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DBScripts
Back to world database list of tables.
The manual reference for these tables is located in the doc/script_commands.txt file.
The information below may be outdated, use with caution!
This table format is used for different tables to control possible scripts activated by different actions:
- `dbscripts_on_go_[template]_use: Holds possible scripts activated by gameobjects of type GAMEOBJECT_TYPE_BUTTON (1) OR GAMEOBJECT_TYPE_QUESTGIVER (2). (Source: user)
- `dbscripts_on_spell: Holds scripts that can be activated by spells with effect SPELL_EFFECT_SCRIPT_EFFECT (77). (Source: caster)
- `dbscripts_on_quest_start: Holds scripts activated when a player accepts a quest. (Source: quest giver)
- `dbscripts_on_quest_end: Holds scripts activated when a player finishes a quest. (Source: quest taker)
- `dbscripts_on_creature_movement: Holds scripts activated while a npc is moving. (Source: creature)
- `dbscripts_on_creature_death: Holds scripts activated when a creature dies. (Source: creature)
- `dbscripts_on_event: Holds scripts activated whenever an event is activated, be it by an object or as the spell effect SPELL_EFFECT_SEND_EVENT (61).
- `dbscripts_on_gossip: Holds scripts activated on gossip_menu_option – use or gossip_menu – open. (Source: creature, Target: player)
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.
Field | Type | Null | Key | Default | Extra |
id | int(11) unsigned | NO | 0 | ||
delay | int(11) unsigned | NO | 0 | ||
command | mediumint(8) unsigned | NO | 0 | ||
datalong | mediumint(8) unsigned | NO | 0 | ||
datalong2 | int(10) unsigned | NO | 0 | ||
buddy_entry | int(10) unsigned | NO | 0 | ||
search_radius | int(10) unsigned | NO | 0 | ||
data_flags | tinyint(3) unsigned | NO | 0 | ||
dataint | int(11) | NO | 0 | ||
dataint2 | int(11) | NO | 0 | ||
dataint3 | int(11) | NO | 0 | ||
dataint4 | int(11) | NO | 0 | ||
x | float | NO | 0 | ||
y | float | NO | 0 | ||
z | float | NO | 0 | ||
o | float | NO | 0 | ||
Comments | VARCHAR | NO | NULL |
For gameobject_scripts, it is the guid of the button/lever. See gameobject.guid.
For gameobject_template_scripts, it is the entry of the button/lever. See gameobject_template.entry.
For spell_scripts, it is the spell ID. See Spell.dbc
For quest_*_scripts, it is the ID that is used in StartScript or CompleteScript in the quest template definition.
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 creature_movement_scripts, it is the script id of the waypoint.The PROPER formatting for the ID field is as follows: Creature_ID + 2-Digit Script ID (Starting at 01). Example: c.2386 has few movement_scripts, so 2386+01 = 238601 … 23602 ..etc
For creature_death_scripts, it is the entry of the creature. See creature_template.entry.
For gossip_scripts, it is the action script id of the gossip option.
Delay in seconds before this current step of the script activates. 0 = instant.
NOTE: Delay is Cumulative From Script to Script with same ID.
Example: Script 1 Has 5 seconds delay and then if you want script 2 to trigger 3 seconds later you would use delay value 8 for script 2 in the sequence.
