItemHead: BlackbeardHead ItemLegs: COS_YellowLegs Skills: - asinit{anim=Example1.anim;mobtype=aimob} @self ~onSpawn - asanimate{r=20;d=0} @self ~onTimer:20 - skill{s=makeAttack} @trigger ~onAttack - skill{s=playDamage} @trigger ~onDamaged - message{msg="You killed me!"} @trigger ~onSignal:DEATH aimob: Type: zombie Options: Silent: true PreventOtherDrops: true AIGoalSelectors: - 0 clear - 1 meleeattack - 2 randomstroll - 3 float AITargetSelectors: - 0 clear - 1 players skillfile: playDamage: Cooldown: 1 Skills: - aschange{anim=flip.anim} @self - delay 15 - aschange{anim=Example1.anim} @self makeAttack: Cooldown: 1 Skills: - aschange{anim=winke.anim} @self - delay 8 - damage{a=0.5} @trigger - delay 8 - aschange{anim=Example1.anim} @self
1.4.2017 update: added "executeSkill" option to anim file
If this option is set to a frame, the animatorstand will execute any metaskill if the frame is played. All mm targeters are useable
Example anim:
Code:interpolate length 16 frame 0 Armorstand_Position 0.0 0.0 0.0 0.0 Armorstand_Middle -1.7735 -1.9591 0 Armorstand_Right_Leg 0 4.7462 12.0494 Armorstand_Left_Leg 0 -5.2681 -6.6472 Armorstand_Left_Arm 6.1476 0 -42.2486 Armorstand_Right_Arm 0 -3.1448 41.9762 Armorstand_Head 0 -24.967 -0.4532 frame 7 executeSkill particlestest @PIR{r=5} Armorstand_Position 0.0 0.0 0.0 0.0 Armorstand_Middle 0 0 -2.4842 Armorstand_Right_Leg 0 0 13.5406 Armorstand_Left_Leg 0 -6.5557 -15.3523 Armorstand_Left_Arm -8.7445 0 -151.9446 Armorstand_Right_Arm 10.178 0 154.3655 Armorstand_Head 9.236 2.7374 -9.5706 frame 15 Armorstand_Position 0.0 0.0 0.0 0.0 Armorstand_Middle -1.7735 -1.9591 0 Armorstand_Right_Leg 0 4.7462 12.0494 Armorstand_Left_Leg 0 -5.2681 -6.6472 Armorstand_Left_Arm 6.1476 0 -42.2486 Armorstand_Right_Arm 0 -3.1448 41.9762 Armorstand_Head 0 -24.967 -0.4532
Example skill:
Code:particlestest: Skills: - particles{particle=heart;amount=8;vSpread=0.5;hSpread=0.5;Spped=0.01;yoffset=1}