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The `gossipTable: gossip_menu_option` tabletable-no-description
option
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 |
smallint(6) | unsigned | PRI | NO | 0 |
smallint(6) | unsigned | PRI | NO | 0 |
smallint(6) | unsigned | PRI | NO | 0 |
text | signed |
YES | NULL |
OptionBroadcastTextID | mediumint(6) | NO | |||||
tinyint(3) | unsigned |
NO | 0 |
int(10) | unsigned |
NO | 0 |
mediumint(8) | unsigned |
NO | 0 |
mediumint(8) | unsigned |
NO | 0 |
mediumint(8)
unsigned
NO
0
tinyint(3) | unsigned |
NO | 0 |
int(11) | unsigned |
NO | 0 |
text | signed |
YES | NULL |
tinyint(3)
unsigned
NO
0
mediumint(8)
unsigned
BoxBroadcastTextID | mediumint(6) | NO | 0 |
mediumint(8)
unsigned
NO
0
tinyint(3)
unsigned
NO
0
mediumint(8)
unsigned
NO
0
mediumint(8)
unsigned
VerifiedBuild | smallint(5) | NO | 0 |
Description of the fields
...
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 | ||||
---|---|---|---|---|
|
...
| |||||||||||||||||||||||||||||||||||||
Panel | |||||||||||||||||||||||||||||||||||||
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GOSSIP_ICON_MAX |
option_text
...
|
OptionText
This is the text that you want displayed for this to be displayed in the player selectable option. Examples would be "Train Me!" "Get off my lawn: "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 | |
---|---|
|
...
|
...
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.
...
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.