用户工具

站点工具


数据库:world数据库:conditions

差别

这里会显示出您选择的修订版和当前版本之间的差别。

到此差别页面的链接

两侧同时换到之前的修订记录前一修订版
后一修订版
前一修订版
数据库:world数据库:conditions [2023/09/24 15:02] – [SourceTypeOrReferenceId] admin数据库:world数据库:conditions [2023/09/24 15:22] (当前版本) – [ConditionTypeOrReference] admin
行 46: 行 46:
 |CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION|15|gossip_menu_option.MenuID|gossip_menu_option.OptionID|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_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|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_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_QUEST_AVAILABLE|19|Always 0|Quest ID|Always 0|Always 0|Condition must be met for quest to be available to player.|
行 119: 行 119:
 |CONDITION_NEAR_CREATURE|29|Creature entry from creature_template.entry|Distance in yards|Alive=0 / Dead=1| |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_NEAR_GAMEOBJECT|30|Gameobject entry from gameobject_template.entry|Distance in yards|Always 0|
-|CONDITION_OBJECT_ENTRY_GUID|31|TypeID. Available object types:| | | +|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
-|| |3 : TYPEID_UNIT|0 = Any object of given TypeID|0 = Any object of given type| +|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
-|| |4 : TYPEID_PLAYER|if TypeID = TYPEID_UNIT => Creature entry from creature_template.entry|1 - 500k : creature / gameobject GUID| +|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
-|| |5 : TYPEID_GAMEOBJECT|if TypeID = TYPEID_GAMEOBJECT => Gameobject entry from gameobject_template.entry| +|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 
-|| |7 TYPEID_CORPSE (player corpse, after spirit release)| | +to the target specified in ConditionValue1 (which are allowed). 
-|CONDITION_TYPE_MASK|32|TypeMask - a bitmask of following object types:|Always 0|Always 0| +Flags for the reactions are: 
-|| |0x0008 - TYPEMASK_UNIT (8)| | | +  1 = Hated 
-|| |0x0010 - TYPEMASK_PLAYER (16)| | | +  2 = Hostile 
-|| |0x0020 - TYPEMASK_GAMEOBJECT (32)| | | +  4 = Unfriendly 
-|| |0x0080 - TYPEMASK_CORPSE (player corpse after spirit release) (128)| | | +  8 = Neutral 
-|CONDITION_RELATION_TO|33| |RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.|Always 0| + 16 = Friendly 
-|| | |0 - RELATION_SELF| | + 32 = Honored 
-|| | |1 - RELATION_IN_PARTY| | + 64 = Revered 
-|| |Target to which relation is checked.|2 - RELATION_IN_RAID_OR_PARTY| | +128 = Exalted</code>|Always 0
-|| |- one of the ConditionTargets available in current SourceType|3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)| | +|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| 
-|| | |4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)| | +|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
-|| | |5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)| | +|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_REACTION_TO|34| |rankMask: This bitmask defines the reaction(s) of the current ConditionTarget|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|
-|| | |to the target specified in ConditionValue1 (which are allowed).| | +
-|| | |Flags for the reactions are:| | +
-|| | |  1 = Hated| | +
-|| | |  2 = Hostile| | +
-|| |Target to which reaction is checked.|  4 = Unfriendly| | +
-|| |- one of the ConditionTargets available in current SourceType|  8 = Neutral| | +
-|| | | 16 = Friendly| | +
-|| | | 32 = Honored| | +
-|| | | 64 = Revered| | +
-|| | |128 = Exalted| | +
-|CONDITION_DISTANCE_TO|35| | |ComparisionType:+
-|| | | |0 = distance must be equal to ConditionValue2+
-|| | | |1 = distance must be higher than ConditionValue2+
-|| |Target to which distance is checked|Distance.|2 = distance must be lower than ConditionValue2+
-|| |- one of ConditionTargets available in current SourceType|Defines distance between current ConditionTarget and target specified in ConditionValue1|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:|Always 0|Always 0| +
-|| |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. | | | +
-|CONDITION_HP_VAL|37|HP value|ComparisionType:|Always 0| +
-|| | |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| | +
-|CONDITION_HP_PCT|38|Percentage of max HP|ComparisionType:|Always 0| +
-|| | |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| |+
 |CONDITION_REALM_ACHIEVEMENT|39|Achievement ID from Achievement.dbc|Always 0|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_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|
-||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_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_STAND_STATE| | | | |+
 |CONDITION_DAILY_QUEST_DONE|43|Quest ID - see quest_template.id|Always 0|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_CHARMED|44|Always 0|Always 0|Always 0|
 |CONDITION_PET_TYPE|45|mask|Always 0|Always 0| |CONDITION_PET_TYPE|45|mask|Always 0|Always 0|
 |CONDITION_TAXI|46|Always 0|Always 0|Always 0| |CONDITION_TAXI|46|Always 0|Always 0|Always 0|
-|CONDITION_QUESTSTATE|47|Quest ID - see quest_template.id|state_mask:|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|
-|| | |1 = Not taken| | +
-|| | |2 = Completed| | +
-|| | |8 = In progress| | +
-|| | |32 = Failed| | +
-|| | |64 = Rewarded| |+
 |CONDITION_QUEST_OBJECTIVE_PROGRESS|48|Quest ID - see quest_template.id|Quest Objective ID - see quest_template.RequiredNpcOrGo|Quest Objective Count| |CONDITION_QUEST_OBJECTIVE_PROGRESS|48|Quest ID - see quest_template.id|Quest Objective ID - see quest_template.RequiredNpcOrGo|Quest Objective Count|
 |CONDITION_MAX|49| | | | |CONDITION_MAX|49| | | |
数据库/world数据库/conditions.1695538929.txt.gz · 最后更改: 2023/09/24 15:02 由 admin

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki