mangos/doc/EventAI.md
2015-03-22 22:10:05 +00:00

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mangos EventAI scripting

Last Updated: September 25, 2013

mangos provides a simple scripting feature through a set of event-based commands from within the database.

Introduction

Enhancing creatures with dynamic features instead of just a few spells can be achieved without knowing any programming language, and only requires basic SQL knowledge, and a database editor of your choice.

EventAI scripts are based on in-game events, and attached to specific creature templates, which means they are valid for every spawn of a creature.

Database documentation

All scripts and related information are stored within the database tables creature_ai_scripts, creature_ai_summons and creature_ai_texts.

For the AI to be used, you must first make sure to set AIname for each creature that should use this AI.

UPDATE creature_template SET AIName = 'EventAI' WHERE entry IN (...);

Basic Structure of creature_ai_scripts

Field_Name Description
id This value is merely an incrementing counter of the current Event number. Required for sql queries. (ACID Standards: CreatureID+Additional 2 digit Increment Starting with 01)
creature_id Creature ID which should trigger this event (This is entry value from creature_template table).
event_type The type of event you want to script. (see "Event Types" below for different values)
event_inverse_phase_mask Mask with phases this event should NOT trigger in 1
event_chance Percentage chance of triggering the event (1 - 100)
event_flags Event Flags (Used to select Repeatable or Dungeon Heroic Mode)... See "Event Flags" Below For Defined Values
event_param1 Variables for the event (depends on event_type)
event_param2 Variables for the event (depends on event_type)
event_param3 Variables for the event (depends on event_type)
event_param4 Variables for the event (depends on event_type)
action1_type Action #1 to take when the Event occurs (see "Action types" below)
action1_param1 Variables used by Action1 (depends on action_type)
action1_param2 Variables used by Action1 (depends on action_type)
action1_param3 Variables used by Action1 (depends on action_type)
action2_type Action #2 to take when the Event occurs (see "Action types" below)
action2_param1 Variables used by Action1 (depends on action_type)
action2_param2 Variables used by Action1 (depends on action_type)
action2_param3 Variables used by Action1 (depends on action_type)
action3_type Action #3 to take when the Event occurs (see "Action types" below)
action3_param1 Variables used by Action1 (depends on action_type)
action3_param2 Variables used by Action1 (depends on action_type)
action3_param3 Variables used by Action1 (depends on action_type)

All parameters are signed 32-bit values (+/- 2147483647). Time values are always in milliseconds. In case of a percentage value, use value/100 (ie. param = 500 then that means 500%, -50 = -50%)

Structure of creature_ai_texts

Below is a the list of current fields within the texts tables.

Field name Description
entry A unique negative identifier to the text entry.
content_default The default text to be displayed in English.
content_loc1 Korean localization of content_default.
content_loc2 French localization of content_default.
content_loc3 German localization of content_default.
content_loc4 Chinese localization of content_default.
content_loc5 Taiwanese localization of content_default.
content_loc6 Spanish Spain localization of content_default.
content_loc7 Spanish Latin America localization of content_default.
content_loc8 Russian localization of content_default.
sound A sound from SoundEntries.dbc to be played.
type Type of text (Say/Yell/Text emote/Whisper/Boss whisper/zone yell).
language A text language from Languages.dbc
emote An emote from Emotes.dbc. Only source of text will play this emote (not target, if target are defined in DoScriptText)
comment This is a comment using the Creature ID of NPC using it.

Note: Fields content_loc1 to content_loc8 are NULL values by default and are handled by separate localization projects.

Text Types (type)

Below is the list of current text types that texts tables can handle.

ID Internal name Description
0 CHAT_TYPE_SAY Displayed as a Say (Speech Bubble).
1 CHAT_TYPE_YELL Displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID.
2 CHAT_TYPE_TEXT_EMOTE Displayed as a text emote in orange in the chat log.
3 CHAT_TYPE_BOSS_EMOTE Displayed as a text emote in orange in the chat log (Used only for specific Bosses).
4 CHAT_TYPE_WHISPER Displayed as a whisper to the player in the chat log.
5 CHAT_TYPE_BOSS_WHISPER Displayed as a whisper to the player in the chat log (Used only for specific Bosses).
6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone.

