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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 |
BoxBroadcastTextID | mediumint(6) | NO | 0 | ||||
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
option_icon
...
starting from 0 (zero).
Value increments by 1 if there are multiple options in the same gossip_menu.
OptionIcon
Panel | |||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
OptionText
This is 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_tc2.npcflag ) that the NPC must have to have this option display. 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 Points_of_interest_tc2.entry
action_script_id
The ID from Scripts_tc2 if this gossip option has a script. Be sure that a script exists for a gossip_menu_option with an action_script_id, otherwise it will not be visible.
box_coded
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
...
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.