conditions

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The `conditions` table

This table allows you to define conditions for various systems - Gossip, loot etc.

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

SourceTypeOrReferenceId

mediumint(8)

signed

PRI

NO

0



SourceGroup

mediumint(8)

unsigned

PRI

NO

0



SourceEntry

mediumint(8)

signed

PRI

NO

0



SourceId

int(11)

signed

PRI

NO

0


smart_scripts.source_type || 0 for everything else

ElseGroup

mediumint(8)

unsigned

PRI

NO

0



ConditionTypeOrReference

mediumint(8)

signed

PRI

NO

0



ConditionTarget

tinyint(3)

unsigned

PRI

NO

0



ConditionValue1

int(10)

unsigned

PRI

NO

0



ConditionValue2

int(10)

unsigned

PRI

NO

0



ConditionValue3

int(10)

unsigned

PRI

NO

0



NegativeCondition

tinyint(3)

unsigned


NO

0


Boolean 0 or 1 (if NegativeCondition

ErrorType

mediumint(8)

unsigned


NO

0



ErrorTextId

mediumint(8)

unsigned


NO

0



ScriptName

char(64)

signed


NO

' '



Comment

varchar(255)



YES

NULL



Description of the fields

SourceTypeOrReferenceId

if negative, then it is a reference template.

SourceTypeOrReferenceId

IDSourceGroupSourceEntrySourceIdConditionTargetNotes
CONDITION_SOURCE_TYPE_NONE0See REFERENCE TEMPLATES(conditions#REFERENCE TEMPLATES)Always 0(See below)
Only used in Reference Templates! See below.
CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE1creature_loot_template.Entry or reference_loot_template.Entryitem id (_loot_template.Item or reference_loot_template.Item)Always 0Always 0
CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE2disenchant_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE3fishing_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE4gameobject_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE5item_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE6mail_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE7milling_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE8pickpocketing_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE9prospecting_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE10reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE11skinning_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0
CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE12spell_loot_template.Entry or reference_loot_template.Entry
item id (_loot_template.Item or reference_loot_template.Item)
Always 0Always 0

CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET

13
Mask of effects to be affected by condition:
1 = EFFECT_0, 2 = EFFECT_1, 4 = EFFECT_2
Spell Id from  Spell DBC fileAlways 0

0 : Potential spell Target
1 : spell Caster

Don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number.
CONDITION_SOURCE_TYPE_GOSSIP_MENU14gossip_menu.entry (gossip menu entry)gossip_menu.text_id (points to npc_text.ID)Always 0

0 = Player
1 = WorldObject


CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION15gossip_menu_option.menu_id (menu entry)gossip_menu_option.idAlways 0

0 = Player
1 = WorldObject


CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE16Always 0creature entry (creature_template.entry)Always 0

0 = Player riding vehicle
1 = Vehicle creature







CONDITION_SOURCE_TYPE_SPELL





17





Always 0





Spell ID from Spell.dbc





Always 0



0 = spell Caster
1 =  Explicit Target of the spell (only for spells which take the object selected by caster into account)
  • This source type allows you to define caster/explicit target requirements for spell to be cast.
  • Explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead.
  • If you are looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use).
  • Remember that conditions with the same ElseGroup value will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT18creature entry (npc_spellclick_spells.npc_entry)Spell (npc_spellclick_spells.spell_id)Always 00 = Clicker
1 =  Spellclick target (clickee)

CONDITION_SOURCE_TYPE_QUEST_AVAILABLE19Always 0Quest IDAlways 0Always 0Condition must be met for quest to be available to player.
UNUSED20





CONDITION_SOURCE_TYPE_VEHICLE_SPELL

21
creature entry (creature_template.entry)
Spell ID from Spell.dbc

Always 0
0 = Player for whom spell bar is shown
1 =  Vehicle creature

This will show or hide spells in vehicle spell bar.
CONDITION_SOURCE_TYPE_SMART_EVENT22ID (smart_scripts.id) + 1EntryOrGuid (smart_scripts.entryorguid)SourceType (smart_scripts.source_type)0 = Invoker
1 = Object

CONDITION_SOURCE_TYPE_NPC_VENDOR23vendor entry (npc_vendor.entry)item entry (npc_vendor.item)Always 0Always 0
CONDITION_SOURCE_TYPE_SPELL_PROC24Always 0Spell ID of aura which triggers the procAlways 00 = Actor
1 = ActionTarget

CONDITION_SOURCE_TYPE_TERRAIN_SWAP (6.x / 7.x only)25Always 0terrainSwap - object in terrainswap [ 6.x / 7.x only ]Always 0(source code / new description here)
CONDITION_SOURCE_TYPE_PHASE (6.x / 7.x only)26Phase IDZone or Area ID (or 0 for any area)Always 0(source code / new description here)
CONDITION_SOURCE_TYPE_MAX27



(Placeholder)


SourceGroup

See above.

SourceEntry

See above.

ElseGroup

Allows building grouped conditions - all entries belonging to the same condition (same SourceType, SourceGroup and SourceEntry) that share the same number in ElseGroup, define one group. The entire condition is met when any of its groups is met (logical OR). The group is met when all of its entries are met (logical AND).

Example:

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, the first one has ElseGroup = 1 and the second has ElseGroup = 2, this creates a Logical OR.

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, both has ElseGroup = 1, this creates a Logical AND.

ConditionTypeOrReference
 

ConditionTarget

Allows selecting an object for which conditions will be checked. Available objects are dependant on SourceTypeOrReferenceId, for details see respective source type reference.

ConditionValue1

See below

ConditionValue2

See below

ConditionValue3

See below

NegativeCondition

If set to 1, the condition will be "inverted"

Example: CONDITION_AURA with NegativeCondition will be true when the player does NOT have the aura.

ErrorType

Id from /src/server/game/Miscellaneous/SharedDefines.h:839. Will be displayed only for the below condition source type:

ErrorTextId

Id from /src/server/game/Miscellaneous/SharedDefines.h:1033. Will be displayed only for the below condition source type:

(ErrorType must be SPELL_FAILED_CUSTOM_ERROR (209) otherwise 0)

ScriptName

The ScriptName this condition uses, if any.

Comment

Explanation of this condition or reference

Explanation of condition types

The content of the conditions#SourceGroup and conditions#SourceEntry fields depends on the conditions#SourceTypeOrReferenceId

*CONDITION_SOURCE_TYPE_NONE = 0

Only used in Reference Templates! See below.

*CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12
*SourceGroup: loot entry (_loot_template.Entry or Reference_loot_template.Entry)
*SourceEntry: item id (_loot_template.Item or Reference_loot_template.Item)

    • ConditionTarget: always 0

example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table

*CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13

    • SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number)
    • SourceEntry: spell (Spell Id from  Spell DBC file.)
    • ConditionTarget:
      • 0 - Potential target of the spell
      • 1 - Caster of the spell

Notes:

  • this condition source type allows to define a filter for possible spell effect targets, so only targets matching condition will be selected as implicit targets of the spell. Only target types: AREA, NEARBY and CONE are allowed to be filtered. This source type affects only targets selected by spell, it doesn't affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL.
  • to restrict targets to player's only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players.
  • remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.
  • if you're looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead

*CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14

    • SourceGroup: gossip menu entry (gossip_menu.entry)
    • SourceEntry: gossip menu text id (gossip_menu.text_id)
    • ConditionTarget:
      • 0 - Player for which gossip text is shown
      • 1 - WorldObject providing gossip

*CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15

*CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16

    • SourceGroup: always 0
    • SourceEntry: creature entry (creature_template.entry)
    • ConditionTarget:
      • 0 - Player riding a vehicle
      • 1 - Vehicle creature

Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted from the vehicle if the mounted player leaves that area.

*CONDITION_SOURCE_TYPE_SPELL = 17

    • SourceGroup: always 0
    • SourceEntry: spell (Spell Id from Spell.dbc)
    • ConditionTarget:
      • 0 - Caster of the spell
      • 1 - Explicit target of the spell (only for spells which take object selected by caster into account)

Notes:

  • this source type allows you to define caster/explicit target requirements for spell to be cast.
  • explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead.
  • if you're looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET - use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use)
  • remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.

*CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18

*CONDITION_SOURCE_TYPE_QUEST_AVAILABLE = 19

    • SourceGroup: ?
    • SourceEntry: Quest id)
    • ConditionTarget: always 0

*UNUSED = 20

*CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21

    • SourceGroup: creature entry (creature_template.entry)
    • SourceEntry: spell (Spell Id from Spell.dbc)
    • ConditionTarget:
      • 0 - Player for which spell bar is shown
      • 1 - Vehicle creature

Note: it will show or hide spells in vehicle spell bar.