Language Types (language)

This is the race language that the text is native to. Below is the list of current language types that are allowed.

ID Internal Name Description
0 UNIVERSAL Understood by all races.
1 ORCISH Understood only by Horde races.
2 DARNASSIAN Understood only by the Night Elf race.
3 TAURAHE Understood only by the Tauren race.
6 DWARVISH Understood only by the Dwarf race.
7 COMMON Understood only by Alliance races.
8 DEMONIC Understood only by the Demon race (Not Implemented).
9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented).
10 THALASSIAN Understood only by the Blood Elf race.
11 DRACONIC Understood only by the Dragon race.
12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals)
13 GNOMISH Understood only by the Gnome race.
14 TROLL Understood only by the Troll race.
33 GUTTERSPEAK Understood only by the Undead race.

Event Types

This is the list of available Event Types EventAI is able to handle. Each event type has its own specific interpretation of the parameters that accompany it. Parameters are always read in the ascending order (from Param1 to Param3).

NOTE: Events will not repeat until the creature exits combat or unless EFLAG_REPEATABLE value is set in Event Flags. Some events such as EVENT_T_AGGRO, EVENT_T_DEATH, EVENT_T_SPAWNED, and EVENT_T_EVADE cannot repeat even if EFLAG_REPEATABLE value is set.

| Internal Name | Event Param Usage (Param1, Param2, Param3, Param4) | Description

