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数据库:world数据库:conditions

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数据库:world数据库:conditions [2023/09/24 14:32] – [conditions 表] admin数据库:world数据库:conditions [2023/09/24 15:22] (当前版本) – [ConditionTypeOrReference] admin
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 if negative, then it is a reference template. if negative, then it is a reference template.
 +^SourceTypeOrReferenceId^ID^SourceGroup^SourceEntry^SourceId^ConditionTarget^Notes^
 +|CONDITION_SOURCE_TYPE_NONE|0|See REFERENCE TEMPLATES|(REFERENCE TEMPLATES)|Always 0|(See below)|Only used in Reference Templates! See below.|
 +|CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE|1|creature_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE|2|disenchant_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE|3|fishing_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE|4|gameobject_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE|5|item_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE|6|mail_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE|7|milling_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE|8|pickpocketing_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE|9|prospecting_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE|10|reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE|11|skinning_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE|12|spell_loot_template.Entry or reference_loot_template.Entry|item id (_loot_template.Item or reference_loot_template.Item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET|13|Mask of effects to be affected by condition:1 = EFFECT_0, 2 = EFFECT_1, 4 = EFFECT_2|Spell Id from  Spell.dbc|Always 0|0 : Potential spell Target\\ 1 : spell Caster|Don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number.|
 +|CONDITION_SOURCE_TYPE_GOSSIP_MENU|14|gossip_menu.MenuID|gossip_menu.TextID (points to npc_text.ID)|Always 0|0 = Player\\ 1 = WorldObject| |
 +|CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION|15|gossip_menu_option.MenuID|gossip_menu_option.OptionID|Always 0|0 = Player\\ 1 = WorldObject| |
 +|CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE|16|Always 0|creature entry (creature_template.entry)|Always 0|0 = Player riding vehicle\\ 1 = Vehicle creature| |
 +|CONDITION_SOURCE_TYPE_SPELL|17|Always 0|Spell ID from Spell.dbc|Always 0|0 = spell Caster\\ 1 =  Explicit Target of the spell (only for spells which take the object selected by caster into account)|This source type allows you to define caster/explicit target requirements for spell to be cast.\\ \\ Explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead.\\ \\ If you are looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use).\\ \\ Remember that conditions with the same ElseGroup value will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.|
 +|CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT|18|creature entry (npc_spellclick_spells.npc_entry)|Spell (npc_spellclick_spells.spell_id)|Always 0|0 = Clicker\\ 1 =  Spellclick target (clickee)| |
 +|CONDITION_SOURCE_TYPE_QUEST_AVAILABLE|19|Always 0|Quest ID|Always 0|Always 0|Condition must be met for quest to be available to player.|
 +|CONDITION_SOURCE_TYPE_UNUSED_20|20| | | | | |
 +|CONDITION_SOURCE_TYPE_VEHICLE_SPELL|21|creature entry (creature_template.entry)|Spell ID from Spell.dbc|Always 0|0 = Player for whom spell bar is shown1 =  Vehicle creature|This will show or hide spells in vehicle spell bar.|
 +|CONDITION_SOURCE_TYPE_SMART_EVENT|22|ID (smart_scripts.id) + 1|EntryOrGuid (smart_scripts.entryorguid)|SourceType (smart_scripts.source_type)|0 = Invoker\\ 1 = Object| |
 +|CONDITION_SOURCE_TYPE_NPC_VENDOR|23|vendor entry (npc_vendor.entry)|item entry (npc_vendor.item)|Always 0|Always 0| |
 +|CONDITION_SOURCE_TYPE_SPELL_PROC|24|Always 0|Spell ID of aura which triggers the proc|Always 0|0 = Actor\\ 1 = ActionTarget| |
 +|CONDITION_SOURCE_TYPE_MAX|27| | | | |(Placeholder)|
  
-SourceTypeOrReferenceId 
-ID SourceGroup SourceEntry SourceId ConditionTarget Notes 
-CONDITION_SOURCE_TYPE_NONE 0 See REFERENCE TEMPLATES (REFERENCE TEMPLATES) Always 0 (See below) Only used in Reference Templates! See below. 
-CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE 1 creature_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE 2 disenchant_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE 3 fishing_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE 4 gameobject_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE 5 item_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE 6 mail_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE 7 milling_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE 8 pickpocketing_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE 9 prospecting_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE 10 reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE 11 skinning_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE 12 spell_loot_template.Entry or reference_loot_template.Entry item id (_loot_template.Item or reference_loot_template.Item) Always 0 Always 0  
- 
-CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET  
-13 Mask of effects to be affected by condition: 
-1 = EFFECT_0, 2 = EFFECT_1, 4 = EFFECT_2 Spell Id from  Spell.dbc Always 0  
-0 : Potential spell Target 
-1 : spell Caster 
- 
-Don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number. 
-CONDITION_SOURCE_TYPE_GOSSIP_MENU 14 gossip_menu.MenuID gossip_menu.TextID (points to npc_text.ID) Always 0  
-0 = Player 
-1 = WorldObject 
- 
- 
-CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION 15 gossip_menu_option.MenuID gossip_menu_option.OptionID Always 0  
-0 = Player 
-1 = WorldObject 
- 
- 
-CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE 16 Always 0 creature entry (creature_template.entry) Always 0  
-0 = Player riding vehicle 
-1 = Vehicle creature 
- 
- 
- 
- 
- 
- 
- 
-CONDITION_SOURCE_TYPE_SPELL  
- 
- 
- 
- 
-17 Always 0  
- 
- 
- 
- 
-Spell ID from Spell.dbc Always 0  
- 
- 
-0 = spell Caster 
-1 =  Explicit Target of the spell (only for spells which take the object selected by caster into account)  
-This source type allows you to define caster/explicit target requirements for spell to be cast. 
-Explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead. 
-If you are looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use). 
-Remember that conditions with the same ElseGroup value will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively. 
-CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT 18 creature entry (npc_spellclick_spells.npc_entry) Spell (npc_spellclick_spells.spell_id) Always 0 0 = Clicker 
-1 =  Spellclick target (clickee)  
-CONDITION_SOURCE_TYPE_QUEST_AVAILABLE 19 Always 0 Quest ID Always 0 Always 0 Condition must be met for quest to be available to player. 
-CONDITION_SOURCE_TYPE_UNUSED_20 20  
- 
-CONDITION_SOURCE_TYPE_VEHICLE_SPELL  
-21 creature entry (creature_template.entry)  
-Spell ID from Spell.dbc Always 0 0 = Player for whom spell bar is shown1 =  Vehicle creature  
-This will show or hide spells in vehicle spell bar. 
-CONDITION_SOURCE_TYPE_SMART_EVENT 22 ID (smart_scripts.id) + 1 EntryOrGuid (smart_scripts.entryorguid) SourceType (smart_scripts.source_type) 0 = Invoker 
-1 = Object  
-CONDITION_SOURCE_TYPE_NPC_VENDOR 23 vendor entry (npc_vendor.entry) item entry (npc_vendor.item) Always 0 Always 0  
-CONDITION_SOURCE_TYPE_SPELL_PROC 24 Always 0 Spell ID of aura which triggers the proc Always 0 0 = Actor 
-1 = ActionTarget  
-CONDITION_SOURCE_TYPE_MAX 27  
- 
- 
- 
-(Placeholder) 
 ==== SourceGroup ==== ==== SourceGroup ====
  
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- +^ConditionTypeOrReference (name)^Value^ConditionValue1^ConditionValue2^ConditionValue3
-ConditionTypeOrReference (name) Value ConditionValue1 ConditionValue2 ConditionValue3 +|| | | | | 
