DB/Emotes: Difference between revisions
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2 InternalName String Perhaps the eventname form the server triggering the emote | 2 InternalName String Perhaps the eventname form the server triggering the emote | ||
3 iRefID_[[AnimationData.dbc|AnimationData]] Integer Animation played on Emote. | 3 iRefID_[[AnimationData.dbc|AnimationData]] Integer Animation played on Emote. | ||
4 Flags BitMask* | 4 Flags BitMask* 0x8: Talk, 0x10: Question, 0x20: Exclamation, 0x40: Shout, 0x100: Laugh. These are used for the chatting emotes. | ||
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 Hold Integer Hold the last frame of the animation. 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. |
Revision as of 02:04, 10 July 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* 0x8: Talk, 0x10: Question, 0x20: Exclamation, 0x40: Shout, 0x100: Laugh. These are used for the chatting emotes. 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)