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Field | Type | Attributes | Key | Null | Default | Extra | CommentMenuId | ||
intsmallint(106) | unsigned | PRI | NO | 0 |
| ||||
intsmallint(106) | unsigned | PRI | NO | 0 | tinyint(3 |
| |||
smallint(6) | unsigned | PRI | NO |
|
| ||||
text | signed |
| YES | NULL | OptionBroadcastTextId | int(11
|
| ||
OptionBroadcastTextID | mediumint(6) | NO | |||||||
tinyint(3) | unsigned |
| NO | 0 |
|
| |||
int(10) | unsigned |
| NO | 0 |
|
| |||
mediumint(8) | unsigned |
| NO | 0 |
|
| |||
mediumint(8) | unsigned |
| NO | 0 |
|
| |||
tinyint(3) | unsigned |
| NO | 0 |
|
| |||
int(11) | unsigned |
| NO | 0 | bigint(20) | unsigned |
| ||
text | signed |
| YES | NULL |
|
| |||
BoxBroadcastTextID | mediumint(6) | NO | 0 | ||||||
VerifiedBuild | smallint(5) | signed | NO | 0 |
Description of the fields
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menu_id
Gossip entry from Gossip_menu.entry this option is associated with.
If this is the default gossip option for the selected NPC, verify that the NPC has this value in it's creature_template.gossip_menu_id .
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id
The id associated with this gossip_menu_option. Must be unique for a given menu_id starting from 0 (zero).
Value increments by 1 if there are multiple options in the same gossip_menu.
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option_icon
Panel | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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OptionText
option_text
This is the text that you want to be displayed in the player selectable option. Examples would be: "Please train me.", "I would like to browse your goods.", "Learn Dual Spec".
If OptionBroadcastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the option_text field content.
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OptionBroadcastTextID
The ID of the same text in broadcast_text.ID.
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option_id
Panel | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
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npc_option_npcflag
This is the npcflag (Creature_template.npcflag ) that the NPC must have to have this option display. See comments (after //) in previous table)
action_menu_id
If you want to create a sub-menu, this is the ID (gossip_menu.entry / gossip_menu_option.menu_id) to link to to create that sub-menu.
action_poi_id
If you want a POI (point of interest) to display on the minimap (like how a city guard places a marker when you ask directions), this is the `entry` from Points_of_interest.entry
box_coded
If you want a box to display where you have to enter a code, this is the field you use.
box_money
The amount of money the player has to pay for the selected option, appears in the confirmation box as amount of gold, silver, copper.
The DB value you insert here must be given in the number of copper, so 10 gold is entered as 100000 (10g 00s 00c).
box_text
This is the text of the window that appears that has "Yes" or "No" as clickable buttons. This is useful if you want a Yes/No confirmation window before the script executes. For example: "Are you sure you want to teleport to Dalaran?".
If BoxBroadCastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the box_text field content.
BoxBroadcastTextID
The ID of the same text in broadcast_text.ID.
VerifiedBuild
This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files.
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