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_DATA64 2 = INSTANCE_INFO_BOSS_STATE |
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 | Player must be this race. See 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 || 1-110 in 7.x) | 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 | Always 0Alive=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 land NegativeCondition = 1 If target needs to be in water | Always 0 | Always 0 |
CONDITION_TERRAIN_SWAP | 41 | terrainSwap - true if object is in terrainswap [ 6.x only ] | 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 1 0 = 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 | Always 0 |
CONDITION_QUEST_OBJECTIVE_COMPLETE (6.x / 7.x only) | 48 | Quest Objective ID - see quest_objectives | Always 0 | Always 0 |
CONDITION_MAX | 49 |
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