Database script processing ========================== In addition to *EventAI*, *mangos* provides script processing for various types of game content. These scripts can be executed when creatures move or die, when events are executed, and game object spawns/templates are used, on gossip menu selections, when starting and completing quests, and when casting spells. Database structure ------------------ All database scripts are stored in the `db_scripts` table in the world database `script_guid` ------------- Unique ID for the script, used as primary key in the table `script_type` -------------- Type of script. The values are: * DBS_ON_QUEST_START(0): scripts which are executed at the quest taking * DBS_ON_QUEST_END(1): scripts which are executed when the quest is rewarded * DBS_ON_GOSSIP(2): scripts which are executed when player selects an item from a gossip NPC/GO * DBS_ON_CREATURE_MOVEMENT(3): scripts executed when a creature passes through waypoints, * DBS_ON_CREATURE_DEATH(4): as the name says * DBS_ON_SPELL(5): scripts executed when a spell is cast (see what kind of spells below) * DBS_ON_GO_USE(6): scripts executed when a particular gameobject (one from `gameobject` table) is "used" (i.e. opening/closing a door) * DBS_ON_GOT_USE(7): scripts executed when a gameobject having the entry specified in `gameobject_template` is used * DBS_ON_EVENT(8): scripts executed when an event occurs (like passing through taxi/transport nodes, spells with effect 61, gameobject_template data) `id` column ----------- Has different meanings, depending of script type * type 0: DB project self defined id (generally quest entry) * type 1: DB project self defined id (generally quest entry) * type 2: DB project self defined id * type 3: DB project self defined id * type 4: Creature entry * type 5: Spell id * type 6: Game object guid * type 7: Game object entry * type 8: Event id `delay` column -------------- Delay in seconds. Defines the order in which steps are executed. `command` column ---------------- The action to execute. `datalong` columns ------------------ 2 multipurpose fields, storing raw data as unsigned integer values. `buddy_entry` column -------------------- 1 field to store the entry of a "buddy". Depending on the command used this can can point to a game object template or/and creature template entry. `search_radius` column ---------------------- 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! `data_flags` column ------------------- Field which holds a combination of these flags: Value | Name | Notes ----- | ------------------------------- | ------------------------------------ 1 | SCRIPT_FLAG_BUDDY_AS_TARGET | 2 | SCRIPT_FLAG_REVERSE_DIRECTION | 4 | SCRIPT_FLAG_SOURCE_TARGETS_SELF | 8 | SCRIPT_FLAG_COMMAND_ADDITIONAL | (Only for some commands possible) 16 | SCRIPT_FLAG_BUDDY_BY_GUID | (Interpret search_radius as buddy's guid) 32 | SCRIPT_FLAG_BUDDY_IS_PET | (Do not search for an NPC, but for a pet) 64 | SCRIPT_FLAG_BUDDY_IS_DESPAWNED | (Search for dead/despawned creatures) `dataint` columns ----------------- 4 multipurpose fields, storing raw data as signed integer values. *Note*: used for text ids SCRIPT_COMMAND_TALK (0), for emote ids in SCRIPT_COMMAND_EMOTE (1), for spell ids in SCRIPT_COMMAND_CAST_SPELL (15) as waittime with SCRIPT_COMMAND_TERMINATE_SCRIPT (31) as equipment ID's with SCRIPT_COMMAND_SET_EQUIPMENT_SLOTS (42) `x`, `y`, `z` and `o` columns ----------------------------- Map coordinates for commands that require coordinates Origin of script and source/target in scripts --------------------------------------------- * type 0: `quest_template` with source: quest giver (creature/GO) and target: player. * type 1: `quest_template` with source: quest taker (creature/GO) and target: player. * type 2: `gossip_menu_option`, `gossip_menu` with source: creature and target: player in case of NPC-Gossip, or with source: player and target: game object in case of GO-Gossip. * type 3: `creature_movement` and `creature_movement_template`. Source: creature. Target: creature * type 4: Creature death. Source: creature. Target: Unit (player/creature) * type 5: spell with effect 77(SCRIPT_EFFECT), spells with effect 3 (DUMMY), spells with effect 64 (TRIGGER_SPELL, with non-existing triggered spell) having source: caster: and target: target of spell (Unit). * type 6, 7: game object use with source: user: and target: game object. * type 8: Flight path with source: player and target: player, transport path with source: transport game object and target transport game object, `gameobject_template` with source: user (player/creature) and target: game object, spells having effect 61 with source: caster and target: target. Buddy concept ------------- 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` settings. Note that some commands (like EMOTE) use only the resulting source for an action. Possible combinations of the flags: * `SCRIPT_FLAG_BUDDY_AS_TARGET`: 0x01 * `SCRIPT_FLAG_REVERSE_DIRECTION`: 0x02 * `SCRIPT_FLAG_SOURCE_TARGETS_SELF`: 0x04 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. Commands and their parameters -----------------------------
