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The `gossipTable: gossip_menu_option` tabletable-no-descriptionoption

This table holds information about menu options a gossip NPC can have.
Examples of options: "Train me!", "I want to unlearn my talents"

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

menu_id

MenuID

smallint(6)

unsigned

PRI

NO

0

 

 



OptionID

id

smallint(6)

unsigned

PRI

NO

0

 

 

option_icon



OptionIcon

smallint(6)

unsigned

PRI

NO

0

 



OptionText

 

option_

text

text

signed

 


YES

NULL

 

 

option_id



OptionBroadcastTextIDmediumint(6)

NO


OptionType

tinyint(3)

unsigned

 


NO

0

 

 

npc_option_npcflag



OptionNpcFlag

int(10)

unsigned

 


NO

0

 

 

action_menu_id



ActionMenuID

mediumint(8)

unsigned

 


NO

0

 

 

action_poi_id

mediumint(8)

unsigned

 

NO

0

 

 

action_script_id



ActionPoiID

mediumint(8)

unsigned

 


NO

0

 

 

box_coded



BoxCoded

tinyint(3)

unsigned

 


NO

0

 

 

box_money



BoxMoney

int(11)

unsigned

  


NO

0

 



BoxText

box_

text

text

signed

 


YES

NULL

 

 

cond_1

tinyint(3)

unsigned

 



BoxBroadcastTextIDmediumint(6)

NO0

VerifiedBuildsmallint(5)

NO0

Description of the fields

...

 

...

 

...

cond_1_value_1

...

mediumint(8)

...

unsigned

...

 

...

NO

...

0

...

 

...

 

...

cond_1_value_2

...

mediumint(8)

...

unsigned

...

 

...

NO

...

0

...

 

...

 

...

cond_2

...

tinyint(3)

...

unsigned

...

 

...

NO

...

0

...

 

...

 

...

cond_2_value_1

...

mediumint(8)

...

unsigned

...

 

...

NO

...

0

...

 

...

 

...

cond_2_value_2

...

mediumint(8)

...

unsigned

...

 

...

NO

...

0

...

 

...

 

Description of the fields

menu_id

Gossip entry from Gossip_menu.entry this option is associated with.

id

The id associated with this gossip_menu_option. Must be unique for a given menu_id

option_icon

Ya know that cool icon that gets displayed next to menu items .. this is what decides what icon goes there.

You can find a cool list of the available icons in the core. Someone should be cool and post them here...

option_text

...

MenuID

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 .

OptionID

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.

OptionIcon

Panel


NameIDDescription
GOSSIP_ICON_CHAT0White chat bubble
GOSSIP_ICON_VENDOR1Brown bag
GOSSIP_ICON_TAXI2Flight
GOSSIP_ICON_TRAINER3Book
GOSSIP_ICON_INTERACT_14Interaction wheel
GOSSIP_ICON_INTERACT_25Interaction wheel
GOSSIP_ICON_MONEY_BAG6Brown bag with yellow dot (gold)
GOSSIP_ICON_TALK7White chat bubble with black dots (...)
GOSSIP_ICON_TABARD8Tabard
GOSSIP_ICON_BATTLE9Two swords
GOSSIP_ICON_DOT10Yellow dot


OptionText

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.

OptionBroadcastTextID

The ID of the same text in broadcast_text.ID.

OptionType

Panel


option_id

...

panel
NameValuenpcflag Name (& comment)npcflag value
GOSSIP_OPTION_NONE
=
0
, //
UNIT_NPC_FLAG_NONE
(
0
)
GOSSIP_OPTION_GOSSIP
=
1
, //
UNIT_NPC_FLAG_GOSSIP
(
1
)
GOSSIP_OPTION_QUESTGIVER
=
2
, //
UNIT_NPC_FLAG_QUESTGIVER
(
2
)
GOSSIP_OPTION_VENDOR
=
3
, //

UNIT_NPC_FLAG_VENDOR (

128)

Make sure there is npc_vendor data for this creature)

128
GOSSIP_OPTION_TAXIVENDOR
=
4
, //
UNIT_NPC_FLAG_TAXIVENDOR
(
8192
)
GOSSIP_OPTION_TRAINER
=
5
, //

UNIT_NPC_FLAG_TRAINER (

16)

Remember to set trainer_class in creature_template) 

16
GOSSIP_OPTION_SPIRITHEALER
=
6
, //
UNIT_NPC_FLAG_SPIRITHEALER
(
16384
)
GOSSIP_OPTION_SPIRITGUIDE
=
7
, //
UNIT_NPC_FLAG_SPIRITGUIDE
(
32768
)
GOSSIP_OPTION_INNKEEPER
=
8
, //
UNIT_NPC_FLAG_INNKEEPER
(
65536
)
GOSSIP_OPTION_BANKER
=
9
, //
UNIT_NPC_FLAG_BANKER
(
131072
)
GOSSIP_OPTION_PETITIONER
=
10
, //
UNIT_NPC_FLAG_PETITIONER
(
262144
)
GOSSIP_OPTION_TABARDDESIGNER
=
11
, //
UNIT_NPC_FLAG_TABARDDESIGNER
(
524288
)
GOSSIP_OPTION_BATTLEFIELD
=
12
, //
UNIT_NPC_FLAG_BATTLEFIELDPERSON
(
1048576
)
GOSSIP_OPTION_AUCTIONEER
=
13
, //
UNIT_NPC_FLAG_AUCTIONEER
(
2097152
)
GOSSIP_OPTION_STABLEPET
=
14
, //
UNIT_NPC_FLAG_STABLE
(
4194304
)
GOSSIP_OPTION_ARMORER
=
15
, //
UNIT_NPC_FLAG_ARMORER (not used)4096
)
GOSSIP_OPTION_UNLEARNTALENTS
=
16
, //
UNIT_NPC_FLAG_TRAINER (
16) (
bonus option for GOSSIP_OPTION_TRAINER)16
GOSSIP_OPTION_UNLEARNPETTALENTS
=
17
, //
UNIT_NPC_FLAG_TRAINER (
16) (
bonus option for GOSSIP_OPTION_TRAINER)16
GOSSIP_OPTION_LEARNDUALSPEC
=
18
, //
UNIT_NPC_FLAG_TRAINER (
16) (
bonus option for GOSSIP_OPTION_TRAINER)16
GOSSIP_OPTION_OUTDOORPVP
= 19, //added
19Added by code (option for outdoor
pvp
PvP creatures)
GOSSIP_OPTION_MAX

...





OptionNpcFlag

This is the npcflag (Creature_template.npcflag ) that the NPC must have to have this option display. Someone (for the love of all that is holy) post a list here.

...

See comments (after //) in previous table)

ActionMenuID

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.

...

ActionPoiID

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 `pointsPoints_of_interest`

action_script_id

The ID from the `gossip_scripts` table if this gossip option has a script.

...

interest.entry

BoxCoded

If you want a box to display where you have to enter a code, this is the field you use. I have no clue how it works, will have to look at the code...

box_money

see above

box_text

see above

cond_1

If this menu option has conditions associated with it before it will be displayed (CONDITION_TEAM / CONDITION_QUEST / etc. – the same conditions used for the loot conditions, you would stick that condition ID here.

cond_1_value_1

The value here is based on the condition you picked above. Again, someone really needs to copy / paste (or better yet link the loot conditions here so they only have to be updated in one place.)

cond_1_value_2

field-no-description|15

cond_2

field-no-description|16

cond_2_value_1

field-no-description|17

cond_2_value_2

field-no-description|18

BoxMoney

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).

BoxText

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.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.