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ConditionTypeOrReference (name)ValueConditionValue1ConditionValue2ConditionValue3Usage
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_GUID_DATA

2=INSTANCE_INFO_BOSS_STATE

3=INSTANCE_INFO_DATA64


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

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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



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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





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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




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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



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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



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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



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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

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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


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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_mask: true if player is in any of the provided quest states for the quest (1 = not taken, 2 = completed, 8 = in progress, 32 = failed, 64 = rewarded)Always 0
CONDITION_QUEST_OBJECTIVE_COMPLETE
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Quest Objective ID - see quest_objectives (6.x / 7.x/ 8.x only)

Quest ID (3.3.5 only)

Objective index (a value from 0 to 3) 3.3.5 onlyCounter (3.3.5 only)

CONDITION_DIFFICULTY_MAX

ID

49Difficulty (0 None, 1 Normal, etc)Always 0 Always 0true if target's map has difficulty id
CONDITION_OBJECT_ENTRY_GUID51TypeIDentryguidtrue if object is type TypeID and the entry is 0 or matches entry of the object or matches guid of the object
CONDITION_TYPE_MASK52TypeMaskAlways 0Always 0true if object is type object's TypeMask matches provided TypeMask







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: 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

...

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

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