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数据库:world数据库:conditions

这是本文档旧的修订版!


conditions 表


<-返回:World 数据库

This table allows you to define conditions for various systems - Gossip, loot etc.

表结构

FieldTypeAttributesKeyNullDefaultExtraComment
idINTUNSIGNEDPRINO
gmlevelTINYINTUNSIGNED NO
RealmIDINTSIGNEDPRINO-1
commentVARCHAR(255)SIGNED YES' '

字段说明


SourceTypeOrReferenceId

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)

SourceGroup

See above.

SourceEntry

See above.

ElseGroup

Allows building grouped conditions - all entries belonging to the same condition (same SourceType, SourceGroup and SourceEntry) that share the same number in ElseGroup, define one group. The entire condition is met when any of its groups is met (logical OR). The group is met when all of its entries are met (logical AND).

Example:

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, the first one has ElseGroup = 1 and the second has ElseGroup = 2, this creates a Logical OR.

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, both has ElseGroup = 1, this creates a Logical AND.

ConditionTypeOrReference

ConditionTypeOrReference (name) Value ConditionValue1 ConditionValue2 ConditionValue3 CONDITION_NONE 0 (Never used) (Never used) (Never used) 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_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_REPUTATION_RANK

5

Faction template ID from Faction.dbc

rank:

1 = Hated
2 = Hostile
4 = Unfriendly
8 = Neutral

16 = Friendly 32 = Honored 64 = Revered 128 = Exalted 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 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_QUESTREWARDED 8 Quest ID - see quest_template.id Always 0 Always 0 CONDITION_QUESTTAKEN 9 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_WORLD_STATE 11 World state index World state value Always 0 CONDITION_ACTIVE_EVENT 12 Event entry (game_event.eventEntry) Always 0 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_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_RACE 16 Race mask from ChrRaces.dbc . Add flags together for all races where condition is true. Always 0 Always 0 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). Flags for the reactions are:

1 = Hated
2 = Hostile
4 = Unfriendly
8 = Neutral

16 = Friendly 32 = Honored 64 = Revered 128 = Exalted 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_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

Allows selecting an object for which conditions will be checked. Available objects are dependant on SourceTypeOrReferenceId, for details see respective source type reference.

ConditionValue1

See below

ConditionValue2

See below

ConditionValue3

See below

NegativeCondition

If set to 1, the condition will be “inverted”

Example: CONDITION_AURA with NegativeCondition will be true when the player does NOT have the aura.

ErrorType

Id from /src/server/game/Miscellaneous/SharedDefines.h#L830. Will be displayed only for the below condition source type:

CONDITION_SOURCE_TYPE_SPELL = 17

ErrorTextId

Id from /src/server/game/Miscellaneous/SharedDefines.h#L1024. Will be displayed only for the below condition source type:

CONDITION_SOURCE_TYPE_SPELL = 17

(ErrorType must be SPELL_FAILED_CUSTOM_ERROR (209) otherwise 0)

ScriptName

The ScriptName this condition uses, if any.

Comment

Explanation of this condition or reference

Explanation of condition types

The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId

*CONDITION_SOURCE_TYPE_NONE = 0

Only used in Reference Templates! See below.

*CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12 *SourceGroup: loot entry (_loot_template.Entry or Reference_loot_template.Entry) *SourceEntry: item id (_loot_template.Item or Reference_loot_template.Item)

ConditionTarget: always 0 example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table

*CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13

SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number) SourceEntry: spell (Spell Id from Spell.dbc.) ConditionTarget: 0 - Potential target of the spell 1 - Caster of the spell Notes:

this condition source type allows to define a filter for possible spell effect targets, so only targets matching condition will be selected as implicit targets of the spell. Only target types: AREA, NEARBY and CONE are allowed to be filtered. This source type affects only targets selected by spell, it doesn't affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL. to restrict targets to player's only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players. remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively. if you're looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead *CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14

SourceGroup: gossip menu entry (gossip_menu.MenuID) SourceEntry: gossip menu text id (gossip_menu.TextID) ConditionTarget: 0 - Player for which gossip text is shown 1 - WorldObject providing gossip *CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15

SourceGroup: gossip menu entry (gossip_menu_option.MenuID) SourceEntry: gossip menu option id (gossip_menu_option.OptionID) ConditionTarget: 0 - Player for which gossip text is shown 1 - WorldObject providing gossip *CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16

SourceGroup: always 0 SourceEntry: creature entry (creature_template.entry) ConditionTarget: 0 - Player riding a vehicle 1 - Vehicle creature Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted from the vehicle if the mounted player leaves that area.