*CONDITION_SOURCE_TYPE_SMART_EVENT = 22

*CONDITION_SOURCE_TYPE_NPC_VENDOR = 23

*CONDITION_SOURCE_TYPE_SPELL_PROC = 24

    • SourceGroup: always 0
    • SourceEntry: spell id of aura which triggers the proc
    • ConditionTarget:
      • 0 - Actor
      • 1 - ActionTarget

Explanation of ConditionValueX fields

*CONDITION_NONE = 0

Never used

*CONDITION_AURA = 1

    • ConditionValue1: spell (Spell Id from Spell.dbc)
    • ConditionValue2: effect index (0-2)
    • ConditionValue3: always 0

*CONDITION_ITEM = 2

    • ConditionValue1: item entry (item_template.entry)
    • ConditionValue2: item count
    • ConditionValue3: in bank? (true=1)

*CONDITION_ITEM_EQUIPPED = 3

    • ConditionValue1: item entry (item_template.entry)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_ZONEID = 4

    • ConditionValue1: zone ID where this condition will be true
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_REPUTATION_RANK = 5

    • ConditionValue1: faction template ID (from Faction.dbc)
    • ConditionValue2: rank (Hated - 1, Hostile - 2, Unfriendly - 4, Neutral - 8, Friendly - 16, Honored - 32, Revered - 64, Exalted - 128) Flags can be added together for all ranks the condition should be true in.
    • ConditionValue3: always 0

*CONDITION_TEAM = 6

    • ConditionValue1: team id (469 - Alliance, 67 - Horde)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SKILL = 7

    • ConditionValue1: skill required, see SkillLine.dbc
    • ConditionValue2: skill value
    • ConditionValue3: always 0

*CONDITION_QUESTREWARDED = 8

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_QUESTTAKEN = 9

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_DRUNKENSTATE = 10

    • ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • (Formerly AD_COMMISSION_AURA)

*CONDITION_WORLD_STATE = 11

    • ConditionValue1: world state index
    • ConditionValue2: world state value
    • ConditionValue3: always 0

*CONDITION_ACTIVE_EVENT= 12

*CONDITION_INSTANCE_INFO = 13

    • ConditionValue1: entry //see corresponding script source files for more info
    • ConditionValue2: data //see corresponding script source files for more info
    • ConditionValue3: type:
      • 0 - INSTANCE_INFO_DATA
      • 1 - INSTANCE_INFO_GUID_DATA
      • 2 - INSTANCE_INFO_BOSS_STATE
      • 3 - INSTANCE_INFO_DATA64

*CONDITION_QUEST_NONE = 14

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_CLASS = 15

    • ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_RACE = 16

    • ConditionValue1: race the player must be. Add flags together for all races condition should be true for. See ChrRaces.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_ACHIEVEMENT = 17

    • ConditionValue1: achievement ID from Achievement.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_TITLE = 18

    • ConditionValue1: title ID from CharTitles.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SPAWNMASK = 19

*CONDITION_GENDER = 20

    • ConditionValue1: 0 = Male, 1 = Female, 2 = None
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_UNIT_STATE = 21

    • ConditionValue1: UnitState (enum) 
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_MAPID = 22

    • ConditionValue1: Map entry
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_AREAID = 23

    • ConditionValue1: Area ID
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_CREATURE_TYPE = 24

    • ConditionValue1: Creature type (creature_template.type). Condition is true if creature_template.type == ConditionValue1
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SPELL = 25

    • ConditionValue1: spell (Spell Id from Spell.dbc)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_PHASEMASK = 26

    • ConditionValue1: phasemask value
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_LEVEL = 27

    • ConditionValue1: Player level
    • ConditionValue2: Optional
      • 0 = Level must be equal
      • 1 = Level must be higher
      • 2 = Level must be lesser
      • 3 = Level must be equal or higher
      • 4 = Level must be equal or lower
    • ConditionValue3: always 0

*CONDITION_QUEST_COMPLETE = 28

    • ConditionValue1: Quest id
    • ConditionValue2: Always 0
    • ConditionValue3: always 0

Only if player has all quest objectives complete, but not yet rewarded.