---| ----------------------------- | ----------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- 0 | EVENT_T_TIMER_IN_COMBAT | InitialMin, InitialMax, RepeatMin, RepeatMax | Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4), EXPIRES ONLY IN COMBAT. 1 | EVENT_T_TIMER_OOC | InitialMin, InitialMax, RepeatMin, RepeatMax | Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4), EXPIRES ONLY OUT OF COMBAT BUT NOT DURING EVADE. 2 | EVENT_T_HP | HPMax%, HPMin%, RepeatMin, RepeatMax | Expires when the NPC's HP% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 3 | EVENT_T_MANA | ManaMax%, ManaMin%, RepeatMin, RepeatMax | Expires when the NPC's Mana% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 4 | EVENT_T_AGGRO | NONE | Expires ONLY upon the NPC's INITIAL Aggro at the Start of Combat (Does NOT Repeat) and Only Resets on Spawn or Evade. 5 | EVENT_T_KILL | RepeatMin, RepeatMax | Expires upon Killing a Player. Will Repeat Check between (Param1) and (Param2). This Event Will Not Trigger Again Until Repeat Timer Expires 6 | EVENT_T_DEATH | NONE | Expires on the NPC's Death. (This Triggers At The Moment The NPC Dies) 7 | EVENT_T_EVADE | NONE | Expires at the moment the Creature EnterEvadeMode() and Exits Combat. 8 | EVENT_T_SPELLHIT | SpellID, Schoolmask, RepeatMin, RepeatMax | Expires upon Spell Hit of the NPC. When (param1) is set, it is the specific Spell ID used as the trigger. With (param2) specified, the expiration is limited to specific spell schools (-1 for all) and Spell ID value is ignored. Will repeat Event Conditions Check between every (Param3) and (Param4). Only A Spell ID or Spell School may be Specified but NOT both. 9 | EVENT_T_RANGE | MinDist, MaxDist, RepeatMin, RepeatMax | Expires when the Highest Threat Target Distance is Greater than (Param1) and Less than (Param2). Will repeat between every (Param3) and (Param4) if Event Conditions Are Still Met. 10 | EVENT_T_OOC_LOS | Hostile-or-Not, MaxAllowedRange, RepeatMin, RepeatMax | Expires when a unit moves within distance (MaxAllowedRange) of the NPC. If (Param1) is 0 it will expire only when unit is hostile, If (Param1) is 1 it will expire only when unit is friendly. This depends generally on faction relations. Will repeat every (Param3) and (Param4). Does NOT expire when the NPC is in combat. 11 | EVENT_T_SPAWNED | NONE | Expires on initial spawn and respawn of the NPC (Useful for setting Ranged Movement/Summoning Pets/Applying Buffs). 12 | EVENT_T_TARGET_HP | HPMax%, HPMin%, RepeatMin, RepeatMax | Expires when current target's HP% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4)If Event Conditions Are Still Met. 13 | EVENT_T_TARGET_CASTING | RepeatMin, RepeatatMax | Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2) If Event Conditions Are Still Met. 14 | EVENT_T_FRIENDLY_HP | HPDeficit, Radius, RepeatMin, RepeatMax | Expires when a friendly unit in (Radius) has at least (Param1) HP points missing. Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 15 | EVENT_T_FRIENDLY_IS_CC | DispelType, Radius, RepeatMin, RepeatMax | Expires when a friendly unit is crowd controlled within the given Radius (Param2). Will repeat every (Param3) and (Param4). 16 | EVENT_T_FRIENDLY_MISSING_BUFF | SpellId, Radius, RepeatMin, RepeatMax | Expires when a friendly unit is missing aura(s) given by a spell (Param1) within Radius (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 17 | EVENT_T_SUMMONED_UNIT | CreatureId, RepeatMin, RepeatMax | Expires after creature with entry = (Param1) is spawned (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 18 | EVENT_T_TARGET_MANA | ManaMax%, ManaMin%, RepeatMin, RepeatMax | Expires when current target's Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 21 | EVENT_T_REACHED_HOME | NONE | Expires when a creature reaches it's home (spawn) location after evade. This is commonly used for NPC's who Stealth once reaching their Spawn Location 22 | EVENT_T_RECEIVE_EMOTE | EmoteId, Condition, CondValue1, CondValue2 | Expires when a creature receives an emote with emote text id ("enum TextEmotes" from SharedDefines.h in Mangos Source) in (Param1). Conditions can be defined (Param2) with optional values (Param3,Param4), see (enum ConditionType) in ObjectMgr.h (Mangos Source). 23 | EVENT_T_AURA | SpellID, AmountInStack, RepeatMin, RepeatMax | Expires when a creature has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 24 | EVENT_T_TARGET_BUFFED | SpellID, AmountInStack, RepeatMin, RepeatMax | Expires when a target unit has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 25 | EVENT_T_SUMMONED_JUST_DIED | CreatureId, RepeatMin, RepeatMax | Expires after creature with entry = (Param1) is die (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 26 | EVENT_T_SUMMONED_JUST_DESPAWN | CreatureId, RepeatMin, RepeatMax | Expires before creature with entry = (Param1) is despawn (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 27 | EVENT_T_MISSING_AURA | SpellID, AmountInStack, RepeatMin, RepeatMax | Expires when a creature not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 28 | EVENT_T_TARGET_MISSING_AURA | SpellID, AmountInStack, RepeatMin, RepeatMax | Expires when a target unit not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 29 | EVENT_T_TIMER_GENERIC | InitialMin, InitialMax, RepeatMin, RepeatMax | Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4). 30 | EVENT_T_RECEIVE_AI_EVENT | AIEventType, Sender-Entry, unused, unused | Expires when the creature receives an AIEvent of type (Param1), sent by creature (Param2 != 0). If (Param2 = 0) then sent by any creature 31 | EVENT_T_ENERGY | EnergyMax%, EnergyMin%, RepeatMin, RepeatMax Expires when the NPC's Energy% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met.

Action Types

This is a list of action types that EventAI is able to handle. Each event type has it's own specific interpretation of it's parameters, just like Events. For all ACTION_T_RANDOM Actions, When a Particular Param is selected for the Event... The SAME Param # is selected for all 3 actions when Event is triggered.

