DB/Emotes: Difference between revisions

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  '''Column Field Type Notes'''  
  '''Column Field Type Notes'''  
  1 ID Integer The id.
  1 ID Integer The id.
  2 InternalName String Perhaps the eventname form the server triggering the emote
  2 EmoteSlashCommand String
  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 EmoteFlags 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.
  5 EmoteSpecProc 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 EmoteSpecProcParam   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 18:50, 16 April 2011

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 	EmoteSlashCommand 		String 		
3 	iRefID_AnimationData 	Integer 	Animation played on Emote.	
4 	EmoteFlags			BitMask* 	0x8: Talk, 0x10: Question, 0x20: Exclamation, 0x40: Shout, 0x100: Laugh. These are used for the chatting emotes.
5 	EmoteSpecProc		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 	EmoteSpecProcParam    		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)