-CONDITION_NONE 0 (Never used) (Never used) (Never used) +|CONDITION_NONE|0|(Never used)|(Never used)|(Never used)| 
-CONDITION_AURA 1 Spell ID from Spell.dbc Effect index (0-2) Always 0 +|CONDITION_AURA|1|Spell ID from Spell.dbc|Effect index (0-2)|Always 0| 
-CONDITION_ITEM 2 item entry (item_template.entry) item count 0 = not in bank, 1 = in bank +|CONDITION_ITEM|2|item entry (item_template.entry)|item count|0 = not in bank, 1 = in bank| 
-CONDITION_ITEM_EQUIPPED 3 item entry (item_template.entry) Always 0 Always 0 +|CONDITION_ITEM_EQUIPPED|3|item entry (item_template.entry)|Always 0|Always 0| 
-CONDITION_ZONEID 4 Zone ID where this condition will be true. Always 0 Always 0 +|CONDITION_ZONEID|4|Zone ID where this condition will be true.|Always 0|Always 0| 
- +|CONDITION_REPUTATION_RANK|5|Faction template ID from Faction.dbc|<code>rank:
- +
- +
- +
- +
-CONDITION_REPUTATION_RANK  +
- +
- +
- +
- +
-5  +
- +
- +
- +
- +
- +
-Faction template ID from Faction.dbc +
- +
-rank:+
   1 = Hated   1 = Hated
   2 = Hostile   2 = Hostile
行 165: 行 93:
  64 = Revered  64 = Revered
 128 = Exalted 128 = Exalted
-Add the target ranks together for the condition to be true for all those ranks. +</code>Add the target ranks together for the condition to be true for all those ranks.|Always 0| 
- +|CONDITION_TEAM|6|Team id :Alliance = 469 / Horde = 67|Always 0|Always 0| 
-Always 0 +|CONDITION_SKILL|7|Required skill. See SkillLine.dbc .|Skill rank value (e.g. from 1 to 450 for the 3.3.5 branch)|Always 0| 
-CONDITION_TEAM 6 Team id :Alliance = 469 / Horde = 67 Always 0 Always 0 +|CONDITION_QUESTREWARDED|8|Quest ID - see quest_template.id|Always 0|Always 0| 
-CONDITION_SKILL 7 Required skill. See SkillLine.dbc . Skill rank value (e.g. from 1 to 450 for the 3.3.5 branch) Always 0 +|CONDITION_QUESTTAKEN|9|Quest ID - see quest_template.id|Always 0|Always 0| 
-CONDITION_QUESTREWARDED 8 Quest ID - see quest_template.id Always 0 Always 0 +|CONDITION_DRUNKENSTATE|10|Sober=0; Tipsy=1, Drunk=2, Smashed=3|Always 0|Always 0| 
-CONDITION_QUESTTAKEN 9 Quest ID - see quest_template.id Always 0 Always 0 +|CONDITION_WORLD_STATE|11|World state index|World state value|Always 0| 
-CONDITION_DRUNKENSTATE 10 Sober=0; Tipsy=1, Drunk=2, Smashed=3 Always 0 Always 0 +|CONDITION_ACTIVE_EVENT|12|Event entry (game_event.eventEntry)|Always 0|Always 0| 
-CONDITION_WORLD_STATE 11 World state index World state value Always 0 +|CONDITION_INSTANCE_INFO|13|entry (see corresponding source script files for info)|data (see corresponding script source files for more info)|0=INSTANCE_INFO_DATA\\ 1=INSTANCE_INFO_GUID_DATA\\ 2=INSTANCE_INFO_BOSS_STATE\\ 3=INSTANCE_INFO_DATA64\\ | 
-CONDITION_ACTIVE_EVENT 12 Event entry (game_event.eventEntry) Always 0 Always 0 +|CONDITION_QUEST_NONE|14|Quest ID - see quest_template.id|Always 0|Always 0| 
- +|CONDITION_CLASS|15|Class mask from ChrClasses.dbc\\ Add flags together for all classes where condition is true.|Always 0|Always 0| 
-CONDITION_INSTANCE_INFO  +|CONDITION_RACE|16|Race mask from ChrRaces.dbc .\\ Add flags together for all races where condition is true.|Always 0|Always 0| 
-13  +|CONDITION_ACHIEVEMENT|17|Achievement ID from Achievement.dbc|Always 0|Always 0| 
-entry (see corresponding source script files for info)  +|CONDITION_TITLE|18|Title ID from CharTitles.dbc|Always 0|Always 0| 
-data (see corresponding script source files for more info)  +|CONDITION_SPAWNMASK|19|spawnMask from\\ Creature.spawnMask / Gameobject.spawnMask|Always 0|Always 0| 
-0=INSTANCE_INFO_DATA +|CONDITION_GENDER|20|0 = Male, 1 = Female, 2 = None|Always 0|Always 0| 
- +|CONDITION_UNIT_STATE|21|UnitState (enum from Unit.h)|Always 0|Always 0| 
-1=INSTANCE_INFO_GUID_DATA +|CONDITION_MAPID|22|Map entry from Map.dbc\\ (0=Eastern Kingdoms, 1=Kalimdor, - and so on.)|Always 0|Always 0| 
