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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 15:03] – [SourceTypeOrReferenceId] admin数据库:world数据库:conditions [2023/09/24 15:22] (当前版本) – [ConditionTypeOrReference] admin
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 |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.1695539004.txt.gz · 最后更改: 2023/09/24 15:03 由 admin

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