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 | Plays emote on a player/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 | Satisfies the kill credit requirement for a quest. |
9 | RESPAWN_GAMEOBJECT | Spawns a despawned gameobject. |
10 | TEMP_SUMMON_CREATURE | Temporarily summon a creature. |
11 | OPEN_DOOR | Opens a door gameobject (type == 0). |
12 | CLOSE_DOOR | Closes a door gameobject (type == 0). |
13 | ACTIVATE_OBJECT | Activate (use) a gameobject. |
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 an item. |
18 | DESPAWN_SELF | Despawns a creature with some delay. |
19 | PLAY_MOVIE | Plays a movie to the target player. |
20 | MOVEMENT | Change the movement type of a creature (idle, random, waypoint). |
21 | SET_ACTIVEOBJECT | Set a creature as active object. |
22 | SET_FACTION | Changes the faction of a creature. |
23 | MORPH_TO_ENTRY_OR_MODEL | Morphs a creature go a given model. |
24 | MOUNT_TO_ENTRY_OR_MODEL | Mounts or dismounts a creature to mount entry or model. |
25 | SET_RUN | Makes a creature start or stop running. |
26 | ATTACK_START | Makes a creature attack things within a radius. |
27 | GO_LOCK_STATE | Change the GO lock or interact flags. |
28 | STAND_STATE | Change the stand state of a creature. |
29 | MODIFY_NPC_FLAG | Change NPC flags of a creature. |
30 | SEND_TAXI_PATH | Sends a player on a give taxi path. |
31 | TERMINATE_SCRIPT | Stop script execution if a given creature entry meets conditions. |
32 | PAUSE_WAYPOINTS | Pause or unpause waypoint movement. |
33 | XP_USER | Enable or disable experience gain for a player. |
34 | TERMINATE_CONDITION | Stop script execution when a give condition is met. |
Commands except the ones requiring a player (like KILL_CREDIT) have support for the buddy concept. This means that if an entry for buddy_entry is provided, aside from source and target as listed above also a "buddy" is available.
Which one on the three (originalSource, originalTarget, buddy) will be used in the command, depends on the data_flags Note that some commands (like EMOTE) use only the resulting source for an action.
Possible combinations of the flags SCRIPT_FLAG_BUDDY_AS_TARGET = 0×01 SCRIPT_FLAG_REVERSE_DIRECTION = 0×02 SCRIPT_FLAG_SOURCE_TARGETS_SELF = 0×04 are:
0: originalSource / buddyIfProvided -> originalTarget
1: originalSource -> buddy
2: originalTarget -> originalSource / buddyIfProvided
3: buddy -> originalSource
4: originalSource / buddyIfProvided -> originalSource / buddyIfProvided
5: originalSource -> originalSource
6: originalTarget -> originalTarget
7: buddy -> buddy
Where "A -> B" means that the command is executed from A with B as target.
Range in which the buddy defined in buddy_entry will be searched.
In case of SCRIPT_FLAG_BUDDY_BY_GUID this field is the buddy’s GUID.
SCRIPT_FLAG_BUDDY_AS_TARGET | 0×01 | 1 | |
SCRIPT_FLAG_REVERSE_DIRECTION | 0×02 | 2 | |
SCRIPT_FLAG_SOURCE_TARGETS_SELF | 0×04 | 4 | |
SCRIPT_FLAG_COMMAND_ADDITIONAL | 0×08 | 8 | Only for some commands possible. |
SCRIPT_FLAG_BUDDY_BY_GUID | 0×10 | 16 | Interpret search_radius as buddy’s GUID. |
SCRIPT_FLAG_BUDDY_IS_PET | 0×20 | 32 | Do not search for an npc, but for a pet. |
Depending on what command was used, the meaning and use for the following fields varies.
-
SCRIPT_COMMAND_TALK = 0
- All information of the text (type, language, associated sound, emote) is stored in the db_script_string. table
- dataint – 4: The text ID that the creature will say. See db_script_string.. ID must be between 2000000000 and 2000010000. In case more then only dataint field is filled the texts will be used randomly.
-
SCRIPT_COMMAND_EMOTE = 1
- datalong: The emote ID to play.
- Resulting source must be a unit.
-
SCRIPT_COMMAND_FIELD_SET = 2
- datalong: Index of the field.
- datalong2: Value to place at the index.
-
SCRIPT_COMMAND_MOVE_TO = 3
- datalong2: Length of the motion. This calculates as travel_speed*100. Use 0 for creature default movement.
- data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL will teleport the creature to the given location.
- x: X position to move to.
