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The `broadcast_text` table

 

This table (ref https://github.com/TrinityCore/TrinityCore/commit/60e87db) will have everything you need for your scripts' texts, such as: gossipscreature texts and npc_texts.

Its purpose is (will be) used as a globalized table containing the texts as mentionned above, and things like their sounds, their emotes and the languages in which the texts should be said.

 

All the values are from sniffs (ADBVerified) so, don't add things in it - Kinzcool.

Structure

FieldTypeAttributesKeyNullDefaultExtraComment
IDint(10)unsignedPRINO0  
Languageint(11)unsigned NO0  
MaleTexttextsigned YESNULL  
FemaleTexttextsigned YESNULL  
EmoteID1int(10)unsigned NO0  
EmoteID2int(10)unsigned NO0  
EmoteID3int(10)unsigned NO0  
EmoteDelay1int(10)unsigned NO0  
EmoteDelay2int(10)unsigned NO0  
EmoteDelay3int(10)unsigned NO0  
SoundIdint(10)unsigned NO0  
UnkEmoteIDint(10)unsigned NO0  
Typeint(10)unsigned NO0  
WDBVerifiedsmallint(5)signed NO0  

Description of the fields

 

ID

The unique ID value for the text.

Language

The language in what the text will be broadcasted.
IDs from Languages.dbc

MaleText

The text that the male creature will broadcast.

FemaleText

The text that the female creature will broadcast.

EmoteID[1-3]

The emotes played when the texts are broadcast.

IDs from Emotes.dbc

EmoteDelay[1-3]

The delays of the broadcast emotes.

SoundId

The sounds played when the texts are broadcast.

IDs from SoundEntries.dbc

UnkEmoteID

An emote.

Type

 

WDBVerified

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files (ADB files for this one).

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.

 

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