Emote Definition
Requires an xsi:type attribute:
<Definition xsi:type="MyObjectBuilder_EmoteDefinition">
Defines a character emote that can be added to toolbars or triggered by chat commands.
These are found at the bottom of Emotes.sbc, because at the top they're defining hidden Animation Definition that are required by those emotes.
Animation controller info
It will first trigger emote event, followed by the subtypeId of the Animation Definition that is given by this.
Elements
ChatCommand<ChatCommand> | Type: String | Default: null | ||||||||||||
| Optional. Defines the chat command to trigger this emote. | ||||||||||||||
ChatCommandDescription<ChatCommandDescription> | Type: String | Default: null | ||||||||||||
| Optional. Short help text for the chat command shown in the F1 help menu but only if <ChatCommandName> is also defined. Can be plain-text or a localization key (from .resx files), and because of that it will also scan for text variables to replace. | ||||||||||||||
ChatCommandName<ChatCommandName> | Type: String | Default: null | ||||||||||||
Optional. Full help text for the chat command shown only for /help followed by the <ChatCommand>.Can be plain-text or a localization key (from .resx files), and because of that it will also scan for text variables to replace. | ||||||||||||||
Priority<Priority> | Type: Int32 | Default: 0 | ||||||||||||
| The emotes (this) and emotes directly from animations are placed in the same list then the list is sorted Priority in ascending order. What that list's order is used for is unclear, might be the order they appear in the gamepad HUD. | ||||||||||||||
AnimationId<AnimationId> | Type: SerializableDefinitionId | Default: (empty) | ||||||||||||
The Id of an Animation Definition, meaning Type has to be AnimationDefinition.Example: <AnimationId Type="AnimationDefinition" Subtype="Angry" />
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Override<Override> | Type: AnimOverrideDef[] | Default: null | ||||||||||||
| Optional. Overrides the <AnimationId> for a specific character <Id> (not <Name> this time). Can be defined multiple times to support multiple characters. Contains more elements:
<Override>
<CharacterId Type="Character" Subtype="Default_Astronaut_Female"/>
<AnimationId Type="AnimationDefinition" Subtype="Angry_Female" />
</Override>
<!-- ... -->
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Animations<Animations> | Type: Animation[] | Default: null | ||||||||||||
| Optional. List of other emote definitions to trigger based on random chance. Note: If this is defined with at least 1 entry, the root-level <AnimationId> and <Override> might not function. Each
<Animations>
<Animation>
<Probability>0.33333</Probability>
<AnimationId Type="EmoteDefinition" Subtype="EmoteRPS_Paper"/>
</Animation>
<!-- ... -->
</Animations>
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(Top) | From DefinitionBase:
Common
Id<Id> | Type: SerializableDefinitionId | Default: (invalid) | ||||||||||||||||||||||||
| The type and subtype combined make up a unique identifier for this definition. If two definitions use the same Type+Subtype (Subtypes are only unique per Type), then the last to load will override the first one(s). For more details see Things to know about SBC.
<Id>
<TypeId>CubeBlock</TypeId>
<SubtypeId>FancyTable</SubtypeId>
</Id>
Because it has attribute alternatives it can also be declared as: <Id Type="CubeBlock" Subtype="FancyTable" />
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DisplayName<DisplayName> | Type: String | Default: null | ||||||||||||||||||||||||
| If the object defined here is visible anywhere in the game GUI, this would be the name shown for it. In cases where it is used, it is very much required. Can be plain-text.
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Description<Description> | Type: String | Default: null | ||||||||||||||||||||||||
| Optional. If the object defined here is shown with a description in the game GUI (Hotbar/G-menu, HUD, etc) then this is the place to write it. Can be plain-text.
{0}, {1}, etc, then they will replaced by kb&m control binds defined in <DescriptionArgs>. | ||||||||||||||||||||||||||
DescriptionArgs<DescriptionArgs> | Type: String | Default: null | ||||||||||||||||||||||||
Optional. A comma-separated list of control IDs which are referenced in <Description> by {number} tags, which then get replaced by the keyboard or mouse bind that the viewer has for those controls.Example: <Description>Press {0} to fire, {1} to change color, {2} to interact.</description>
<DescriptionArgs>PRIMARY_TOOL_ACTION,CUBE_COLOR_CHANGE,USE</DescriptionArgs>
And each player will see their current binds for those actions. | ||||||||||||||||||||||||||
Icon<Icon> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Icon(s) for the definition which may or may not be used depending on the definition type. Path to a .dds or .png file relative to current mod's folder. Falls back to game folder if not found in current mod.
Referencing assets in other mods Can be declared multiple times which will stack icons on top of eachother, however it will not work for all definitions. Known definitions to work or not work with multiple icons
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DLC<DLC> | Type: String[] | Default: null | ||||||||||||||||||||||||
| Optional. The DLC subtypeId that this definition will require. For the IDs, refer to <SE>\Content\Data\Game\DLCs.sbc. | ||||||||||||||||||||||||||
AvailableInSurvival<AvailableInSurvival> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| Depends on the definition if it uses this, and if it does then this determines whether it can be accessible in survival game mode.
Currently known definitions that do use this:
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Public<Public> | Type: Boolean | Default: true | ||||||||||||||||||||||||
| If the definition is visible or accessible in some cases. For blocks, this only hides them and they can still be built using projectors and other means. | ||||||||||||||||||||||||||
EnabledEnabled (attribute[1]) | Type: Boolean | Default: true | ||||||||||||||||||||||||
If set to false it will remove the definition after it's been loaded.Example usage: <Definition Enabled="false">
The "Definition" above is the opening element that for the entire definition, not an inner node like <Component>, <Blueprint>, etc. | ||||||||||||||||||||||||||
xsi:typexsi:type (attribute[1]) | Type: string | Default: null | ||||||||||||||||||||||||
Name of an object that this definition will be deserialized as. This attribute is available on all elements and comes from the XML specification. This game relies on this attribute to change which sub-definition object is used to deserialize that element's contents. It's what allows, for example, a thruster to have unique elements (such as For more details on how this relates to the TypeId, and usage examples, see: Things to know about SBC - TypeId vs xsi:type. | ||||||||||||||||||||||||||