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