- y: Y position to move to.
- z: Z position to move to.
- o: Orientation to face.
- Resulting source must be a creature.
Side note: If position is very near to current position, or x=y=z=0, then only orientation is changed.
-
SCRIPT_COMMAND_FLAG_SET = 4
- datalong: Field index to be set.
- datalong2: Flag bit(s) to set.
-
SCRIPT_COMMAND_FLAG_REMOVE = 5
- datalong: Field index to be unset.
- datalong2: Flag bit(s) to unset.
-
SCRIPT_COMMAND_TELEPORT_TO = 6
- datalong: Target Map ID. See Map.dbc.
- x: Teleport target x coordinate.
- y: Teleport target y coordinate.
- z: Teleport target z coordinate.
- o: Teleport target orientation.
- The source or target must be a player.
-
SCRIPT_COMMAND_QUEST_EXPLORED = 7
- datalong: Quest ID whose external status should be satisfied.
- datalong2: Distance away from the NPC/object that the player can be and have the script still take effect.
- The source or target must be a player.
-
SCRIPT_COMMAND_KILL_CREDIT = 8
- datalong: Kill credit entry for quest (entry in quest_template.ReqCreatureOrGOId). If set to 0 then the creature source or target will be used.
- datalong2: Can be 0 = personal credit or 1 = group credit.
- The source or target must be a player.
-
SCRIPT_COMMAND_RESPAWN_GAMEOBJECT = 9
- datalong: Guid of the gameobject to respawn. See gameobject.guid. Can be skipped for buddy.
- datalong2: Despawn time in seconds. If the value is < 5 seconds then 5 seconds is used instead.
-
SCRIPT_COMMAND_TEMP_SUMMON_CREATURE = 10
- datalong: Entry of the summoned creature from creature_template.entry.
- datalong2: Despawn time (MILLIESECONDS). If set to 0 then the creature will be despawned only when killed.
- data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL will summon the creature as active object.
- x: Summon target x coordinate.
- y: Summon target y coordinate.
- z: Summon target z coordinate.
- o: Summon target orientation.
-
SCRIPT_COMMAND_OPEN_DOOR = 11
- datalong: Guid of the activated door. It’s a gameobject.guid. Can be skipped for buddy.
- datalong2: Delay before closing again the door. If the value is < 15 seconds then 15 seconds is used instead.
-
SCRIPT_COMMAND_CLOSE_DOOR = 12
- datalong: Guid of the activated door. It’s a gameobject.guid. Can be skipped for buddy.
- datalong2: Delay before opening again the door. If the value is < 15 seconds then 15 is used instead.
-
SCRIPT_COMMAND_ACTIVATE_OBJECT = 13
- The source must be a unit and the target a gameobject.
-
SCRIPT_COMMAND_REMOVE_AURA = 14
- datalong: Spell ID.
-
SCRIPT_COMMAND_CAST_SPELL = 15
- datalong: Spell ID.
- data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL will make the cast triggered.
-
SCRIPT_COMMAND_PLAY_SOUND = 16
- datalong: Sound ID.
- datalong2: bitmask: 0/1=anyone/target, 0/2=with distance dependent, 0/4=map wide, 0/8=zone wide; 1|2 = 3 is target with distance dependent.
- Source may be any object. Target may be any player.
-
SCRIPT_COMMAND_CREATE_ITEM = 17
- datalong: Item entry.
- datalong2: Amount.
- Source or target must be a player.
-
SCRIPT_COMMAND_DESPAWN_SELF = 18
- datalong: Despawn delay (MILLIESECONDS).
- Resulting source must be a creature.
- Despawns the target.
-
SCRIPT_COMMAND_PLAY_MOVIE = 19
- datalong: Plays a movie_id to the target player.
- Target must be a player.
-
SCRIPT_COMMAND_MOVEMENT = 20
- datalong: Change the movement type of a creature. Possible values: 0 = idle, 1 = random, 2 = waypoint.