| Internal name | Param usage | Description

-- | ------------------------------------ | ----------------------------- | --------------------------------------------------------------------------------------------------------------------------- 0 | ACTION_T_NONE | No Action | Does nothing. 1 | ACTION_T_TEXT | -TextId1, -TextId2, -TextId3 | Displays the specified -TextId. When -TextId2 and -TextId3 are specified, the selection will be Randomized between 1,2 or 3. Text ID's are defined, along with other options for the text, in creature_ai_texts table. Below is detailed Text Information. All text ID values for EventAI MUST be negative. 2 | ACTION_T_SET_FACTION | FactionId, Flags | Changes faction for a creature. When param1 is zero, creature will revert to it's default faction. Flags will determine when faction is restored to default (evade, respawn etc) 3 | ACTION_T_MORPH_TO_ENTRY_OR_MODEL | CreatureEntry, ModelId | Sets either model from creature_template.entry (Param1) OR explicit modelId (Param2) for the NPC. If (Param1) AND (Param2) are both 0, NPC will demorph and revert to the default model (as specified in creature_template). 4 | ACTION_T_SOUND | SoundId | NPC Plays a specified Sound ID. 5 | ACTION_T_EMOTE | EmoteId | NPC Does a specified Emote ID. 6 | UNUSED | UNUSED | UNUSED 7 | UNUSED | UNUSED | UNUSED 8 | UNUSED | UNUSED | UNUSED 9 | ACTION_T_RANDOM_SOUND | SoundId1, SoundId2, SoundId3 | NPC Plays a Random Sound ID (Random Selects Param1, Param2 or Param3) 2 10 | ACTION_T_RANDOM_EMOTE | EmoteId1, EmoteId2, EmoteId3 | NPC Emotes a Random Emote ID (Random Selects Param1, Param2 or Param3) 2 11 | ACTION_T_CAST | SpellId, Target, CastFlags | Casts spell (Param1) on a target (Param2) using cast flags (Param3) --> Specified Below 12 | ACTION_T_SUMMON | CreatureID, Target, Duration | Summons a Creature ID (Param1) for (Param3) duration after Evade (In MS) and orders it to attack (Param2) target (specified below). Spawns on top of NPC who summons it. 13 | ACTION_T_THREAT_SINGLE_PCT | Threat%, Target | Modifies a threat by (Param1) percent on a target (Param2). 14 | ACTION_T_THREAT_ALL_PCT | Threat% | Modifies a threat by (Param1) on all targets in the threat list (using -100% here will result in full aggro dump). 15 | ACTION_T_QUEST_EVENT | QuestID, Target | Calls AreaExploredOrEventHappens with (Param1) for a target in (Param2). 16 | ACTION_T_QUEST_CASTCREATUREGO | CreatureID, SpellId, Target | Sends CastCreatureOrGo for a creature specified by CreatureId (Param1) with provided spell id (Param2) for a target in (Param3). 17 | ACTION_T_SET_UNIT_FIELD | Field_Number, Value, Target | Sets a unit field (Param1) to provided value (Param2) on a target in (Param3). 18 | ACTION_T_SET_UNIT_FLAG | Flags, Target | Sets flag (flags can be used together to modify multiple flags at once) on a target (Param2). 19 | ACTION_T_REMOVE_UNIT_FLAG | Flags, Target | Removes flag on a target (Param2). 20 | ACTION_T_AUTO_ATTACK | AllowAutoAttack | Stop melee attack when (Param1) is zero, otherwise continue attacking / allow melee attack. 21 | ACTION_T_COMBAT_MOVEMENT | AllowCombatMovement | Stop combat based movement when (Param1) is zero, otherwise continue/allow combat based movement (targeted movement generator). 22 | ACTION_T_SET_PHASE | Phase | Sets the current phase to (Param1). 23 | ACTION_T_INC_PHASE | Value | Increments the phase by (Param1). May be negative to decrement, but should not be zero. 24 | ACTION_T_EVADE | No parameters | Forces the creature to evade, wiping all threat and dropping combat. 25 | ACTION_T_FLEE_FOR_ASSIST | No parameters | Causes the creature to flee for assistance (often at low health). 