- +|CONDITION_AREAID|23|Area ID from AreaTable.dbc|Always 0|Always 0| 
-2=INSTANCE_INFO_BOSS_STATE +|CONDITION_CREATURE_TYPE|24|Creature type from creature_template.type\\ True if creature_template.type == ConditionValue1|Always 0|Always 0| 
- +|CONDITION_SPELL|25|Spell ID from Spell.dbc|Always 0|Always 0| 
-3=INSTANCE_INFO_DATA64 +|CONDITION_PHASEMASK|26|phasemask value|Always 0|Always 0| 
- +|CONDITION_LEVEL|27|Player level (1-80 in 3.3.5)|Optional: 0 = Level must be equal, 1 = Level must be higher, 2 = Level must be lower,3 = Level must be higher or equal, 4 = Level must be lower or equal.|Always 0| 
-CONDITION_QUEST_NONE 14 Quest ID - see quest_template.id Always 0 Always 0 +|CONDITION_QUEST_COMPLETE|28|Quest ID - see quest_template.id|Always 0|Always 0| 
- +|CONDITION_NEAR_CREATURE|29|Creature entry from creature_template.entry|Distance in yards|Alive=0 / Dead=1| 
-CONDITION_CLASS  +|CONDITION_NEAR_GAMEOBJECT|30|Gameobject entry from gameobject_template.entry|Distance in yards|Always 0| 
-15 Class mask from ChrClasses.dbc +|CONDITION_OBJECT_ENTRY_GUID|31|TypeID. Available object types:\\ 3 : TYPEID_UNIT\\ 4 : TYPEID_PLAYER\\ 5 : TYPEID_GAMEOBJECT\\ 7 : TYPEID_CORPSE (player corpse, after spirit release)|0 = Any object of given TypeID\\ if TypeID = TYPEID_UNIT => Creature entry from creature_template.entry\\ if TypeID = TYPEID_GAMEOBJECT => Gameobject entry from gameobject_template.entry|0 = Any object of given type\\ 1 - 500k : creature / gameobject GUID| 
-Add flags together for all classes where condition is true. Always 0 Always 0 +|CONDITION_TYPE_MASK|32|TypeMask - a bitmask of following object types:\\ 0x0008 - TYPEMASK_UNIT (8)\\ 0x0010 - TYPEMASK_PLAYER (16)\\ 0x0020 - TYPEMASK_GAMEOBJECT (32)\\ 0x0080 - TYPEMASK_CORPSE (player corpse after spirit release) (128)|Always 0|Always 0| 
-CONDITION_RACE 16 Race mask from ChrRaces.dbc . +|CONDITION_RELATION_TO|33|Target to which relation is checked.\\ - one of the ConditionTargets available in current SourceType|RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.\\ 0 - RELATION_SELF\\ 1 - RELATION_IN_PARTY\\ 2 - RELATION_IN_RAID_OR_PARTY\\ 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)\\ 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)\\ 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)|Always 0| 
-Add flags together for all races where condition is true. Always 0 Always 0 +|CONDITION_REACTION_TO|34|Target to which reaction is checked.\\ - one of the ConditionTargets available in current SourceType|<code>rankMask: This bitmask defines the reaction(s) of the current ConditionTarget
-CONDITION_ACHIEVEMENT 17 Achievement ID from Achievement.dbc Always 0 Always 0 +
-CONDITION_TITLE 18 Title ID from CharTitles.dbc Always 0 Always 0 +
-CONDITION_SPAWNMASK 19 spawnMask from +
-Creature.spawnMask / Gameobject.spawnMask Always 0 Always 0 +
-CONDITION_GENDER 20 0 = Male, 1 = Female, 2 = None Always 0 Always 0 +
-CONDITION_UNIT_STATE 21 UnitState (enum from Unit.h) Always 0 Always 0 +
-CONDITION_MAPID 22  +
-Map entry from Map.dbc +
- +
-(0=Eastern Kingdoms, 1=Kalimdor, - and so on.) +
- +
-Always 0 Always 0 +
-CONDITION_AREAID 23 Area ID from AreaTable.dbc Always 0 Always 0 +
-CONDITION_CREATURE_TYPE 24  +
-Creature type from creature_template.type +
- +
-True if creature_template.type == ConditionValue1 +
- +
-Always 0 Always 0 +
-CONDITION_SPELL 25 Spell ID from Spell.dbc Always 0 Always 0 +
-CONDITION_PHASEMASK 26 phasemask value Always 0 Always 0 +
- +
-CONDITION_LEVEL  +
-27  +
-Player level (1-80 in 3.3.5) Optional: 0 = Level must be equal, 1 = Level must be higher, 2 = Level must be lower, +
-3 = Level must be higher or equal, 4 = Level must be lower or equal. Always 0 +
