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Spell Targets Reference

Spell Targets Reference

target enum name consist of:

TARGET_[OBJECT_TYPE]_[REFERENCE_TYPE(skipped for caster)]_[SELECTION_TYPE(skipped for default)]_[additional specifiers(friendly, BACK_LEFT, etc.]

 

By themselves

  • TARGET_UNIT_CASTER = 1

The target is the caster.

  • TARGET_UNIT_NEARBY_ENEMY = 2

  • TARGET_UNIT_NEARBY_PARTY = 3

  • TARGET_UNIT_NEARBY_ALLY = 4

  • TARGET_UNIT_PET = 5

  • TARGET_UNIT_TARGET_ENEMY = 6

  • TARGET_UNIT_SRC_AREA_ENTRY = 7

  • TARGET_UNIT_DEST_AREA_ENTRY = 8

  • TARGET_DEST_HOME = 9

  • TARGET_UNIT_SRC_AREA_UNK_11 = 11

  • TARGET_UNIT_SRC_AREA_ENEMY = 15

  • TARGET_UNIT_DEST_AREA_ENEMY = 16

  • TARGET_DEST_DB = 17

  • TARGET_DEST_CASTER = 18

  • TARGET_UNIT_CASTER_AREA_PARTY = 20

  • TARGET_UNIT_TARGET_ALLY = 21

  • TARGET_SRC_CASTER = 22

  • TARGET_GAMEOBJECT_TARGET = 23

  • TARGET_UNIT_CONE_ENEMY_24 = 24

  • TARGET_UNIT_TARGET_ANY = 25

  • TARGET_GAMEOBJECT_ITEM_TARGET = 26

  • TARGET_UNIT_MASTER = 27

  • TARGET_DEST_DYNOBJ_ENEMY = 28

  • TARGET_DEST_DYNOBJ_ALLY = 29

  • TARGET_UNIT_SRC_AREA_ALLY = 30

  • TARGET_UNIT_DEST_AREA_ALLY = 31

  • TARGET_DEST_CASTER_SUMMON = 32

  • TARGET_UNIT_SRC_AREA_PARTY = 33

  • TARGET_UNIT_DEST_AREA_PARTY = 34

  • TARGET_UNIT_TARGET_PARTY = 35

  • TARGET_DEST_CASTER_UNK_36 = 36

  • TARGET_UNIT_LASTTARGET_AREA_PARTY = 37

  • TARGET_UNIT_NEARBY_ENTRY = 38

  • TARGET_DEST_CASTER_FISHING = 39

  • TARGET_GAMEOBJECT_NEARBY_ENTRY = 40

  • TARGET_DEST_CASTER_FRONT_RIGHT = 41

  • TARGET_DEST_CASTER_BACK_RIGHT = 42

  • TARGET_DEST_CASTER_BACK_LEFT = 43

  • TARGET_DEST_CASTER_FRONT_LEFT = 44

  • TARGET_UNIT_TARGET_CHAINHEAL_ALLY = 45

  • TARGET_DEST_NEARBY_ENTRY = 46

  • TARGET_DEST_CASTER_FRONT = 47

  • TARGET_DEST_CASTER_BACK = 48

  • TARGET_DEST_CASTER_RIGHT = 49

  • TARGET_DEST_CASTER_LEFT = 50

  • TARGET_GAMEOBJECT_SRC_AREA = 51

  • TARGET_GAMEOBJECT_DEST_AREA = 52

  • TARGET_DEST_TARGET_ENEMY = 53

  • TARGET_UNIT_CONE_ENEMY_54 = 54

  • TARGET_DEST_CASTER_FRONT_LEAP = 55

  • TARGET_UNIT_CASTER_AREA_RAID = 56

  • TARGET_UNIT_TARGET_RAID = 57

  • TARGET_UNIT_NEARBY_RAID = 58

  • TARGET_UNIT_CONE_ALLY = 59

  • TARGET_UNIT_CONE_ENTRY = 60

  • TARGET_UNIT_TARGET_AREA_RAID_CLASS = 61

  • TARGET_UNK_62 = 62

  • TARGET_DEST_TARGET_ANY = 63

  • TARGET_DEST_TARGET_FRONT = 64

  • TARGET_DEST_TARGET_BACK = 65

  • TARGET_DEST_TARGET_RIGHT = 66

  • TARGET_DEST_TARGET_LEFT = 67

  • TARGET_DEST_TARGET_FRONT_RIGHT = 68

  • TARGET_DEST_TARGET_BACK_RIGHT = 69

  • TARGET_DEST_TARGET_BACK_LEFT = 70

  • TARGET_DEST_TARGET_FRONT_LEFT = 71

  • TARGET_DEST_CASTER_RANDOM = 72

  • TARGET_DEST_CASTER_RADIUS = 73

  • TARGET_DEST_TARGET_RANDOM = 74

  • TARGET_DEST_TARGET_RADIUS = 75

  • TARGET_DEST_CHANNEL_TARGET = 76

  • TARGET_UNIT_CHANNEL_TARGET = 77

  • TARGET_DEST_DEST_FRONT = 78

  • TARGET_DEST_DEST_BACK = 79

  • TARGET_DEST_DEST_RIGHT = 80

  • TARGET_DEST_DEST_LEFT = 81

  • TARGET_DEST_DEST_FRONT_RIGHT = 82

  • TARGET_DEST_DEST_BACK_RIGHT = 83

  • TARGET_DEST_DEST_BACK_LEFT = 84

  • TARGET_DEST_DEST_FRONT_LEFT = 85

  • TARGET_DEST_DEST_RANDOM = 86

  • TARGET_DEST_DEST = 87

  • TARGET_DEST_DYNOBJ_NONE = 88

  • TARGET_DEST_TRAJ = 89

  • TARGET_UNIT_TARGET_MINIPET = 90

  • TARGET_DEST_DEST_RADIUS = 91

  • TARGET_UNIT_SUMMONER = 92

  • TARGET_CORPSE_SRC_AREA_ENEMY = 93

  • TARGET_UNIT_VEHICLE = 94

  • TARGET_UNIT_TARGET_PASSENGER = 95

  • TARGET_UNIT_PASSENGER_0 = 96

  • TARGET_UNIT_PASSENGER_1 = 97

  • TARGET_UNIT_PASSENGER_2 = 98

  • TARGET_UNIT_PASSENGER_3 = 99

  • TARGET_UNIT_PASSENGER_4 = 100

  • TARGET_UNIT_PASSENGER_5 = 101

  • TARGET_UNIT_PASSENGER_6 = 102

  • TARGET_UNIT_PASSENGER_7 = 103

  • TARGET_UNIT_CONE_ENEMY_104 = 104

  • TARGET_UNIT_UNK_105 = 105

  • TARGET_DEST_CHANNEL_CASTER = 106

  • TARGET_UNK_DEST_AREA_UNK_107 = 107

  • TARGET_GAMEOBJECT_CONE = 108

  • TARGET_DEST_UNK_110 = 110

In combo

  • TARGET_SRC_CASTER, TARGET_UNIT_SRC_AREA_ENTRY (22, 7)

caster is the source of an aoe, area entry means it targets everything, using condition source type implicit targets you can limit the amount of things it targets, area entry without conditions targets ALL

  • TARGET_DEST_CASTER_LEFT, TARGET_DEST_DYNOBJ_ENEMY (50, 28)

target a dynamicObject aura object to the left of caster, <range> yds to the left precisely