ID Name Parameters
0SCRIPT_COMMAND_TALKresultingSource = WorldObject, resultingTarget = Unit/none, `dataint` = text entry from db_script_string -table. `dataint2`-`dataint4` optionally, for random selection of text
1SCRIPT_COMMAND_EMOTEresultingSource = Unit, resultingTarget = Unit/none, `datalong` = emote_id, dataint1-dataint4 = optionally for random selection of emote
2SCRIPT_COMMAND_FIELD_SETsource = any, `datalong` = field_id, `datalong2` = field value
3SCRIPT_COMMAND_MOVE_TOresultingSource = Creature. If position is very near to current position, or x=y=z=0, then only orientation is changed. `datalong2` = travel_speed*100 (use 0 for creature default movement). `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position `x`/`y`/`z`/`o`
4SCRIPT_COMMAND_FLAG_SETsource = any. `datalong` = field_id, `datalong2` = bit mask
5SCRIPT_COMMAND_FLAG_REMOVEsource = any. `datalong` = field_id, `datalong2` = bit mask
6SCRIPT_COMMAND_TELEPORT_TOsource or target with Player. `datalong` = map_id, x/y/z
7SCRIPT_COMMAND_QUEST_EXPLOREDone from source or target must be Player, another GO/Creature. `datalong` = quest_id, `datalong2` = distance or 0
8SCRIPT_COMMAND_KILL_CREDITsource or target with Player. `datalong` = creature entry, or 0; If 0 the entry of the creature source or target is used, `datalong2` = bool (0=personal credit, 1=group credit)
9SCRIPT_COMMAND_RESPAWN_GOsource = any, target = any. `datalong`=db_guid (can be skipped for buddy), `datalong2` = despawn_delay
10SCRIPT_COMMAND_TEMP_SUMMON_CREATUREsource = any
target = any
`datalong` = creature entry
`datalong2` = despawn_delay
`data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: summon as active object
`dataint` = bool (setRun); 0 = off (default), 1 = on
11SCRIPT_COMMAND_OPEN_DOORsource = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay
12SCRIPT_COMMAND_CLOSE_DOORsource = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay
13SCRIPT_COMMAND_ACTIVATE_OBJECTsource = unit, target=GO.
14SCRIPT_COMMAND_REMOVE_AURAresultingSource = Unit. `datalong` = spell_id
15SCRIPT_COMMAND_CAST_SPELLresultingSource = Unit, cast spell at resultingTarget = Unit. `datalong` = spell id, `dataint1`-`dataint4` optional. If some of these are set to a spell id, a random spell out of datalong, datint1, ..,dataintX is cast., `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: cast triggered
16SCRIPT_COMMAND_PLAY_SOUNDsource = any object, target=any/player. `datalong` = sound_id, `datalong2` (bit mask: 0/1=target-player, 0/2=with distance dependent, 0/4=map wide, 0/8=zone wide; so 1 + 2 = 3 is target with distance dependent)
17SCRIPT_COMMAND_CREATE_ITEMsource or target must be player. `datalong` = item entry, `datalong2` = amount
18SCRIPT_COMMAND_DESPAWN_SELFresultingSource = Creature. `datalong` = despawn delay
19SCRIPT_COMMAND_PLAY_MOVIEtarget can only be a player. `datalong` = movie id
20SCRIPT_COMMAND_MOVEMENTresultingSource = Creature. `datalong` = MovementType (0:idle, 1:random or 2:waypoint), `datalong2` = wanderDistance (for random movement), `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: RandomMovement around current position
21SCRIPT_COMMAND_SET_ACTIVEOBJECTresultingSource = Creature. `datalong` = bool 0=off, 1=on
22SCRIPT_COMMAND_SET_FACTIONresultingSource = Creature. `datalong` = factionId OR 0 to restore original faction from creature_template, `datalong2` = enum TemporaryFactionFlags
23SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODELresultingSource = Creature. `datalong` = creature entry/modelid (depend on data_flags) OR 0 to demorph, `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: use datalong value as modelid explicit
24SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODELresultingSource = Creature. `datalong` = creature entry/modelid (depend on data_flags) OR 0 to dismount, `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL: use datalong value as modelid explicit
25SCRIPT_COMMAND_SET_RUNresultingSource = Creature. `datalong` = bool 0=off, 1=on
26SCRIPT_COMMAND_ATTACK_STARTresultingSource = Creature, resultingTarget = Unit.
