Emote Items
Based on game build 714014 | Last updated: 2026-03-10
Overview
emote_items.lua is an auto-generated data module that defines the complete set of emote items recognized by the game. Each emote entry contains metadata such as rarity, command name, animation keys, sound settings, and skin tagging information. This table (EMOTE_ITEMS) is used by the UI, inventory, and client-side systems to validate, display, and execute emotes. It is not a component and is not attached to entities.
Usage example
-- Access a specific emote's configuration
local emote_data = EMOTE_ITEMS.emote_dance_step
-- Use its command name for UI labels or chat handling
print(emote_data.cmd_name) -- "step"
-- Check if an emote requires a hat to be equipped
if emote_data.data.needshat then
-- apply logic for hat-restricted emotes
end
Dependencies & tags
Components used: None identified
Tags: Emote entries may include skin_tags (e.g., "LAVA", "EMOTE", "WESTERN"), which are used internally for UI filtering and item grouping.
Properties
| Property | Type | Default Value | Description |
|---|---|---|---|
EMOTE_ITEMS | table | (see source) | Global table mapping emote keys (e.g., emote_dance_step) to full emote configuration objects. Each object contains keys like rarity, data, aliases, and release_group. |
Main functions
Not applicable. This file defines only a static data structure; no executable functions are present.
Events & listeners
Not applicable. This file contains no event listeners or event dispatching logic.