Difference between revisions of "Game Opcodes:SetEmoteEventCondition"
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! 0x00 | ! 0x00 | ||
| colspan="1" style="background:#8FA6E8" | '''priority''' | | colspan="1" style="background:#8FA6E8" | '''priority''' | ||
− | | colspan="1" style="background:#8FA6E8" | ''' | + | | colspan="1" style="background:#8FA6E8" | '''isSilent''' |
| colspan="2" style="background:#8FA6E8" | '''emoteID''' | | colspan="2" style="background:#8FA6E8" | '''emoteID''' | ||
| colspan="12" style="background:#CEE0F2" | | | colspan="12" style="background:#CEE0F2" | |
Revision as of 11:39, 30 June 2019
Sets an emote event trigger to this actor. Theoretically causes an emote to trigger this event, however it has not been successfully trigger yet.
- 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 | 24 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 |