26 | ACTION_T_QUEST_EVENT_ALL | QuestId | Calls GroupEventHappens with (Param1). Only used if it's expected event should call quest completion for all players in a current party. 27 | ACTION_T_CASTCREATUREGO_ALL | QuestId, SpellId | Calls CastedCreatureOrGo for all players on the threat list with quest id specified in (Param1) and spell id in (Param2). 28 | ACTION_T_REMOVEAURASFROMSPELL | Target, Spellid | Removes all auras on a target (Param1) caused by a spell (Param2). 29 | ACTION_T_RANGED_MOVEMENT | Distance, Angle | Changes the movement generator to a ranged type. (note: default melee type can still be set by using 0 as angle and 0 as distance). 30 | ACTION_T_RANDOM_PHASE | PhaseId1, PhaseId2, PhaseId3 | Sets a phase to a specified id(s) 2 31 | ACTION_T_RANDOM_PHASE_RANGE | PhaseMin, PhaseMax | Sets a phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). PhaseMax must be greater than PhaseMin. 32 | ACTION_T_SUMMON_ID | CreatureID, Target, SummonID | Summons a creature (Param1) to attack target (Param2) at location specified by EventAI_Summons (Param3). 33 | ACTION_T_KILLED_MONSTER | CreatureID, Target | Calls KilledMonster (Param1) for a target (Param2). 34 | ACTION_T_SET_INST_DATA | Field, Data | Calls ScriptedInstance::SetData with field (Param1) and data (Param2). 35 | ACTION_T_SET_INST_DATA64 | Field, Target | Calls ScriptedInstance::SetData64 with field (Param1) and target's GUID (Param2). 36 | ACTION_T_UPDATE_TEMPLATE | TemplateId, Team | Changes a creature's template to (Param1) with team = Alliance or Horde when (Param2) is either false or true respectively. 37 | ACTION_T_DIE | No parameters | Kills the creature 38 | ACTION_T_ZONE_COMBAT_PULSE | No parameters | Puts all players within an instance into combat with the creature. Only works when a creature is already in combat. Doesn't work outside instances. 39 | ACTION_T_CALL_FOR_HELP | Radius | Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target. 40 | ACTION_T_SET_SHEATH | Sheath | Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon). 41 | ACTION_T_FORCE_DESPAWN | Delay | Despawns the creature, if delay = 0 immediate otherwise will despawn after delay time set in Param1 (in ms). 42 | ACTION_T_SET_INVINCIBILITY_HP_LEVEL | HP_Level, HP_Percent | Set min. health level for creature that can be set at damage as flat value or percent from max health 43 | ACTION_T_MOUNT_TO_ENTRY_OR_MODEL | CreatureEntry, ModelId | Set mount model from creature_template.entry (Param1) OR explicit modelId (Param2). If (Param1) AND (Param2) are both 0, unmount. 44 | ACTION_T_CHANCED_TEXT | Chance, -TextId1, -TextId2 | Displays by Chance (1..100) the specified -TextId. When -TextId2 is specified, the selection will be randomized. Text types are defined, along with other options for the text, in a table below. Param2 and Param3 needs to be negative. 45 | ACTION_T_THROW_AI_EVENT | EventType, Radius | Throws an AIEvent of type (Param1) to nearby friendly Npcs in range of (Param2) 46 | ACTION_T_SET_THROW_MASK | EventTypeMask | Marks for which AIEvents the npc will throw AIEvents on its own. 47 | ACTION_T_SET_STAND_STATE | StandState | Set the unit stand state (Param1) of the current creature. 48 | ACTION_T_CHANGE_MOVEMENT | MovementType, WanderDistance | Change the unit movement type (Param1). If the movement type is Random Movement (1), the WanderDistance (Param2) must be provided. 49 | ACTION_T_SUMMON_UNIQUE | CreatureID, Target, SummonID | Only summons a creature when not already spawned (Param1) to attack target (Param2) at location specified by EventAI_Summons (Param3). Preventing multiple spawns of unique creatures. 50 | ACTION_T_EMOTE_TARGET | EmoteId, TargetGuid |

