DB/Emotes: Difference between revisions

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  3 iRefID_[[AnimationData.dbc|AnimationData]] Integer Animation played on Emote.
  3 iRefID_[[AnimationData.dbc|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.
  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). Actually, at some point in the code, a sound is only played if this is set to 2.
  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.  
  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.

Revision as of 01:05, 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). Actually, at some point in the code, a sound is only played if this is set to 2.
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)