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conditions

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The `conditions` table

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

Table Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

SourceTypeOrReferenceId

MEDIUMINT

SIGNED

PRI

NO

0



SourceGroup

MEDIUMINT

UNSIGNED

PRI

NO

0



SourceEntry

MEDIUMINT

SIGNED

PRI

NO

0



SourceId

INT

SIGNED

PRI

NO

0


smart_scripts.source_type || 0 for everything else

ElseGroup

MEDIUMINT

UNSIGNED

PRI

NO

0



ConditionTypeOrReference

MEDIUMINT

SIGNED

PRI

NO

0



ConditionTarget

TINYINT

UNSIGNED

PRI

NO

0



ConditionValue1

INT

UNSIGNED

PRI

NO

0



ConditionValue2

INT

UNSIGNED

PRI

NO

0



ConditionValue3

INT

UNSIGNED

PRI

NO

0



NegativeCondition

TINYINT

UNSIGNED


NO

0


Boolean 0 or 1 (if NegativeCondition

ErrorType

MEDIUMINT

UNSIGNED


NO

0



ErrorTextId

MEDIUMINT

UNSIGNED


NO

0



ScriptName

char(64)

SIGNED


NO

' '



Comment

VARCHAR(255)



YES

NULL



Description of the fields

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聽聽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 =聽Vehicle creature







CONDITION_SOURCE_TYPE_SPELL





17
Always 0




Spell ID from聽Spell.dbc
Always 0


0 = spell Caster
1 = 聽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聽= Clicker
1 = 聽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聽Spell.dbc
Always 0 0 = Player for whom spell bar is shown1 = 聽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 =聽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聽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聽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聽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聽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聽ChrRaces.dbc .
Add flags together for all races where condition is true.
Always 0 Always 0
CONDITION_ACHIEVEMENT 17 Achievement ID from聽Achievement.dbc Always 0 Always 0
CONDITION_TITLE 18 Title ID from聽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 ==聽ConditionValue1

Always 0 Always 0
CONDITION_SPELL 25 Spell ID from聽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聽in yards Alive=0 / Dead=1
CONDITION_NEAR_GAMEOBJECT 30 Gameobject entry from聽gameobject_template.entry Distance聽in yards GoState

0 = ignore, 1 = Ready, 2 = Not Ready
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聽
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.聽

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聽HP ComparisionType:
  • 0 = Percentage of max聽HP must be equal
  • 1 = Percentage of max聽HP must be higher
  • 2 = Percentage of max聽HP must be lower
  • 3 = Percentage of max聽HP must be equal or higher
  • 4 = Percentage of max聽HP must be equal or lower
Always 0
CONDITION_REALM_ACHIEVEMENT 39 Achievement ID from聽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聽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聽(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_DIFFICULTY_ID 49 Difficulty Always 0 Always 0
    CONDITION_QUEST_SATISFY_EXCLUSIVE 101 quest_id Always 0 Always 0
    CONDITION_HAS_AURA_TYPE 102 aura_type Always 0 Always 0
    CONDITION_WORLD_SCRIPT 103 conditionId state Always 0

    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 聽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

    *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

    *CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19

      • SourceGroup:聽?
      • SourceEntry: Quest id)
      • ConditionTarget: always 0

    *CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20

      • SourceGroup:聽?
      • 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

    *CONDITION_SOURCE_TYPE_NPC_VENDOR = 23

    *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 -聽INSTANCE_INFO_GUID_DATA
        • 2 - INSTANCE_INFO_BOSS_STATE
        • 3 -聽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

    *CONDITION_GENDER = 20

      • ConditionValue1: 0 = Male, 1 = Female, 2 = None
      • ConditionValue2: always 0
      • ConditionValue3: always 0

    *CONDITION_UNIT_STATE = 21

      • ConditionValue1: UnitState (enum)聽
      • 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聽true if creature_template.type ==聽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: GoState, 0 = ignore, 1 = Ready, 2 = Not Ready

    *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
      • 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聽state in ConditionValue2
      • ConditionValue2: Exact stand state, or generic state (stand / sit), or聽 depending on value 1
        • 0 = Standing
        • 1 = Sitting
      • ConditionValue3: always 0

    *CONDITION_WORLD_SCRIPT = 103

      • ConditionValue1: WorldStateCondition defined in WorldState.h
      • ConditionValue2: state or 0 (WORLD_STATE_CONDITION_STATE_NONE)
      • ConditionValue3: always 0 NOTE: condition is true if WorldState::IsConditionFulfilled returns true

    *REFERENCE TEMPLATES

      • SourceTypeOrReferenceId聽: used as negative, for reference ID
      • SourceGroup 聽: always 0
      • SourceEntry 聽: always 0
      • ElseGroup 聽: OR modifier
      • ConditionTypeOrReference: ConditionTypeOrReference
      • ConditionValue1 聽: see above
      • ConditionValue2 聽: see above
      • ConditionValue3 聽: see above
      • ErrorType 聽: see above
      • ErrorTextId 聽: see above
      • Comment 聽: see above
    • 0 (If target needs to be on land)