...
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 |
| To use a NUL character. insert 2 single quotes ( ' ' ) with no space between them. | |
OptionBroadcastTextID | mediumint(6) | NO | |||||
tinyint(3) | unsigned |
| NO | 0 |
|
| |
int(10) | 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 |
| To use a NUL character. insert 2 single quotes ( ' ' ) with no space between them. | |
BoxBroadcastTextID | mediumint(6) | NO | 0 | ||||
VerifiedBuild | smallint(5) | NO | 0 |
Description of the fields
...
This is is the text that you want 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.
option_id
Panel | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
...
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.
...
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, you will have to look at in the source code...
box_money
...
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).
box_text
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.