scripts
Tables: ***_scripts
This table format is used for 3 different tables to control possible scripts activated by different actions:
spell_scripts: Holds scripts that can be activated by spells with effect SPELL_EFFECT_SCRIPT_EFFECT (77) or SPELL_EFFECT_DUMMY(3).
event_scripts: Holds scripts activated whenever an event is activated, be it by an object or as the spell effect SPELL_EFFECT_SEND_EVENT (61).
waypoint_scripts: Holds scripts used in the waypoint_data table.
NOTE: An entry in this table may have more than one row as a script may do more than just one action. Also each action the script may make can have a separate delay attached to it. In that case, the core will activate the appropriate action after the correct delay.
Structure
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
mediumint(8) | unsigned | NO | 0 | ||||
effIndex [1] | tinyint(3) | unsigned | NO | 0 | |||
int(10) | unsigned | NO | 0 | ||||
mediumint(8) | unsigned | NO | 0 | ||||
mediumint(8) | unsigned | NO | 0 | ||||
int(10) | unsigned | NO | 0 | ||||
int(11) | signed | NO | 0 | ||||
float | signed | NO | 0 | ||||
float | signed | NO | 0 | ||||
float | signed | NO | 0 | ||||
float | signed | NO | 0 | ||||
guid [2] | int(11) | signed | PRI | NO | 0 | Acts as primary key and is set automatically using the GM command 'wp event add' |
1 present in spell_scripts table only.
2 present in waypoint_scripts table only.
Description of the fields
id
For spell_scripts, it is the spell ID. See Spell.dbc
For event_scripts, it is the event ID. There doesn't exist currently a full list of events. In any case, the event IDs are taken directly from gameobject WDB data or spell effect data. If both a gameobject and a spell activate the same event, the IDs will match.
For waypoint_scripts, it is the action ID.
effIndex
The effect index of the spell that this script is to be applied to.
delay
Delay in seconds before this current step of the script activates. 0 = instant.
command
The type of action performed by the script after delay seconds have passed. The value of this field affects what other fields also need to be set. The following commands can be used:
Command | Name | Description |
|---|---|---|
0 | TALK | Creature say/whisper/yell/textemote. |
1 | EMOTE | Play emote on creature. |
2 | FIELD_SET | Change the value at an index for the player. |
3 | MOVE_TO | Relocate creature to a destination. |
4 | FLAG_SET | Turns on bits on a flag field at an index for the player. |
5 | FLAG_REMOVE | Turns off bits on a flag field at an index for the player. |
6 | TELEPORT_TO | Teleports the player to a location. |
7 | QUEST_EXPLORED | Satisfies the explore requirement for a quest. |
8 | KILL_CREDIT | Gives kill credit to the player. |
9 | RESPAWN_GAMEOBJECT | Spawns a despawned gameobject. |
10 | TEMP_SUMMON_CREATURE | Temporarily summons a creature. |
11 | OPEN_DOOR | Opens a door gameobject (type h1. 0). |
12 | CLOSE_DOOR | Closes a door gameobject (type 0). |
13 | ACTIVATE_OBJECT | Activates an object. |
14 | REMOVE_AURA | Removes an aura due to a spell. |
15 | CAST_SPELL | Casts a spell. |
16 | PLAY_SOUND | Plays a sound. |
17 | CREATE_ITEM | Creates specified amount of items for the player. |
18 | DESPAWN_SELF | Forces unit to despawn. |
19 | nuttin | There is no command 19. |
20 | LOAD_PATH | Load path to unit, then unit starts waypoint movement. |
21 | CALLSCRIPT_TO_UNIT | Calls script from one of *_scripts table with given unit as source. |
22 | KILL | Changes state of the creature to dead and optionally removes its corpse. |
30 | ORIENTATION | Changes unit's orientation (Used in Waypoint Scripts) |
31 | EQUIP | Sets creature equipment. |
32 | MODEL | Sets creature model. |
33 | CLOSE_GOSSIP | Closes gossip window. This command is only used for Gossip Scripts. |
34 | PLAYMOVIE | Plays movie. |
OtherFields
Depending on what command was used, the meaning and use for the following fields varies.