-CONDITION_QUEST_COMPLETE 28 Quest ID - see quest_template.id Always 0 Always 0 +
-CONDITION_NEAR_CREATURE 29 Creature entry from creature_template.entry Distance in yards Alive=0 / Dead=1 +
-CONDITION_NEAR_GAMEOBJECT 30 Gameobject entry from gameobject_template.entry Distance in yards Always 0 +
- +
- +
-CONDITION_OBJECT_ENTRY_GUID  +
- +
-31  +
-TypeID. Available object types: +
-3 : TYPEID_UNIT +
-4 : TYPEID_PLAYER +
-5 : TYPEID_GAMEOBJECT +
-7 : TYPEID_CORPSE (player corpse, after spirit release) +
- +
- +
-0 = Any object of given TypeID +
-if TypeID = TYPEID_UNIT => Creature entry from creature_template.entry +
-if TypeID = TYPEID_GAMEOBJECT => Gameobject entry from gameobject_template.entry +
- +
- +
-0 = Any object of given type +
- +
-1 - 500k : creature / gameobject GUID +
- +
- +
- +
-CONDITION_TYPE_MASK  +
- +
-32  +
-TypeMask - a bitmask of following object types: +
-0x0008 - TYPEMASK_UNIT (8) +
-0x0010 - TYPEMASK_PLAYER (16) +
-0x0020 - TYPEMASK_GAMEOBJECT (32) +
-0x0080 - TYPEMASK_CORPSE (player corpse after spirit release) (128) +
- +
-Always 0 Always 0 +
- +
- +
- +
-CONDITION_RELATION_TO  +
- +
- +
-33  +
- +
- +
- +
-Target to which relation is checked. +
-- one of the ConditionTargets available in current SourceType +
- +
-RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1. +
-0 - RELATION_SELF +
-1 - RELATION_IN_PARTY +
-2 - RELATION_IN_RAID_OR_PARTY +
-3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1) +
-4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1) +
-5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1) +
- +
-Always 0 +
- +
- +
- +
- +
- +
-CONDITION_REACTION_TO  +
- +
- +
- +
- +
-34  +
- +
- +
- +
- +
- +
-Target to which reaction is checked. +
-- one of the ConditionTargets available in current SourceType +
- +
-rankMask: This bitmask defines the reaction(s) of the current ConditionTarget+
 to the target specified in ConditionValue1 (which are allowed). to the target specified in ConditionValue1 (which are allowed).
 Flags for the reactions are: Flags for the reactions are:
行 308: 行 132:
  32 = Honored  32 = Honored
  64 = Revered  64 = Revered
-128 = Exalted +128 = Exalted</code>|Always 0| 
-Always 0 +|CONDITION_DISTANCE_TO|35|Target to which distance is checked\\ - one of ConditionTargets available in current SourceType|Distance.\\ Defines distance between current ConditionTarget and target specified in ConditionValue1|ComparisionType:\\ 0 = distance must be equal to ConditionValue2\\ 1 = distance must be higher than ConditionValue2\\ 2 = distance must be lower than ConditionValue2\\ 3 = distance must be equal to or higher than ConditionValue2\\ 4 = distance must be equal to or lower than ConditionValue2| 
- +|CONDITION_ALIVE|36|Always 0 - Use NegativeCondition and the following settings:\\ NegativeCondition = 0 if target needs to be ALIVE.\\ NegativeCondition = 1 if target needs to be DEAD.\\ NOTE: A creature corpse and a creature that_looks_dead\\ are two different things. One is actually dead\\ and the other is just using an emote to appear dead. |Always 0|Always 0| 
- +|CONDITION_HP_VAL|37|HP value|ComparisionType:\\ 0 = HP must be equal\\ 1 = HP must be higher\\ 2 = HP must be lesser\\ 3 = HP must be equal or higher\\ 4 = HP must be equal or lower|Always 0| 
- +|CONDITION_HP_PCT|38|Percentage of max HP|ComparisionType:\\ 0 = Percentage of max HP must be equal\\ 1 = Percentage of max HP must be higher\\ 2 = Percentage of max HP must be lower\\ 3 = Percentage of max HP must be equal or higher\\ 4 = Percentage of max HP must be equal or lower|Always 0| 
- +|CONDITION_REALM_ACHIEVEMENT|39|Achievement ID from Achievement.dbc|Always 0|Always 0| 
-CONDITION_DISTANCE_TO  +|CONDITION_IN_WATER|40|Always 0 - Use NegativeCondition and the following settings:NegativeCondition = 0 If target needs to be on landNegativeCondition = 1 If target needs to be in water|Always 0|Always 0| 
