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 |
---|---|---|
0 | SCRIPT_COMMAND_TALK | resultingSource = WorldObject, resultingTarget = Unit/none, `dataint` = text entry from db_script_string -table. `dataint2`-`dataint4` optionally, for random selection of text |
1 | SCRIPT_COMMAND_EMOTE | resultingSource = Unit, resultingTarget = Unit/none, `datalong` = emote_id, dataint1-dataint4 = optionally for random selection of emote |
2 | SCRIPT_COMMAND_FIELD_SET | source = any, `datalong` = field_id, `datalong2` = field value |
3 | SCRIPT_COMMAND_MOVE_TO | resultingSource = 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` |
4 | SCRIPT_COMMAND_FLAG_SET | source = any. `datalong` = field_id, `datalong2` = bit mask |
5 | SCRIPT_COMMAND_FLAG_REMOVE | source = any. `datalong` = field_id, `datalong2` = bit mask |
6 | SCRIPT_COMMAND_TELEPORT_TO | source or target with Player. `datalong` = map_id, x/y/z |
7 | SCRIPT_COMMAND_QUEST_EXPLORED | one from source or target must be Player, another GO/Creature. `datalong` = quest_id, `datalong2` = distance or 0 |
8 | SCRIPT_COMMAND_KILL_CREDIT | source 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) |
9 | SCRIPT_COMMAND_RESPAWN_GO | source = any, target = any. `datalong`=db_guid (can be skipped for buddy), `datalong2` = despawn_delay |
10 | SCRIPT_COMMAND_TEMP_SUMMON_CREATURE | source = 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 |
11 | SCRIPT_COMMAND_OPEN_DOOR | source = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay |
12 | SCRIPT_COMMAND_CLOSE_DOOR | source = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay |
13 | SCRIPT_COMMAND_ACTIVATE_OBJECT | source = unit, target=GO. |
14 | SCRIPT_COMMAND_REMOVE_AURA | resultingSource = Unit. `datalong` = spell_id |
15 | SCRIPT_COMMAND_CAST_SPELL | resultingSource = 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 |
16 | SCRIPT_COMMAND_PLAY_SOUND | source = 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) |
17 | SCRIPT_COMMAND_CREATE_ITEM | source or target must be player. `datalong` = item entry, `datalong2` = amount |
18 | SCRIPT_COMMAND_DESPAWN_SELF | resultingSource = Creature. `datalong` = despawn delay |
19 | SCRIPT_COMMAND_PLAY_MOVIE | target can only be a player. `datalong` = movie id |
20 | SCRIPT_COMMAND_MOVEMENT | resultingSource = 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 |
21 | SCRIPT_COMMAND_SET_ACTIVEOBJECT | resultingSource = Creature. `datalong` = bool 0=off, 1=on |
22 | SCRIPT_COMMAND_SET_FACTION | resultingSource = Creature. `datalong` = factionId OR 0 to restore original faction from creature_template, `datalong2` = enum TemporaryFactionFlags |
23 | SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL | resultingSource = 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 |
24 | SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL | resultingSource = 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 |
25 | SCRIPT_COMMAND_SET_RUN | resultingSource = Creature. `datalong` = bool 0=off, 1=on |
26 | SCRIPT_COMMAND_ATTACK_START | resultingSource = Creature, resultingTarget = Unit. |
27 | SCRIPT_COMMAND_GO_LOCK_STATE | resultingSource = GO. `datalong` = flag_go_lock = 0x01, flag_go_unlock = 0x02, flag_go_nonInteract = 0x04, flag_go_interact = 0x08 |
28 | SCRIPT_COMMAND_STAND_STATE | resultingSource = Creature. `datalong` = stand state (enum UnitStandStateType) |
29 | SCRIPT_COMMAND_MODIFY_NPC_FLAGS | resultingSource = Creature. `datalong` = NPCFlags, `datalong2` = 0x00=toggle, 0x01=add, 0x02=remove |
30 | SCRIPT_COMMAND_SEND_TAXI_PATH | resultingTarget or Source must be Player. `datalong` = taxi path id |
31 | SCRIPT_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) |
32 | SCRIPT_COMMAND_PAUSE_WAYPOINTS | resultingSource must be Creature. `datalong` = 0/1 unpause/pause waypoint movement |
33 | SCRIPT_COMMAND_RESERVED_1 | reserved for 3.x and later. Do not use! |
34 | SCRIPT_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 |
35 | SCRIPT_COMMAND_SEND_AI_EVENT_AROUND | resultingSource = Creature, resultingTarget = Unit, datalong = AIEventType - limited only to EventAI supported events, datalong2 = radius |
36 | SCRIPT_COMMAND_TURN_TO | resultingSource = Creature, resultingTarget = Unit/none. |
37 | SCRIPT_COMMAND_MOVE_DYNAMIC | Move 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. |
38 | SCRIPT_COMMAND_SEND_MAIL | Send 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 |
39 | SCRIPT_COMMAND_SET_FLY | Toggles the fly mode for a creature. * resultingSource = Creature datalong = 0(off) | 1 (on) * data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = sets/unsets the flying animation |
40 | SCRIPT_COMMAND_DESPAWN_GO | * resultingTarget = GameObject. Not all gameobject types support this command |
41 | SCRIPT_COMMAND_RESPAWN | * resultingSource = Creature. Requires data_flags & SCRIPT_FLAG_BUDDY_IS_DESPAWNED to find dead or despawned targets |
42 | SCRIPT_COMMAND_SET_EQUIPMENT_SLOTS | Change 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 |
43 | SCRIPT_COMMAND_RESET_GO | Resets doors or buttons (GO type 0 or 1) * resultingTarget = GameObject |
44 | SCRIPT_COMMAND_UPDATE_TEMPLATE | Update creature entry of the resultingSource * resultingSource = creature * datalong = new creature entry. Must be different than the current one |