Difference between revisions of "Game Opcodes:SetEmoteEventCondition"
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− | Sets an emote event trigger to this actor. | + | Sets an emote event trigger to this actor. If the specified emote is done on an actor, this triggers. Note that the triggered script will need to still play the animation and msg on the calling player as this overrides the EmoteStandard command. |
:; Opcode - 0x16C | :; Opcode - 0x16C | ||
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| 0x02 || byte || 2 Bytes || emoteID || The id of the emote that will trigger this event. | | 0x02 || byte || 2 Bytes || emoteID || The id of the emote that will trigger this event. | ||
|- | |- | ||
− | | 0x04 || string || | + | | 0x04 || string || 0x20 Bytes || eventName || The name of the event that will be sent when a Start/End event is fired. |
|} | |} | ||
Latest revision as of 19:06, 28 May 2024
Sets an emote event trigger to this actor. If the specified emote is done on an actor, this triggers. Note that the triggered script will need to still play the animation and msg on the calling player as this overrides the EmoteStandard command.
- Opcode - 0x16C
- Source - Server
- Data Size - 0x28 bytes
- Requirements - None
Data
Offset | Data Type | Length | Variable | Description |
---|---|---|---|---|
0x00 | byte | 1 Bytes | priority | Unknown for sure. |
0x01 | byte | 1 Bytes | isSilent | If 1, event won't fire??? Matches isSilent from the push packets. |
0x02 | byte | 2 Bytes | emoteID | The id of the emote that will trigger this event. |
0x04 | string | 0x20 Bytes | eventName | The name of the event that will be sent when a Start/End event is fired. |
Notes
Event names can be "emoteDefault1" to emoteDefault8".
Visual Layout
Packet Data layout | ||||||||||||||||
0x0 | 0x1 | 0x2 | 0x3 | 0x4 | 0x5 | 0x6 | 0x7 | 0x8 | 0x9 | 0xA | 0xB | 0xC | 0xD | 0xE | 0xF | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0x00 | priority | isSilent | emoteID | |||||||||||||
0x10 | eventName | |||||||||||||||
0x20 | 00 | 00 | 00 | 00 |