*CONDITION_SOURCE_TYPE_SPELL = 17

SourceGroup: always 0 SourceEntry: spell (Spell Id from Spell.dbc) ConditionTarget: 0 - Caster of the spell 1 - Explicit target of the spell (only for spells which take object selected by caster into account) Notes:

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're 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 value ElseGroup 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

SourceGroup: creature entry (npc_spellclick_spells.npc_entry) SourceEntry: spell (npc_spellclick_spells.spell_id) ConditionTarget: 0 - Clicker 1 - Spellclick target (clickee) *CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19

SourceGroup: ? SourceEntry: Quest id) ConditionTarget: always 0 *CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20

SourceGroup: ? SourceEntry: Quest id) ConditionTarget: always 0 *CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21

SourceGroup: creature entry (creature_template.entry) SourceEntry: spell (Spell Id from Spell.dbc) ConditionTarget: 0 - Player for which spell bar is shown 1 - Vehicle creature Note: it will show or hide spells in vehicle spell bar.

*CONDITION_SOURCE_TYPE_SMART_EVENT = 22

SourceGroup: Id (smart_scripts.id) + 1 SourceEntry: EntryOrGuid (smart_scripts.entryorguid) SourceId: SourceType (smart_scripts.source_type) ConditionTarget: 0 - Invoker 1 - Object *CONDITION_SOURCE_TYPE_NPC_VENDOR = 23

SourceGroup: vendor entry (npc_vendor.entry) SourceEntry: item entry (npc_vendor.item) SourceId: always 0 *CONDITION_SOURCE_TYPE_SPELL_PROC = 24

SourceGroup: always 0 SourceEntry: spell id of aura which triggers the proc ConditionTarget: 0 - Actor 1 - ActionTarget Explanation of ConditionValueX fields *CONDITION_NONE = 0

Never used

*CONDITION_AURA = 1

ConditionValue1: spell (Spell Id from Spell.dbc) ConditionValue2: effect index (0-2) ConditionValue3: always 0 *CONDITION_ITEM = 2

ConditionValue1: item entry (item_template.entry) ConditionValue2: item count ConditionValue3: in bank? (true=1) *CONDITION_ITEM_EQUIPPED = 3

ConditionValue1: item entry (item_template.entry) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_ZONEID = 4

ConditionValue1: zone ID where this condition will be true ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_REPUTATION_RANK = 5

ConditionValue1: faction template ID (from Faction.dbc) ConditionValue2: rank (Hated - 1, Hostile - 2, Unfriendly - 4, Neutral - 8, Friendly - 16, Honored - 32, Revered - 64, Exalted - 128) Flags can be added together for all ranks the condition should be true in. ConditionValue3: always 0 *CONDITION_TEAM = 6

ConditionValue1: team id (469 - Alliance, 67 - Horde) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_SKILL = 7

ConditionValue1: skill required, see SkillLine.dbc ConditionValue2: skill value ConditionValue3: always 0 *CONDITION_QUESTREWARDED = 8

ConditionValue1: (quest_template.id) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_QUESTTAKEN = 9

ConditionValue1: (quest_template.id) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_DRUNKENSTATE = 10

ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed ConditionValue2: always 0 ConditionValue3: always 0 (Formerly AD_COMMISSION_AURA) *CONDITION_WORLD_STATE = 11

ConditionValue1: world state index ConditionValue2: world state value ConditionValue3: always 0 *CONDITION_ACTIVE_EVENT= 12

ConditionValue1: event entry (game_event.eventEntry) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_INSTANCE_INFO = 13

ConditionValue1: entry see corresponding script source files for more info ConditionValue2: data see corresponding script source files for more info ConditionValue3: type: 0 - INSTANCE_INFO_DATA 1 - INSTANCE_INFO_GUID_DATA 2 - INSTANCE_INFO_BOSS_STATE 3 - INSTANCE_INFO_DATA64 *CONDITION_QUEST_NONE = 14

ConditionValue1: (quest_template.id) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_CLASS = 15

ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_RACE = 16

ConditionValue1: race mask. Add flags together for all races condition should be true for. See ChrRaces.dbc ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_ACHIEVEMENT = 17

ConditionValue1: achievement ID from Achievement.dbc ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_TITLE = 18

ConditionValue1: title ID from CharTitles.dbc ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_SPAWNMASK = 19

ConditionValue1: spawnMask (see Gameobject.spawnMask/Creature.spawnMask) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_GENDER = 20

ConditionValue1: 0 = Male, 1 = Female, 2 = None ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_UNIT_STATE = 21

ConditionValue1: UnitState (enum) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_MAPID = 22