- +|CONDITION_STAND_STATE|42|stateType (exact or any): 0 = Exact state used in ConditionValue2 1 = Any type of state in ConditionValue2|Exact stand state, or generic state (stand / sit), depending on value 10 = Standing 1 = Sitting|Always 0| 
- +|CONDITION_DAILY_QUEST_DONE|43|Quest ID - see quest_template.id|Always 0|Always 0| 
- +|CONDITION_CHARMED|44|Always 0|Always 0|Always 0| 
-35  +|CONDITION_PET_TYPE|45|mask|Always 0|Always 0| 
- +|CONDITION_TAXI|46|Always 0|Always 0|Always 0| 
- +|CONDITION_QUESTSTATE|47|Quest ID - see quest_template.id|state_mask:\\ 1 = Not taken\\ 2 = Completed\\ 8 = In progress\\ 32 = Failed\\ 64 = Rewarded|Always 0| 
- +|CONDITION_QUEST_OBJECTIVE_PROGRESS|48|Quest ID - see quest_template.id|Quest Objective ID - see quest_template.RequiredNpcOrGo|Quest Objective Count| 
-Target to which distance is checked +|CONDITION_MAX|49| | | |
-- one of ConditionTargets available in current SourceType +
- +
- +
- +
- +
-Distance. +
-Defines distance between current ConditionTarget and target specified in ConditionValue1  +
-ComparisionType: +
-0 = distance must be equal to ConditionValue2 +
-1 = distance must be higher than ConditionValue2 +
-2 = distance must be lower than ConditionValue2 +
-3 = distance must be equal to or higher than ConditionValue2 +
-4 = distance must be equal to or lower than ConditionValue2 +
- +
- +
- +
- +
-CONDITION_ALIVE  +
- +
- +
-36 Always 0 - Use NegativeCondition and the following settings: +
-NegativeCondition = 0 if target needs to be ALIVE. +
-NegativeCondition = 1 if target needs to be DEAD. +
-NOTE: A creature corpse and a creature that_looks_dead +
-are two different things. One is actually dead +
-and the other is just using an emote to appear dead.  +
- +
-Always 0 Always 0 +
- +
- +
- +
-CONDITION_HP_VAL  +
- +
- +
-37  +
- +
- +
-HP value ComparisionType: +
-0 = HP must be equal +
-1 = HP must be higher +
-2 = HP must be lesser +
-3 = HP must be equal or higher +
-4 = HP must be equal or lower +
-Always 0 +
- +
- +
- +
-CONDITION_HP_PCT  +
- +
- +
-38 Percentage of max HP ComparisionType: +
-0 = Percentage of max HP must be equal +
-1 = Percentage of max HP must be higher +
-2 = Percentage of max HP must be lower +
-3 = Percentage of max HP must be equal or higher +
-4 = Percentage of max HP must be equal or lower +
-Always 0 +
-CONDITION_REALM_ACHIEVEMENT 39 Achievement ID from Achievement.dbc Always 0 Always 0 +
- +
-CONDITION_IN_WATER  +
-40 Always 0 - Use NegativeCondition and the following settings:NegativeCondition = 0 If target needs to be on landNegativeCondition = 1 If target needs to be in water Always 0 Always 0 +
- +
-CONDITION_STAND_STATE +
- +
- +
-42 stateType (exact or any): 0 = Exact state used in ConditionValue2 1 = Any type of state in ConditionValue2 Exact stand state, or generic state (stand / sit), depending on value 10 = Standing 1 = Sitting Always 0 +
-CONDITION_DAILY_QUEST_DONE 43 Quest ID - see quest_template.id Always 0 Always 0 +
-CONDITION_CHARMED 44 Always 0 Always 0 Always 0 +
-CONDITION_PET_TYPE 45 mask Always 0 Always 0 +
-CONDITION_TAXI 46 Always 0 Always 0 Always 0 +
-CONDITION_QUESTSTATE 47 Quest ID - see quest_template.id state_mask: +
-1 = Not taken +
-2 = Completed +
-8 = In progress +
-32 = Failed +
-64 = Rewarded +
-Always 0 +
-CONDITION_QUEST_OBJECTIVE_PROGRESS 48 Quest ID - see quest_template.id Quest Objective ID - see quest_template.RequiredNpcOrGo Quest Objective Count +
-CONDITION_MAX +
- +
-49  +
  
 ==== ConditionTarget ==== ==== ConditionTarget ====
数据库/world数据库/conditions.1695537143.txt.gz · 最后更改: 2023/09/24 14:32 由 admin

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