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The `conditions` table

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Panel


ConditionTypeOrReference (name)ValueConditionValue1ConditionValue2ConditionValue3
CONDITION_NONE0(Never used)(Never used)(Never used)
CONDITION_AURA1Spell ID from Spell.dbcEffect index (0-2)Always 0
CONDITION_ITEM2item entry (item_template.entry)item count0 = not in bank, 1 = in bank
CONDITION_ITEM_EQUIPPED3item entry (item_template.entry)Always 0Always 0
CONDITION_ZONEID4Zone ID where this condition will be true.Always 0Always 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_TEAM6Team id :Alliance = 469 / Horde = 67Always 0Always 0
CONDITION_SKILL7Required skill. See SkillLine.dbc .Skill rank value (e.g. from 1 to 450 for the 3.3.5 branch)Always 0
CONDITION_QUESTREWARDED8Quest ID - see quest_template.idAlways 0Always 0
CONDITION_QUESTTAKEN9Quest ID - see quest_template.idAlways 0Always 0
CONDITION_DRUNKENSTATE10Sober=0; Tipsy=1, Drunk=2, Smashed=3Always 0Always 0
CONDITION_WORLD_STATE11World state indexWorld state valueAlways 0
CONDITION_ACTIVE_EVENT12Event entry (game_event.eventEntry)Always 0Always 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_NONE14Quest ID - see quest_template.idAlways 0Always 0

CONDITION_CLASS

15
Class mask from ChrClasses.dbc
Add flags together for all classes where condition is true.

Always 0

Always 0
CONDITION_RACE16Player must be this race. See ChrRaces.dbc .
Add flags together for all races where condition is true.
Always 0Always 0
CONDITION_ACHIEVEMENT17Achievement ID from Achievement.dbcAlways 0Always 0
CONDITION_TITLE18Title ID from CharTitles.dbcAlways 0Always 0
CONDITION_SPAWNMASK19spawnMask from
Creature.spawnMask / Gameobject.spawnMask
Always 0Always 0
CONDITION_GENDER200 = Male, 1 = Female, 2 = NoneAlways 0Always 0
CONDITION_UNIT_STATE21UnitState (enum from Unit.h)Always 0Always 0
CONDITION_MAPID22

Map entry from Map.dbc

(0=Eastern Kingdoms, 1=Kalimdor, - and so on.)

Always 0Always 0
CONDITION_AREAID23Area ID from AreaTable.dbcAlways 0Always 0
CONDITION_CREATURE_TYPE24

Creature type from creature_template.type

True if creature_template.type == ConditionValue1

Always 0Always 0
CONDITION_SPELL25Spell ID from Spell.dbcAlways 0Always 0
CONDITION_PHASEMASK26phasemask valueAlways 0Always 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_COMPLETE28Quest ID - see quest_template.idAlways 0Always 0
CONDITION_NEAR_CREATURE29Creature entry from creature_template.entryDistance in yardsAlive=0 / Dead=1
CONDITION_NEAR_GAMEOBJECT30Gameobject entry from gameobject_template.entryDistance in yardsAlways 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_ACHIEVEMENT39Achievement ID from Achievement.dbcAlways 0Always 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_SWAP41

terrainSwap - true if object is in terrainswap [ 6.x only ]

Always 0Always 0


CONDITION_STAND_STATE


42
stateType (exact or any): 0 = Exact state used in ConditionValue2 1 = Any type of state in ConditionValue2Exact stand state, or generic state (stand / sit), depending on value 1
0 = Standing 1 = Sitting

Always 0
CONDITION_DAILY_QUEST_DONE43Quest ID - see quest_template.idAlways 0Always 0
CONDITION_CHARMED44Always 0Always 0Always 0
CONDITION_PET_TYPE 45maskAlways 0Always 0
CONDITION_TAXI 46Always 0Always 0Always 0
CONDITION_QUESTSTATE 47Quest ID - see quest_template.idstate_maskAlways 0
CONDITION_QUEST_OBJECTIVE_COMPLETE (6.x / 7.x only)48Quest Objective ID - see quest_objectivesAlways 0Always 0

CONDITION_MAX

49



...

    • 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

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

...

*CONDITION_NEAR_CREATURE = 29

    • ConditionValue1: Creature entry
    • ConditionValue2: Distance (yd)
    • ConditionValue3:
  • always
    • 0 = Alive , 1 = Dead

*CONDITION_NEAR_GAMEOBJECT = 30

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