ConditionValue1: Map entry ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_AREAID = 23

ConditionValue1: Area ID ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_CREATURE_TYPE = 24

ConditionValue1: Creature type (creature_template.type). Condition is true if creature_template.type == ConditionValue1 ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_SPELL = 25

ConditionValue1: spell (Spell Id from Spell.dbc) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_PHASEMASK = 26

ConditionValue1: phasemask value ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_LEVEL = 27

ConditionValue1: Player level ConditionValue2: Optional 0 = Level must be equal 1 = Level must be higher 2 = Level must be lesser 3 = Level must be equal or higher 4 = Level must be equal or lower ConditionValue3: always 0 *CONDITION_QUEST_COMPLETE = 28

ConditionValue1: Quest id ConditionValue2: Always 0 ConditionValue3: always 0 Only if player has all quest objectives complete, but not yet rewarded.

*CONDITION_NEAR_CREATURE = 29

ConditionValue1: Creature entry ConditionValue2: Distance (yd) ConditionValue3: 0 = Alive , 1 = Dead *CONDITION_NEAR_GAMEOBJECT = 30

ConditionValue1: Gameobject entry ConditionValue2: Distance (yd) ConditionValue3: always 0 *CONDITION_OBJECT_ENTRY_GUID= 31

ConditionValue1: TypeID - available object types: 3 - TYPEID_UNIT 4 - TYPEID_PLAYER 5 - TYPEID_GAMEOBJECT 7 - TYPEID_CORPSE (player corpse, after released spirit) ConditionValue2: Entry 0 for any object of given type Gameobject entry for TypeID = TYPEID_GAMEOBJECT Creature entry for TypeID = TYPEID_UNIT ConditionValue3 0 for any object of given type, any other value to match that guid *CONDITION_TYPE_MASK= 32

ConditionValue1: TypeMask - a bitmask of following object types: 0x0008 - TYPEMASK_UNIT 0x0010 - TYPEMASK_PLAYER 0x0020 - TYPEMASK_GAMEOBJECT 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit) ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_RELATION_TO= 33

ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType. ConditionValue2: 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) ConditionValue3: always 0 *CONDITION_REACTION_TO= 34

ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType. ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are: 1 - Hated 2 - Hostile 4 - Unfriendly 8 - Neutral 16 - Friendly 32 - Honored 64 - Revered 128 - Exalted ConditionValue3: always 0 *CONDITION_DISTANCE_TO= 35

ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType. ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1. ConditionValue3: ComparisionType: 0 = distance must be equal to ConditionValue2 1 = distance must be higher than ConditionValue2 2 = distance must be lesser than ConditionValue2 3 = distance must be equal or higher than ConditionValue2 4 = distance must be equal or lower than ConditionValue2 *CONDITION_ALIVE= 36

ConditionValue1: always 0 ConditionValue2: always 0 ConditionValue3: always 0 NegativeCondition: 0 (If target needs to be ALIVE) 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

ConditionValue1: HP ConditionValue2: 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 ConditionValue3: always 0 *CONDITION_HP_PCT = 38

ConditionValue1: Percentage of max HP ConditionValue2: ComparisionType: 0 = Percentage of max HP must be equal 1 = Percentage of max HP must be higher 2 = Percentage of max HP must be lesser 3 = Percentage of max HP must be equal or higher 4 = Percentage of max HP must be equal or lower ConditionValue3: always 0 *CONDITION_REALM_ACHIEVEMENT = 39

ConditionValue1: achievement ID from Achievement.dbc ConditionValue2: always 0 ConditionValue3: always 0 *CONDITION_IN_WATER = 40

ConditionValue1: always 0 ConditionValue2: always 0 ConditionValue3: always 0 NegativeCondition: 0 (If target needs to be on land) 1 (If target needs to be in water) *CONDITION_STAND_STATE = 42

ConditionValue1: stateType (exact or any) 0 = Exact state used in ConditionValue2 1 = Any type of state in ConditionValue2 ConditionValue2: Exact stand state, or generic state (stand / sit), or depending on value 1 0 = Standing 1 = Sitting ConditionValue3: always 0 *REFERENCE TEMPLATES SourceTypeOrReferenceId : used as negative, for reference ID SourceGroup : always 0 SourceEntry : always 0 ElseGroup : OR modifier ConditionTypeOrReference: ConditionTypeOrReference ConditionValue1 : see above ConditionValue2 : see above ConditionValue3 : see above ErrorType : see above ErrorTextId : see above Comment : see above 0 (If target needs to be on land)

数据库/world数据库/conditions.1695537067.txt.gz · 最后更改: 2023/09/24 14:31 由 admin

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