Difference between revisions of "Game Opcodes:SetEmoteEventCondition"

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(Data)
(Visual Layout)
Line 38: Line 38:
 
! 0x00
 
! 0x00
 
| colspan="1" style="background:#8FA6E8" | '''priority'''
 
| colspan="1" style="background:#8FA6E8" | '''priority'''
| colspan="1" style="background:#8FA6E8" | '''isDisabled'''
+
| 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