DB/Emotes: Difference between revisions

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  4 Flags BitMask* Flags for the Emote.
  4 Flags BitMask* Flags for the Emote.
  5 isLooped Integer Theory: 0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun)
  5 isLooped Integer Theory: 0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun)
  6 Unknown Integer Only set for kneel, dead, sleep, at_ease and sit.  
  6 Hold    Integer Hold the last frame of the animation. Only set for kneel, dead, sleep, at_ease and sit.  
  Here the Animation is "Stand" all the time. It is most likely used to differ them.
  Here the Animation is "Stand" all the time. It is most likely used to differ them.
  7 iRefID_[[SoundEntries.dbc|SoundEntries]] Integer A sound that is played on this emote.
  7 iRefID_[[SoundEntries.dbc|SoundEntries]] Integer A sound that is played on this emote.

Revision as of 03:06, 31 January 2009

Information about /Emotes

Header Info

Records...................103
Fields......................7
Record Size................28
String Block Size........1790

Structure

Column 	Field 			Type 		Notes 
1 	ID 			Integer 	The id.
2 	InternalName 		String 		Perhaps the eventname form the server triggering the emote
3 	iRefID_AnimationData 	Integer 	Animation played on Emote.	
4 	Flags			BitMask* 	Flags for the Emote.
5 	isLooped		Integer 	Theory: 0 = perform emote then revert; 1 = loop (emotes); 2 = loop states (ie stun)
6 	Hold    		Integer 	Hold the last frame of the animation. Only set for kneel, dead, sleep, at_ease and sit. 
						Here the Animation is "Stand" all the time. It is most likely used to differ them.
7 	iRefID_SoundEntries	Integer 	A sound that is played on this emote.

--Schlumpf 01:35, 13 August 2007 (CEST)