WoW:API DoEmote: Difference between revisions

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{{wowapi}}
{{wowapi}}__NOTOC__


<!-- List return values and arguments as well as function name, follow Blizzard usage convention for args -->
DoEmote("token" [,"target"]);
 
DoEmote("token", "message");


<!-- Describe the purpose of the function, though exhausting detail can be saved for a later section -->
<!-- Describe the purpose of the function, though exhausting detail can be saved for a later section -->


Executes an emote.
== Parameters ==
=== Arguments===


----
:("token" [, "target"])
;''Arguments''
<!-- List each argument, together with its type -->


:("token", "message")
:;token : String - the token that describes which emote is being used.  See [[API_TYPE_Emotes_Token|Emotes Tokens]]
:;token : String - the token that describes which emote is being used.  See [[API_TYPE_Emotes_Token|Emotes Tokens]]
:;message : String - target / additional command for the emote?  It appears that if this is a player name, then the emote is "done" to the player for emotes that support that.


----
:;target : String - [[UnitId]] of who the emote will be performed on. If nil, then it performs the emote on your current target, or yourself if you don't have a target. If the specified target does not exist or is out of range, then it performs the emote on yourself.
;''Returns''
 
=== Returns ===
 
:;nil
 
== Usage ==
=== Example ===


<!-- List each return value, together with its type -->
DoEmote("cry");    -- Say you have 'Bob' selected.  You see:  You cry on Bob's shoulder.
:Nothing.
                    -- If you have no target, you see:          You cry.
DoEmote("cry","none");  -- Regardless of whether or not you have Bob selected, you will see:
                    --  You cry.


----
=== Notes ===
;''Details''


<!-- Details not appropriate for the main description can go here -->
* Executes one of the emotes based on the given token, including vocal emotes and animations.  The list of currently valid emotes is given in ChatFrame.lua, defined as one of the EMOTE''x''_TOKEN constants.  ''x'' starts at 1 and goes up to ChatFrame.lua's local variable MAXEMOTEINDEX (which is 452 in WotLK 3.3.0).
: Executes one of the emotes based on the given token, including vocal emotes.  The list of currently valid emotes is given in ChatFrame.lua, defined as one of the EMOTE''x''_TOKEN constants.  ''x'' starts at 1 and currently goes up to 171 (as of 2.1.2). Certain emotes may also trigger character animations and sound effects.
* Emotes in TextEmoteSpeechList will trigger vocal effects. (defined in ChatFrame.lua)
* Emotes in EmoteList will trigger animation effects. (defined in ChatFrame.lua)
* It is unclear whether two these lists contain all valid animation or speech effects, however.

Latest revision as of 04:45, 15 August 2023

WoW API < DoEmote

DoEmote("token" [,"target"]);


Parameters[edit]

Arguments[edit]

("token" [, "target"])
token
String - the token that describes which emote is being used. See Emotes Tokens
target
String - UnitId of who the emote will be performed on. If nil, then it performs the emote on your current target, or yourself if you don't have a target. If the specified target does not exist or is out of range, then it performs the emote on yourself.

Returns[edit]

nil

Usage[edit]

Example[edit]

DoEmote("cry");    -- Say you have 'Bob' selected.  You see:   You cry on Bob's shoulder.
                   -- If you have no target, you see:          You cry.
DoEmote("cry","none");  -- Regardless of whether or not you have Bob selected, you will see:
                   --   You cry.

Notes[edit]

  • Executes one of the emotes based on the given token, including vocal emotes and animations. The list of currently valid emotes is given in ChatFrame.lua, defined as one of the EMOTEx_TOKEN constants. x starts at 1 and goes up to ChatFrame.lua's local variable MAXEMOTEINDEX (which is 452 in WotLK 3.3.0).
  • Emotes in TextEmoteSpeechList will trigger vocal effects. (defined in ChatFrame.lua)
  • Emotes in EmoteList will trigger animation effects. (defined in ChatFrame.lua)
  • It is unclear whether two these lists contain all valid animation or speech effects, however.