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Tables: ***_scripts
This table format is used for 3 different tables to control possible scripts activated by different actions:
spell_scripts: Holds scripts that can be activated by spells with effect SPELL_EFFECT_SCRIPT_EFFECT (77) or SPELL_EFFECT_DUMMY(3).
event_scripts: Holds scripts activated whenever an event is activated, be it by an object or as the spell effect SPELL_EFFECT_SEND_EVENT (61).
waypoint_scripts: Holds scripts used in the waypoint_data table. See also Waypoints-Information for general information about waypoints.
NOTE: An entry in this table may have more than one row as a script may do more than just one action. Also each action the script may make can have a separate delay attached to it. In that case, the core will activate the appropriate action after the correct delay.
Table Structure
Field |
Type |
Attributes |
Key |
Null |
Default |
Extra |
Comment |
id |
INT |
UNSIGNED |
|
NO |
0 |
|
|
effIndex |
INT |
UNSIGNED |
|
NO |
0 |
only used in spell_scripts |
|
delay |
INT |
UNSIGNED |
|
NO |
0 |
|
|
command |
INT |
UNSIGNED |
|
NO |
0 |
|
|
datalong |
INT |
UNSIGNED |
|
NO |
0 |
|
|
datalong2 |
INT |
UNSIGNED |
|
NO |
0 |
|
|
dataint |
INT |
|
|
NO |
0 |
|
|
x |
FLOAT |
|
|
NO |
0 |
|
|
y |
FLOAT |
|
|
NO |
0 |
|
|
z |
FLOAT |
|
|
NO |
0 |
|
|
o |
FLOAT |
|
|
NO |
0 |
|
|
guid |
INT |
|
PRI |
NO |
0 |
only used in waypoint_scripts; acts as primary key and is set automatically using the GM command 'wp event add' |
|
Description of the fields
id
For spell_scripts, it is the spell ID. See Spell.dbc
For event_scripts, it is the event ID. There doesn't exist currently a full list of events. In any case, the event IDs are taken directly from gameobject WDB data or spell effect data. If both a gameobject and a spell activate the same event, the IDs will match.
For waypoint_scripts, it is the action ID.
effIndex
The effect index of the spell that this script is to be applied to.
delay
Delay in seconds before this current step of the script activates. 0 = instant.
command
The type of action performed by the script after delay seconds have passed. The value of this field affects what other fields also need to be set. The following commands can be used:
Command |
Name |
Description |
0 |
TALK |
Creature say/whisper/yell/textemote. |
1 |
EMOTE |
Play emote on creature. |
2 |
FIELD_SET |
Change the value at an index for the player. |
3 |
MOVE_TO |
Relocate creature to a destination. |
4 |
FLAG_SET |
Turns on bits on a flag field at an index for the player. |
5 |
FLAG_REMOVE |
Turns off bits on a flag field at an index for the player. |
6 |
TELEPORT_TO |
Teleports the player to a location. |
7 |
QUEST_EXPLORED |
Satisfies the explore requirement for a quest. |
8 |
KILL_CREDIT |
Gives kill credit to the player. |
9 |
RESPAWN_GAMEOBJECT |
Spawns a despawned gameobject. |
10 |
TEMP_SUMMON_CREATURE |
Temporarily summons a creature. |
11 |
OPEN_DOOR |
Opens a door gameobject (type h1. 0). |
12 |
CLOSE_DOOR |
Closes a door gameobject (type 0). |
13 |
ACTIVATE_OBJECT |
Activates an object. |
14 |
REMOVE_AURA |
Removes an aura due to a spell. |
15 |
CAST_SPELL |
Casts a spell. |
16 |
PLAY_SOUND |
Plays a sound. |
17 |
CREATE_ITEM |
Creates specified amount of items for the player. |
18 |
DESPAWN_SELF |
Forces creature to despawn. |
20 |
LOAD_PATH |
Load path to unit, then unit starts waypoint movement. |
21 |
CALLSCRIPT_TO_UNIT |
Calls script from one of *_scripts table with given unit as source. |
22 |
KILL |
Changes state of the creature to dead and optionally removes its corpse. |
30 |
ORIENTATION |
Changes unit's orientation (Used in Waypoint Scripts) |
31 |
EQUIP |
Sets creature equipment. |
32 |
MODEL |
Sets creature model. |
33 |
CLOSE_GOSSIP |
Closes gossip window. This command is only used for Gossip Scripts. |
34 |
PLAYMOVIE |
Plays movie. |
35 |
MOVEMENT |
Change movement type. |
OtherFields
Depending on what command was used, the meaning and use for the following fields varies.
*SCRIPT_COMMAND_TALK = 0
- source: Creature.
- target: any/Player (for whisper).
- datalong: 0=say, 1=yell, 2=text emote, 3=boss emote, 4=whisper 5=boss whisper
- dataint: reference to broadcast_text.id
*SCRIPT_COMMAND_EMOTE = 1
- source or target: Creature.
- datalong: The emote ID to play.
- datalong2: If this value is > 0 the npc will play emote state rather than oneshot.
*SCRIPT_COMMAND_FIELD_SET = 2
- source or target: Creature.
- datalong: Index of the field.
- datalong2: Value to place at the index.
*SCRIPT_COMMAND_MOVE_TO = 3
- source: Creature.
- datalong2: Length (in time) of the motion.
- x: X position to move to.
- y: Y position to move to.
- z: Z position to move to.
*SCRIPT_COMMAND_FLAG_SET = 4
- source or target: Creature.
- datalong: Field index to be set.
- datalong2: Flag bit(s) to set.
