This table holds infos about menu options a gossip NPC can have.
Examples of options : "Train me!", "I want to unlearn my talents",..
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
smallint(6) | unsigned | PRI | NO | 0 |
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| |
smallint(6) | unsigned | PRI | NO | 0 |
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| |
smallint(6) | unsigned | PRI | NO | 0 |
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| |
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 |
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| |
int(10) | unsigned |
| NO | 0 |
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| |
mediumint(8) | unsigned |
| NO | 0 |
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| |
mediumint(8) | unsigned |
| NO | 0 |
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| |
tinyint(3) | unsigned |
| NO | 0 |
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| |
int(11) | unsigned |
| NO | 0 |
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| |
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 |
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 its creature_template.gossip_menu_id .
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.
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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.
The ID of the same text in broadcast_text.ID.
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This is the npcflag (Creature_template.npcflag ) that the NPC must have to have this option display. See comments (after //) in previous table)
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 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.entry
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 in the source code.
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).
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.
The ID of the same text in broadcast_text.ID.
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.