The emotes.xml files is used to set up available emoticons the player can display to show his/her mood to others while in-game.

    Here is an example of the emotes.xml file:

    <emotes>
    	<emote id="0"><sprite name="Disgust" variant="0">emote.xml</sprite></emote>
    	<emote id="1"><sprite name="Surprise" variant="1">emote.xml</sprite></emote>
    	<emote id="2"><sprite name="Happy" variant="2">emote.xml</sprite></emote>
    	<emote id="3"><sprite name="Sad" variant="3">emote.xml</sprite></emote>
    	<emote id="4"><sprite name="Evil" variant="4">emote.xml</sprite></emote>
    	<emote id="5"><sprite name="Wink" variant="5">emote.xml</sprite></emote>
    	<emote id="6"><sprite name="Angel" variant="6">emote.xml</sprite></emote>
    	<emote id="7"><sprite name="Blush" variant="7">emote.xml</sprite></emote>
    	<emote id="8"><sprite name="Tongue" variant="8">emote.xml</sprite></emote>
    	<emote id="9"><sprite name="Grin" variant="9">emote.xml</sprite></emote>
    	<emote id="10"><sprite name="Upset" variant="10">emote.xml</sprite></emote>
    	<emote id="11"><sprite name="Perturbed" variant="11">emote.xml</sprite></emote>
    	<emote id="12"><sprite name="Speech" variant="14">emote.xml</sprite></emote>
    	<emote id="13"><sprite name="Blah Blah Blah" variant="13">emote.xml</sprite></emote>
    </emotes>
    

    The id parameter is mapping the emoticon to the client system.

    The sprite and particlefx childnode are following the sprite system and the particle system specifications.
    Note: The variant parameter is functionally working just like the index parameter for sprite files.