Emote

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In Staxel, *.emote files are used play animations for characters. These can appear with or without an item, though most do not use items.


Creating a *.emote file

Config Options

"code"

Valid options (String): A unique string which specifies what this Emote is.

Default Value: No default value is specified. Always need to provide your own.


A string containing the code of the emote the blob will be referring to.


"shortCode"

Valid options (String): A unique string which specifies what this Emote is.

Default Value: No default value is specified. Always need to provide your own.


A string containing the code of the emote the blob will be referring to. This is meant to be the short hand of the code, to make typing the code out easier.


"animation"

Valid options (String): The timeline code of the specific animation, in the Bone Animation being used by the Body Type.

Default Value: No default value is specified. Always need to provide your own.


This is the animation that will get played by the emote.

"categories"

Valid options (List of String): A list of valid strings.

Default Value: If not specified, will not have any user defined categories.


This is a list of strings which are used to identify what the emote actually is. These terms can all be searched for in the Catalogue/Creative Menu, but are also used in Totems and Achievements. Certain categories will appear under certain tabs in either menu. As such these are not used, unless the #Icon is specified. These include:

"block", "door", "floor"/"flooring", "flower", "furniture", "light", "plant", "tool", "window", "misc", "red", "orange", "yellow", "green", "blue", "purple", "pink", "white", "black" and "brown"


"descriptionImage"

Valid options (String): A string containing the path to an image file.

Default Value: If not specified, will not show an image in the description.


This is an image that will show up in the description window. As such this is not used, unless the #Icon is specified.


"effect"

Valid options (String): A string containing the code to a Effect file

Default Value: If not specified, will not play any effects.


This is the effect that will immediately start playing as the emote plays.


"icon"

Valid options (String): The relative path to a model file starting at the content folder.

Default Value: If not specified, will not create an item for this emote.


This is the model that will be displayed for this emotes item. Adding this allows the item to appear in menu's for the player to use at any point.


"idle"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


Whether this emote counts as an idle animation.


"ignoreHandedness"

Valid options (Bool): True or False.

Default Value: False.


Ignore the handedness of the bodytype. That is, whether or not the animation should flip when concerning left handed people to right handed people.


"killSound"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.

Whether or not the sound will be killed off as the emote ends or is interrupted.


"looped"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


This determines if the animation, and the corresponding sounds and effects, will continue looping after completion.

Note: Can't have both Looped and Sticky set to True.


"nextInSequence"

This is an optional Blob which can be added to the emote file. This blob contains the information to fill out another emote, which will play after the first emote completes. For example;

{
  //Emote for Golfing: Bring club upwards
  "nextInSequence" : {
    //Emote for Golfing: Swing at ball
  }
}

This sets up a golf swing using two different emotes, which one will play after the other. If you want to seperate these into two different files, head to #"nextInSequenceRef".


"nextInSequenceRef"

Valid options (String): Another Emote's Code.

Default Value: If not specified, will not go to any other emote.


This is the emote that will play immediately after this emote completes, similar to #"nextInSequence". Use this property to avoid long files.


"outOfBodyExperience"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


Whether or not the camera will stay locked to it's position rather than following the head. Useful for times such as getting into bed which could be nauseating.


"searchable"

Valid options (Bool): True or False

Default Value: If not specified, will default to False.


This option specifies if the object whether the object will show up when it is searched for in the shop catalogue or the creative inventory. As such this is not used, unless the #Icon is specified. This is useful for objects with auto tiling info, as you only want a single version of that tile appearing.


"sound"

Valid options (String): A string containing the code to a Sound file

Default Value: If not specified, will not play any sounds.


This is the sound that will immediately start playing as the emote plays.


"suppressIdleEmotes"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


Whether or not this emote will suppress emotes that mark themselves as idle. (An emote is marked as idle, if the code starts with "idle".) Suppressing means completely overriding these emotes, rather than playing on top of.


"suppressMovementEmotes"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


Whether or not this emote will suppress emotes that mark themselves as movement. Suppressing means completely overriding these emotes, rather than playing on top of.


"sticky"

Valid options (Bool): True or False.

Default Value: If not specified, will default to False.


This determines if the animation will "stick" after completing. Sticking refers to if the very end of the animation stays as it is. For example, if you make the throwing animation sticky, after it completes the hand will stay in the throwing position, compared to going back to the idle animation.

Note: Can't have both Looped and Sticky set to True.