Emotes.dbc¶
The emotes table contains definitions for available /emote commands.
Table structure¶
ID | Name | Type | Default | Description |
---|---|---|---|---|
1 | ID | Integer | Unique ID | |
2 | emoteSlashCommand | String | The emote command name, as referenced in-game, e.g. in Lua. | |
3 | animationData | Integer | 0 | The animation to play when executing the emote. |
4 | emoteFlags | Integer (signed) | 0 | See below. |
5 | emoteSpecProc | Integer (signed) | 0 | See below. |
6 | emoteSpecProcParam | Integer (signed) | 0 | Last frame of the emote animation. |
7 | eventSoundEntry | Integer | 0 | The sound to be played while executing the emote. |
Fields¶
emoteFlags¶
0000 0000 0000 1000
/ 8: Talk,0000 0000 0001 0000
/ 16: Question,0000 0000 0010 0000
/ 32: Exclamation,0000 0000 0100 0000
/ 64: Shout,0000 0001 0000 0000
/ 256: Laugh.
emoteSpecProc¶
0
: perform emote once,1
: loop emote,2
: loop emote with sound.
Relations¶
animationData
references the primary key of AnimationData.dbc.eventSoundEntry
references the primary key of SoundEntries.dbc.