- datalong2: Wander distance (for random movement only).
- data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL will set random movement around the current position.
- Resulting source must be a creature.
-
SCRIPT_COMMAND_SET_ACTIVEOBJECT = 21
- datalong: Can be defined as 1 = On or 0 = Off. Set a creature as active object, depending on the datalong value.
- Resulting source must be creature.
-
SCRIPT_COMMAND_SET_FACTION = 22
- datalong: Faction Id. If set to 0 will restore original faction from creature_template.
- Resulting source must be a creature.
- datalong2: Temporary faction flags
TEMPFACTION_NONE | 0×00 | When no flag is used in temporary faction change, faction will be persistent. It will then require manual change back to default/another faction when changed once. |
TEMPFACTION_RESTORE_RESPAWN | 0×01 | Default faction will be restored at respawn. |
TEMPFACTION_RESTORE_COMBAT_STOP | 0×02 | at CombatStop() (happens at creature death, at evade or custom scripte among others). |
TEMPFACTION_RESTORE_REACH_HOME | 0×04 | .. at reaching home in home movement (evade), if not already done at CombatStop(). |
TEMPFACTION_TOGGLE_NON_ATTACKABLE | 0×08 | Remove UNIT_FLAG_NON_ATTACKABLE(0×02) when faction is changed (reapply when temp-faction is removed). |
TEMPFACTION_TOGGLE_OOC_NOT_ATTACK | 0×12 | Remove UNIT_FLAG_OOC_NOT_ATTACKABLE(0×100) when faction is changed (reapply when temp-faction is removed.) |
TEMPFACTION_TOGGLE_PASSIVE | 0×20 | Remove UNIT_FLAG_PASSIVE(0×200). |
- SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL = 23
- SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL = 24
-
SCRIPT_COMMAND_SET_RUN = 25
- datalong: Set run to 1 = On or 0 = Off
- Resulting source must be a creature.
-
SCRIPT_COMMAND_ATTACK_START = 26
- Resulting source must be a creature and resulting target must be a unit.
-
SCRIPT_COMMAND_GO_LOCK_STATE = 27
- Resulting source must be gameobject.
- datalong:
flag_go_lock | 0×01 |
flag_go_unlock | 0×02 |
flag_go_nonInteract | 0×04 |
flag_go_interact | 0×08 |
-
SCRIPT_COMMAND_STAND_STATE = 28
- datalong: stand state (enum UnitStandStateType)
- Resulting source must be a creature.
-
SCRIPT_COMMAND_MODIFY_NPC_FLAGS = 29
- Resulting source must be a creature.
- datalong: NPC Flags
- datalong2:
toggle | 0×00 |
add | 0×01 |
remove | 0×02 |
-
SCRIPT_COMMAND_SEND_TAXY_PATH = 30
- datalong: Taxi path id.
- Source or target must be a player.
-
SCRIPT_COMMAND_TERMINATE_SCRIPT = 31
- datalong: Creature entry if provided.
- datalong2: Search distance.
- dataint: Change of waittime (MILLIESECONDS) of a current waypoint movement type. Negative values will decrease time.
- data_flags:
!(data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL) | If creature is not found or not alive, terminate script. |
data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL | If creature is found and alive, terminate script. |
-
SCRIPT_COMMAND_PAUSE_WAYPOINTS = 32
- datalong: 1 = Pause or 0 = Unpause waypoint movement.
- Resulting source or target must be a creature.
-
SCRIPT_COMMAND_XP_USER = 33
- datalong: Set experience gain to 1 = On or 0 = Off
- Source or target must be a player.
Side note: Only available on wotlk version.
-
SCRIPT_COMMAND_TERMINATE_CONDITION = 34
- datalong: Condition entry to check.
- datalong2: Quest entry to mark as failed for the player (if provided).
- data_flags:
!(data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL) | Terminate when condition is true. |
data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL | Terminate when condition is false. |