Event Types: Expanded and Detailed Information

  • COMBAT ONLY - Means that this event will only trigger during combat.
  • OUT OF COMBAT ONLY - Means that this event will only trigger while out of combat.
  • BOTH - This event can trigger both in and out of combat.

Events that do not have labels on them are events that are directly involved with the in and out of combat state.

0 = EVENT_T_TIMER_IN_COMBAT

  • Parameter 1: InitialMin - Minimum Time used to calculate Random Initial Expire
  • Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on. This is commonly used for spells that repeat cast during combat (Simulates Spell Cool-down).

1 = EVENT_T_TIMER_OOC

  • Parameter 1: InitialMin - Minimum Time used to calculate Random Initial Event Expire
  • Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Event Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

OUT OF COMBAT ONLY (Not while evading) - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on. This is commonly used for events that occur and repeat outside of combat like random NPC Say or Random Emotes.

2 = EVENT_T_HP

  • Parameter 1: HPMax% - Maximum HP% That will trigger this Event to Expire
  • Parameter 2: HPMin% - Minimum HP% That will trigger this Event to Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

BOTH - Expires when HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). This is commonly used for events that occur at a specific HP% Range (Such as Heal/Enrage Spells or NPC's that Flee). NOTE: For Repeat Events the Repeat Timer ONLY Re-Check's Event Conditions to see If HP% Is Between Max and Min. If it is then Event will Expire again.

3 = EVENT_T_MANA

  • Parameter 1: ManaMax% - Maximum Mana% That will trigger this Event to Expire
  • Parameter 2: ManaMin% - Minimum Mana% That will trigger this Event to Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

BOTH - Expires once Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). This is commonly used for events where an NPC low on Mana will do something (Such as stop casting spells and switch to melee).

4 = EVENT_T_AGGRO

COMBAT ONLY - This Event Expires upon Initial Aggro (This Event does not occur again until NPC either Evades/Re-spawns and then Enters Combat Again).

5 = EVENT_T_KILL

  • Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

COMBAT ONLY - Expires upon killing a player. Will repeat every (Param1) and (Param2). This Event Expires upon killing a player. It is commonly used for NPC's who yell or do something after killing a player. Normally use a short repeating timer is advisable. NOTE: For Repeat Events the Repeat Timer ONLY Re-Check's Event Conditions to see If another Player Kill has occurred. So After Repeat Min/Max Player Kill Event can occur again.

6 = EVENT_T_DEATH

BOTH - This Event Expires upon Death of the Scripted NPC. This is normally only used in combat though. This is commonly used for NPC's who have a Yell or Spell Cast when they Die.

7 = EVENT_T_EVADE

COMBAT ONLY - This Event Expires when the Scripted NPC Evades Combat (EnterEvadeMode). This is commonly used for NPC's who use phases, allows you to reset their phase to 0 on evade to prevent possible strange behavior on Re-Aggro.

8 = EVENT_T_SPELLHIT

  • Parameter 1: SpellID - The Spell ID that will trigger the Event to occur (NOTE: If you use Spell School as the trigger ALWAYS set this value to 0)
  • Parameter 2: School - Spell School to trigger the Event (NOTE: If you use a SpellID then ALWAYS set this value to -1) - See Below for Spell School Bit mask Values
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

BOTH - Expires on Spell-hit. If (param1) is set it will only expire on that SPECIFIC Spell OR If (param2) is set it will only expire on Spells of that School. Will repeat every (Param3) and (Param4). This Event is commonly used for NPC's who can do special things when you cast a spell (Or specific spell) on them. NOTE: For Repeat Events the Repeat Timer ONLY Re-Check's Event Conditions to see If another Spell-hit has occurred. So After Repeat Min/Max expires Spell-hit Event can occur again.

Name School School Bit mask Values
SPELL_SCHOOL_NORMAL 0 1
SPELL_SCHOOL_HOLY 1 2
SPELL_SCHOOL_FIRE 2 4
SPELL_SCHOOL_NATURE 3 8
SPELL_SCHOOL_FROST 4 16
SPELL_SCHOOL_SHADOW 5 32
SPELL_SCHOOL_ARCANE 6 64

Use These Bit mask Values For Schoolmask (Param2) or Any Combinations Of These School Bit masks for Multiple Schools.

9 = EVENT_T_RANGE

  • Parameter 1: MinDist - This Distance is the Minimum Distance between the NPC and it's target to allow this Event to Expire
  • Parameter 2: MaxDist - This Distance is the Maximum Distance between the NPC and it's target to allow this Event to Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires when the highest threat target distance is greater than (Param1) and less than (Param2). Will repeat every (Param3) and (Param4). This Event is commonly used for NPC's who have Ranged Combat and will Throw/Shoot between a certain distance.

10 = EVENT_T_OOC_LOS

  • Parameter 1: Hostile-or-Not - This will expire if Unit are hostile. If Param1=1 it will only expire if Unit are not Hostile(generally determined by faction)
  • Parameter 2: MaxAllowedRange - Expires when a Unit moves within this distance to creature
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

OUT OF COMBAT ONLY This Event is commonly used for NPC's who do something or say something to you when you walk past them Out of Combat.