*SCRIPT_COMMAND_FLAG_REMOVE = 5
- source or target: Creature.
- datalong: Field index to be unset.
- datalong2: Flag bit(s) to unset.
*SCRIPT_COMMAND_TELEPORT_TO = 6
- source or target: Player (datalong2 0) or Creature (datalong2 1).
- datalong: Target Map ID. See Map.dbc
- x: Teleport target x coordinate.
- y: Teleport target y coordinate.
- z: Teleport target z coordinate.
- o: Teleport target orientation.
*SCRIPT_COMMAND_QUEST_EXPLORED = 7
- source or target: Player.
- target or source: WorldObject.
- datalong: Quest entry which external status should be satisfied. See quest_template.id.
- datalong2: Distance away from the NPC/object that the player can be and have the script still take effect (min value 5).
*SCRIPT_COMMAND_KILL_CREDIT = 8
- target or source: Player.
- datalong: Creatue entry of kill credit. See creature_template.entry.
- datalong2: If value > 0 gives kill credit to the whole group player belongs to, otherwise, gives personal kill credit.
*SCRIPT_COMMAND_RESPAWN_GAMEOBJECT = 9
- source: WorldObject (summoner).
- datalong: Guid of the gameobject to respawn. See gameobject.guid.
- datalong2: Despawn time in seconds. If the value is < 5 seconds: 5 is used instead.
*SCRIPT_COMMAND_TEMP_SUMMON_CREATURE = 10
- source: WorldObject (summoner).
- datalong: Entry of the summoned creature. See creature_template.entry.
- datalong2: Despawn time in ms.
- x: Summon target x coordinate.
- y: Summon target y coordinate.
- z: Summon target z coordinate.
- o: Summon target orientation.
*SCRIPT_COMMAND_OPEN_DOOR = 11
- source: WorldObject.
- datalong: Guid of the activated door. See gameobject.guid.
- datalong2: Delay before closing again the door. If the value is < 15 seconds: 15 is used instead.
*SCRIPT_COMMAND_CLOSE_DOOR = 12
- source: WorldObject.
- datalong: Guid of the activated door. See gameobject.guid.
- datalong2: Delay before opening again the door. If the value is < 15 seconds: 15 is used instead.
*SCRIPT_COMMAND_ACTIVATE_OBJECT = 13
- source: Unit.
- target: GameObject.
*SCRIPT_COMMAND_REMOVE_AURA = 14
- source (datalong2 != 0) or target (datalong2 h1. 0): Unit.
- datalong: Spell ID. See Spell.dbc
- datalong2: If value > 0, then remove from the source; otherwise remove from the target.
*SCRIPT_COMMAND_CAST_SPELL = 15
- source: Unit.
- target: Unit.
- datalong: Spell ID. See Spell.dbc
- datalong2:
- 0 - Source->Target
- 1 - Source->Source (Self cast, use for dummy spells)
- 2 - Target->Target
- 3 - Target->Source
- 4 - Source->Closest entry of dataint.
- dataint: Creature entry to target if datalong2 value is 4, or triggered attribute for CastSpell method in other cases.
- x: Search range for creature entry (dataint) if datalong2 value is 4.
*SCRIPT_COMMAND_PLAY_SOUND = 16
- source: WorldObject.
- target: none (datalong2 & 1 0) or Player (datalong2 & 1 != 0).
- datalong: Sound ID.
- datalong2:
- 0 - play direct sound to everyone.
- 1 - play direct sound to target (must be Player).
- 2 - play sound with distance dependency to anyone.
- 3 - play sound with distance dependency to target (must be Player).
- 4 - play sound within radius to anyone.
- dataint: radius if datalong2 value is 4
*SCRIPT_COMMAND_CREATE_ITEM = 17
- target or source: Player.
- datalong: Item entry to create. See item_template.entry.
- datalong2: Amount of items to create.
*SCRIPT_COMMAND_DESPAWN_SELF = 18
- target: Creature.
- datalong: Despawn delay.
*SCRIPT_COMMAND_LOAD_PATH = 20
- source: Unit.
- datalong: Path ID. See waypoint_data.id.
- datalong2: If value > 0, means waypoint movement is repeatable.
*SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT = 21
- source: if present, used as a search center.
- datalong: entry of searched creature, if source exists, guid of the creature otherwise.
**datalong2: ID of the script from *_scripts table.
- dataint:
- 3 - use spell_scripts table;
- 5 - use event_scripts table;
- 6 - use waypoint_scripts table.
*SCRIPT_COMMAND_KILL = 22
- source: Creature.
- dataint: if value == 1 remove corpse.
*SCRIPT_COMMAND_ORIENTATION = 30
- source: Unit.
- target: Unit (datalong != 0).
- datalong: If value != 0, then turn to face the target; otherwise turn to value in o.
- o: Set orientation to value in field `o`.
*SCRIPT_COMMAND_EQUIP = 31
*SCRIPT_COMMAND_MODEL = 32
- source: Creature.
- datalong: model ID.
*SCRIPT_COMMAND_CLOSE_GOSSIP = 33
*SCRIPT_COMMAND_PLAYMOVIE = 34
- source: Player.
- datalong: movie ID.
*SCRIPT_COMMAND_MOVEMENT = 35
- source: Creature.
- datalong: MovementType.
- datalong2: MovementDistance (e.g. wander_distance for MovementType 1).
- dataint: pathid (for MovementType 2, see waypoint_data.id).
guid
Exists only for 'waypoint_scripts' and acts there as primary key; it is set automatically using the GM command 'wp event add'.