27SCRIPT_COMMAND_GO_LOCK_STATEresultingSource = GO. `datalong` = flag_go_lock = 0x01, flag_go_unlock = 0x02, flag_go_nonInteract = 0x04, flag_go_interact = 0x08
28SCRIPT_COMMAND_STAND_STATEresultingSource = Creature. `datalong` = stand state (enum UnitStandStateType)
29SCRIPT_COMMAND_MODIFY_NPC_FLAGSresultingSource = Creature. `datalong` = NPCFlags, `datalong2` = 0x00=toggle, 0x01=add, 0x02=remove
30SCRIPT_COMMAND_SEND_TAXI_PATHresultingTarget or Source must be Player. `datalong` = taxi path id
31SCRIPT_COMMAND_TERMINATE_SCRIPT`datalong` = search for npc entry if provided, `datalong2` = search distance, `!(data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL)`: if npc not alive found, terminate script, `data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL`:if npc alive found, terminate script, `dataint` = change of waittime (MILLISECONDS) of a current waypoint movement type (negative values will decrease time)
32SCRIPT_COMMAND_PAUSE_WAYPOINTSresultingSource must be Creature. `datalong` = 0/1 unpause/pause waypoint movement
33SCRIPT_COMMAND_RESERVED_1reserved for 3.x and later. Do not use!
34SCRIPT_COMMAND_TERMINATE_COND`datalong` = condition_id, `datalong2` = fail-quest (if provided this quest will be failed for a player), `!(data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL)`: terminate when condition is true, `data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL`:terminate when condition is false
35SCRIPT_COMMAND_SEND_AI_EVENT_AROUNDresultingSource = Creature, resultingTarget = Unit, datalong = AIEventType - limited only to EventAI supported events, datalong2 = radius
36SCRIPT_COMMAND_TURN_TOresultingSource = Creature, resultingTarget = Unit/none.
37SCRIPT_COMMAND_MOVE_DYNAMICMove resultingSource to a random point around resultingTarget or to resultingTarget. `resultingSource` = Creature, resultingTarget Worldobject. `datalong` = 0:Move resultingSource towards resultingTarget, `datalong` != 0: Move resultingSource to a random point between datalong2..datalong around resultingTarget. `orientation` != 0: Obtain a random point around resultingTarget in direction of orientation, `data_flags` & SCRIPT_FLAG_COMMAND_ADDITIONAL Obtain a point in direction of resTarget->GetOrientation + orientation for resTarget == resSource and orientation == 0 this will mean resSource moving forward.
38SCRIPT_COMMAND_SEND_MAILSend a mail from resSource to resTarget. `resultingSource` = Creature OR NULL, resTarget must be Player, `datalong` = mailTemplateId, `datalong2`: AlternativeSenderEntry. Use as sender-Entry of the sent mail, `dataint1`: Delay (>= 0) in Seconds
39SCRIPT_COMMAND_SET_FLYToggles the fly mode for a creature.
* resultingSource = Creature
datalong = 0(off) | 1 (on)
* data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = sets/unsets the flying animation
40SCRIPT_COMMAND_DESPAWN_GO* resultingTarget = GameObject. Not all gameobject types support this command
41SCRIPT_COMMAND_RESPAWN* resultingSource = Creature. Requires data_flags & SCRIPT_FLAG_BUDDY_IS_DESPAWNED to find dead or despawned targets
42SCRIPT_COMMAND_SET_EQUIPMENT_SLOTSChange equipment slots of the resultingSource (Creature)
* resultingSource = Creature
* datalong = reset default (0 - false, 1 - true)
* dataint = main hand slot
* dataint2 = off handslot
* dataint3 = ranged slot
43SCRIPT_COMMAND_RESET_GOResets doors or buttons (GO type 0 or 1)
* resultingTarget = GameObject
44SCRIPT_COMMAND_UPDATE_TEMPLATEUpdate creature entry of the resultingSource
* resultingSource = creature
* datalong = new creature entry. Must be different than the current one
TemporaryFactionFlags --------------------- * `TEMPFACTION_NONE`: 0x00, 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`: 0x01, default faction will be restored at respawn * `TEMPFACTION_RESTORE_COMBAT_STOP`: 0x02, ... at CombatStop() (happens at creature death, at evade or custom script among others) * `TEMPFACTION_RESTORE_REACH_HOME`: 0x04, ... at reaching home in home movement (evade), if not already done at CombatStop() The next flags allow to remove unit_flags combined with a faction change (also these flags will be reapplied when the faction is changed back) * `TEMPFACTION_TOGGLE_NON_ATTACKABLE`: 0x08, remove UNIT_FLAG_NON_ATTACKABLE(0x02) when faction is changed (reapply when temp-faction is removed) * `TEMPFACTION_TOGGLE_OOC_NOT_ATTACK`: 0x10, remove UNIT_FLAG_OOC_NOT_ATTACKABLE(0x100) when faction is changed (reapply when temp-faction is removed) * `TEMPFACTION_TOGGLE_PASSIVE` : 0x20, remove UNIT_FLAG_PASSIVE(0x200) * `TEMPFACTION_TOGGLE_PACIFIED` : 0x40, remove UNIT_FLAG_PACIFIED(0x20000) when faction is changed (reapply when temp-faction is removed) * `TEMPFACTION_TOGGLE_NOT_SELECTABLE`: 0x80, remove UNIT_FLAG_NOT_SELECTABLE(0x2000000) when faction is changed (reapply when temp-faction is removed)