I don't think there are any for Dice1-6. Asserting the bits for dice should pick a random one to play. AFAIK it was never possible to manually select which result you got (except for Dice7 of course).
That was my thought too - Zombie_Man indicates above that we could, however I'm not finding any seqbits to back that up.
Not in what we have. All of those mappings would have been serverside.
I thought server-side might be the case.
We do have a full copy of the sequencers, but the best we can do is short-circuit the process from step 1 to 6 by setting the bits clientside and using its sequencer code to figure out which move to play. I'm already having to jump through some hoops to make this work, as the client normally ignores sequencer bits on everything except for the player (so that movement prediction can play the right running animations). I have to force it to run an evaluation cycle on an NPC instead of the player when you use /seqbits.
I wonder whether some of those hoops are introducing the object spawn/despawn lag I'm finding when using the /seqbits command. I haven't tested to see whether the issues are predictable from my end. I'll hit that later.
The next revision is ready:
https://docs.google.com/file/d/0B5FhLhcBjWhvMEhXeDh6RUhiNFU/edit?usp=sharing. (I also need to find out how to not require a new link whenever I make a revision - later.)
Everything is done except the following emotes:
- None: not an actual emote
- Flyposes: possibly not actual emotes but alternate animations - leaving these as out of scope
- Most BB emotes: ParagonWiki Emotes uses gifs for examples, so no audio there. The MOV and Seqbit constant names do not match up with the emote names. So I downloaded Ahsen Fury's music/sfx compilation, and was able to match up BBAltitude and BBBeat using those filenames, however the other files are by number as well. I'm going to dive into piggs from the I24 CoX files download, along with my GvE and original editions discs and see what I come up with.
I also went through the default quickchat.mnu, and found DoubleFacepalm and ObserveDice in the file yet not on ParagonWiki Emotes. I mapped them to seqbits as well (though ObserveDice's matching is a little shakey - the seqbits/MOV name is a little generic, and I'm relying on my own memory of live CoX as the confirmation here).
In addition to the versions with an added FLY seqbit constant, there are some with an added SHIELD seqbit constant. From the first post, I'm assuming both the SHIELD and FLY versions don't need to be separately mapped. I also found one, MOV EMOTE_CUSTOMRIFLE_POINT, which appears to be an alternate Point MOV when equipped with a rifle.
There are several MOV/unique Seqbits which are not included in ParagonWiki Emotes nor the default quickchat.mnu. If somehow we could get ahold of the Emote mappings from the server-side code, we could verify them, otherwise I think we'll have to come up with our own Emote names if we want to call them from an Emote command. Many of them have indications to their names from the Seqbits/MOV names (such as "CCRainbow" for MOV EMOTE_COSTUMECHANGE_RAINBOW and "WalkieTalkie" for MOV EMOTE_WALKIETALKIE_IDLE). I have a feeling that others were not intended for players, such as the Reichsman and Signature Pose entries. I don't know whether you want to create Emote names for these.