Difference between revisions of "Emote Guide"

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==Facial Expression Emotes==
==Facial Expression Emotes==
Facial expressions are emotes that animate the face only, and can be used individually or stacked on top of other animations. There are 13 different facial expressions: /straightface (the default expression), /smile, /grin, /smirk, /taunt, /shuteyes, /sad, /scared, /amazed, /ouch, /annoyed, /alert, and /worried.
You can completely change the feeling of an animation by stacking it with a facial expression. For example, the /welcome emotion as played by my female Hyur is a cheerful greeting where she opens her arms. But by stacking the /alert expression on top of welcome, my character looks like she’s angrily demanding an explanation from someone. Likewise, combining the /shocked animation with /smile makes her look lovestruck.
Facial expressions last 5 seconds and, like all other animations, will not activate unless they’re separated from the previous animation by a wait. For example:
/em is deeply ashamed by what Square Enix considers to be suitable armor.
/examineself motion
/wait
/scared motion
/wait 2
/blush motion
There’s no way to end the expression animation once it’s been activated other than replacing it with another one. Adding /straightface to the last line will restore your default expression at the end of a macro. Alternatively, you can add an expression at the end of an animation to make it look more natural, such as putting /smile at the end of /laugh so your serious Hyur Man doesn’t look so sarcastic.
Here’s an example of a complex animation sequence that uses multiple animations and facial expressions:
/facetarget
/alert motion
/wait
/em criticizes <t>.
/welcome motion
/wait 2
/doubt motion
/wait 2
/upset motion
/wait
/worried motion
/wait 3.5
/straightface motion


==Sitting==
==Sitting==

Revision as of 13:32, 23 November 2013

Main article: Commands

Commands You Should Know

While there are dozens of commands that can be used in macros (You can find them here), these are the ones that are commonly used with emotes.

  • /emote (/em) - Posts emote text in the local chat channel. This line of text will always begin with the name of your character.
  • /say (/s) - Posts a message in the local chat channel. There are similar commands for other chat channels, such as /party (/p) and /shout (/sh).
  • /action (/ac) - Uses a specified action. If the action’s name is more than one word, it must be contained within quotation marks.
  • /wait - Inserts a pause between commands. The length of the pause can range between 1 and 60 seconds in increments of 0.5 seconds. If a number is not indicated, it will default to 1 second.
  • <t> - A placeholder command that can be used within a line to display the name of your current target.
  • /facetarget (/ft) - turns your character to face the selected target. This command is rarely needed, as most emotes automatically turn your character towards your target. This can be useful if you start the macro with a facial expression.

Standard Animated Emotes

There are 51 standard animated emotes: /bow, /welcome, /goodbye, /wave, /kneel, /salute, /chuckle, /laugh, /joy, /happy, /rally, /soothe, /blush, /comfort, /psych, /pray, /blowkiss, /dance, /yes, /thumbsup, /clap, /congratulate, /cheer, /no, /deny, /cry, /furious, /fume, /panic, /upset, /disappointed, /sulk, /angry, /huh, /shocked, /shrug, /stagger, /surprised, /doubt, /grovel, /pose, /beckon, /think, /examineself, /doze, /point, /poke, /stretch, /lookout, /airquotes, and /me.

As you’ve learned through quests, every emote has a command that can be typed to activate it. However, these commands are accompanied by the default emote text. For example:

/thumbsup

Results in:

You agree wholeheartedly.

Making a simple custom emote requires a two-line macro; one line to play the animation without the default text, and a second line that displays your new custom text:

/thumbsup motion /em gives a thumbs up.

Adding “motion” next to the command plays the animation and any accompanied sound without the default This results in:

John Smith gives a thumbs up.

Inserting <t> into the line will add the name of the subject you’re currently targeting:

/thumbsup motion /me gives <t> a thumbs up.

Allowing it to do this:

Carnelian Peridot gives Sean Lyon a thumbs up.

Unlike the default emotes, it’s not currently possible to create custom emotes that display alternate text if no target is selected or use the correct gender pronouns for the target. Without a target, <t> will insert an extra empty space in place of a name. There are many other placeholder commands that are great for combat macros but have limited use in emotes. The example below uses < tt >, which displays the name of whatever my target is currently targeting:

/em cheers on as <t> battles < tt >! /cheer motion

Resulting in: Carnelian Peridot cheers on as Sean Lyon battles Little Ladybug! Each macro can hold up to 15 lines. This allows you to sequence multiple animations using the /wait command:

/think motion /em considers it for a moment… /wait 3 /huh motion /s Nope. Got nothin’.

You MUST use /wait to separate animations or else the first will overwrite any animation that comes after it. Using /wait to start another animation before the last has finished will immediately begin the next one. This will cut off any sound the emote plays, but can be useful for complex animation sequences or making silly

Facial Expression Emotes

Facial expressions are emotes that animate the face only, and can be used individually or stacked on top of other animations. There are 13 different facial expressions: /straightface (the default expression), /smile, /grin, /smirk, /taunt, /shuteyes, /sad, /scared, /amazed, /ouch, /annoyed, /alert, and /worried.

You can completely change the feeling of an animation by stacking it with a facial expression. For example, the /welcome emotion as played by my female Hyur is a cheerful greeting where she opens her arms. But by stacking the /alert expression on top of welcome, my character looks like she’s angrily demanding an explanation from someone. Likewise, combining the /shocked animation with /smile makes her look lovestruck.

Facial expressions last 5 seconds and, like all other animations, will not activate unless they’re separated from the previous animation by a wait. For example:

/em is deeply ashamed by what Square Enix considers to be suitable armor. /examineself motion /wait /scared motion /wait 2 /blush motion

There’s no way to end the expression animation once it’s been activated other than replacing it with another one. Adding /straightface to the last line will restore your default expression at the end of a macro. Alternatively, you can add an expression at the end of an animation to make it look more natural, such as putting /smile at the end of /laugh so your serious Hyur Man doesn’t look so sarcastic. Here’s an example of a complex animation sequence that uses multiple animations and facial expressions:

/facetarget /alert motion /wait /em criticizes <t>. /welcome motion /wait 2 /doubt motion /wait 2 /upset motion /wait /worried motion /wait 3.5 /straightface motion

Sitting

Other Emotes

Combining Emotes with Actions/Functional Emotes

Other Notes & Useful Info