*CONDITION_NEAR_CREATURE = 29

    • ConditionValue1: Creature entry
    • ConditionValue2: Distance (yd)
    • ConditionValue3: 0 = Alive , 1 = Dead

*CONDITION_NEAR_GAMEOBJECT = 30

    • ConditionValue1: Gameobject entry
    • ConditionValue2: Distance (yd)
    • ConditionValue3: always 0

*CONDITION_OBJECT_ENTRY_GUID= 31

    • ConditionValue1: TypeID - available object types:
      • 3 - TYPEID_UNIT
      • 4 - TYPEID_PLAYER
      • 5 - TYPEID_GAMEOBJECT
      • 7 - TYPEID_CORPSE (player corpse, after released spirit)
    • ConditionValue2: Entry
    • ConditionValue3 0 for any object of given type, any other value to match that guid

*CONDITION_TYPE_MASK= 32

    • ConditionValue1: TypeMask - a bitmask of following object types:
      • 0x0008 - TYPEMASK_UNIT
      • 0x0010 - TYPEMASK_PLAYER
      • 0x0020 - TYPEMASK_GAMEOBJECT
      • 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_RELATION_TO= 33

    • ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.
      • 0 - RELATION_SELF
      • 1 - RELATION_IN_PARTY
      • 2 - RELATION_IN_RAID_OR_PARTY
      • 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)
      • 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)
      • 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)
    • ConditionValue3: always 0

*CONDITION_REACTION_TO= 34

    • ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are:
      • 1 - Hated
      • 2 - Hostile
      • 4 - Unfriendly
      • 8 - Neutral
      • 16 - Friendly
      • 32 - Honored
      • 64 - Revered
      • 128 - Exalted
    • ConditionValue3: always 0

*CONDITION_DISTANCE_TO= 35

    • ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1.
    • ConditionValue3: ComparisionType:
      • 0 = distance must be equal to ConditionValue2
      • 1 = distance must be higher than ConditionValue2
      • 2 = distance must be lesser than ConditionValue2
      • 3 = distance must be equal or higher than ConditionValue2
      • 4 = distance must be equal or lower than ConditionValue2

*CONDITION_ALIVE= 36

    • ConditionValue1: always 0
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • NegativeCondition:
      • 0 (If target needs to be ALIVE)
      • 1 (If target needs to be DEAD)
        NOTE: A creature corpse and a creature that_looks_dead are two different things. One is actually dead and the other is just using an emote to appear dead.

*CONDITION_HP_VAL = 37

    • ConditionValue1: HP
    • ConditionValue2: ComparisionType:
      • 0 = HP must be equal
      • 1 = HP must be higher
      • 2 = HP must be lesser
      • 3 = HP must be equal or higher
      • 4 = HP must be equal or lower
    • ConditionValue3: always 0

*CONDITION_HP_PCT = 38


    • ConditionValue1: Percentage of max HP
    • ConditionValue2: ComparisionType:
      • 0 = Percentage of max HP must be equal
      • 1 = Percentage of max HP must be higher
      • 2 = Percentage of max HP must be lesser
      • 3 = Percentage of max HP must be equal or higher
      • 4 = Percentage of max HP must be equal or lower
    • ConditionValue3: always 0

*CONDITION_REALM_ACHIEVEMENT = 39

    • ConditionValue1: achievement ID from Achievement.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_IN_WATER = 40

    • ConditionValue1: always 0
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • NegativeCondition:
      • 0 (If target needs to be on land)
      • 1 (If target needs to be in water)

*CONDITION_STAND_STATE = 42

    • ConditionValue1: stateType (exact or any)
      • 0 = Exact state used in ConditionValue2
      • 1 = Any type of state in ConditionValue2
    • ConditionValue2: Exact stand state, or generic state (stand / sit), or  depending on value 1
      • 0 = Standing
      • 1 = Sitting
    • ConditionValue3: always 0

*REFERENCE TEMPLATES

    • SourceTypeOrReferenceId : used as negative, for reference ID
    • SourceGroup  : always 0
    • SourceEntry  : always 0
    • ElseGroup  : OR modifier
    • ConditionTypeOrReference: ConditionTypeOrReference
    • ConditionValue1  : see above
    • ConditionValue2  : see above
    • ConditionValue3  : see above
    • ErrorType  : see above
    • ErrorTextId  : see above
    • Comment  : see above
  • 0 (If target needs to be on land)