*SCRIPT_COMMAND_TALK = 0
*SCRIPT_COMMAND_EMOTE = 1
source or target: Creature.
datalong: The emote ID to play.
datalong2: If this value is > 0 the npc will play emote state rather than oneshot.
*SCRIPT_COMMAND_FIELD_SET = 2
source or target: Creature.
datalong: Index of the field.
datalong2: Value to place at the index.
*SCRIPT_COMMAND_MOVE_TO = 3
source: Creature.
datalong2: Length (in time) of the motion.
x: X position to move to.
y: Y position to move to.
z: Z position to move to.
*SCRIPT_COMMAND_FLAG_SET = 4
*SCRIPT_COMMAND_FLAG_REMOVE = 5
source or target: Creature.
datalong: Field index to be unset.
datalong2: Flag bit(s) to unset.
*SCRIPT_COMMAND_TELEPORT_TO = 6
*SCRIPT_COMMAND_QUEST_EXPLORED = 7
*SCRIPT_COMMAND_KILL_CREDIT = 8
*SCRIPT_COMMAND_RESPAWN_GAMEOBJECT = 9
*SCRIPT_COMMAND_TEMP_SUMMON_CREATURE = 10
*SCRIPT_COMMAND_OPEN_DOOR = 11
*SCRIPT_COMMAND_CLOSE_DOOR = 12
*SCRIPT_COMMAND_ACTIVATE_OBJECT = 13
source: Unit.
target: GameObject.
*SCRIPT_COMMAND_REMOVE_AURA = 14
*SCRIPT_COMMAND_CAST_SPELL = 15
*SCRIPT_COMMAND_PLAY_SOUND = 16
source: WorldObject.
target: none (datalong2 & 1 0) or Player (datalong2 & 1 != 0).
datalong: Sound ID.
datalong2:
0 - play direct sound to everyone.
1 - play direct sound to target (must be Player).
2 - play sound with distance dependency to anyone.
3 - play sound with distance dependency to target (must be Player).
*SCRIPT_COMMAND_CREATE_ITEM = 17
target or source: Player.
datalong: Item entry to create. See item_template.entry.
datalong2: Amount of items to create.
*SCRIPT_COMMAND_DESPAWN_SELF = 18
target: Creature/GameObject.
datalong: Despawn delay.
*SCRIPT_COMMAND_LOAD_PATH = 20
source: Unit.
datalong: Path ID. See waypoint_data.id.
datalong2: If value > 0, means waypoint movement is repeatable.
*SCRIPT_COMMAND_CALLSCRIPT_TO_UNIT = 21
source: if present, used as a search center.
datalong: entry of searched creature, if source exists, guid of the creature otherwise.
**datalong2: ID of the script from *_scripts table.dataint:
3 - use spell_scripts table;
5 - use event_scripts table;
6 - use waypoint_scripts table.
*SCRIPT_COMMAND_KILL = 22
source: Creature.
dataint: if value == 1 remove corpse.
*SCRIPT_COMMAND_ORIENTATION = 30
source: Unit.
target: Unit (datalong != 0).
datalong: If value != 0, then turn to face the target; otherwise turn to value in o.
o: Set orientation to value in field `o`.
*SCRIPT_COMMAND_EQUIP = 31
source: Creature.
datalong: ID (1, 2, 3 ...) from equipment entry. See creature_equip_template.ID
*SCRIPT_COMMAND_MODEL = 32
source: Creature.
datalong: model ID.
*SCRIPT_COMMAND_CLOSE_GOSSIP = 33
source: Player.
*SCRIPT_COMMAND_PLAYMOVIE = 34