11 = EVENT_T_SPAWNED

Expires at initial spawn and at creature respawn. This Event is commonly used for setting ranged movement type or Summoning a Pet on Spawn

  • Parameter 1: 0: works always, 1: works on map in Parameter 2, 2: works on zone/sub-zone in Parameter 2
  • Parameter 2: depends on Parameter 1: for 1 it is map ID, for 2 it is area ID to check

BOTH - Expires in or out of combat when the NPC Spawns This Event is commonly used for NPC's who cast a spell or do something special when they spawn. This event is not repeatable so it is a one time event on Spawn.

12 = EVENT_T_TARGET_HP

  • Parameter 1: HPMax% - Maximum HP% That this Event will Expire
  • Parameter 2: HPMin% - Minimum HP% That this Event will Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires when Current NPC's Target's HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). This Event is commonly used for NPC's who have a special ability (Like Execute) that only casts when a Player HP is low.

13 = EVENT_T_TARGET_CASTING

  • Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2). This event is commonly used for NPC's who will cast a counter spell when their target starts to cast a spell.

14 = EVENT_T_FRIENDLY_HP

  • Parameter 1: HPDeficit - This is the Amount of HP Missing from Full HP to trigger this event (You would need to calculate the amount of HP the event happens and subtract that from Full HP Value to get this number)
  • Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing amount of HP in Param1.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires when a friendly unit in radius(param2) has at least (param1) hp missing. Will repeat every (Param3) and (Param4). This is commonly used when an NPC in Combat will heal a nearby Friendly NPC in Combat with a Heal/Renew Spell.

15 = EVENT_T_FRIENDLY_IS_CC

  • Parameter 1: DispelType - Dispel Type to trigger the event - See Below for Dispel Bit mask Values
  • Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies being Crowd Controlled
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY - Expires when a friendly unit is Crowd controlled within the given radius (param2). Will repeat every (Param3) and (Param4). This is commonly used for NPC's who can come to the rescue of other Friendly NPC's if being Crowd Controlled

16 = EVENT_T_FRIENDLY_MISSING_BUFF

  • Parameter 1: SpellId - This is the SpellID That the Aura Check will look for (If it is missing this Aura)
  • Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing Aura.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires when a friendly unit is missing aura's given by spell (param1) within radius (param2). Will repeat every (Param3) and (Param4). This is commonly used for NPC's who watch friendly units for a debuff to end so they can recast it on them again.

17 = EVENT_T_SUMMONED_UNIT

  • Parameter 1: CreatureId - The CreatureID that the NPC is watching to spawn to trigger this event
  • Parameter 2: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 3: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires after creature with entry(Param1) is spawned or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) . This is commonly used for NPC's who will do something special once another NPC is summoned. Usually used is Complex Scripts or Special Events.

21 = EVENT_T_REACHED_HOME

Expires only when creature has returned to it's home location after Evade. Out of combat event. Most commonly used to cast spells that can not be casted in EVENT_T_EVADE and other effects that does not fit in while still running back to spawn/home location.

22 = EVENT_T_RECEIVE_EMOTE

  • Parameter 1: EmoteId - Valid text emote ID from Mangos source (SharedDefines.h - enum TextEmotes)
  • Parameter 2: Condition - Conditions based on /src/game/ObjectMgr.h - enum ConditionType
  • Parameter 3: CondValue1 -
  • Parameter 4: CondValue2 -

Expires only when creature receive emote from player. Valid text emote id's are in Mangos source (SharedDefines.h - enum TextEmotes) Event does not require any conditions to process, however many are expected to have condition.

23 = EVENT_T_AURA

  • Parameter 1: SpellId - This is the SpellID That the Aura Check will look for
  • Parameter 2: Amount - This is the amount of SpellID's auras at creature required for event expire.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

24 = EVENT_T_TARGET_BUFFED

  • Parameter 1: SpellId - This is the SpellID That the Aura Check will look for
  • Parameter 2: Amount - This is the amount of SpellID's auras at target unit required for event expire.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

EventAI use conditions from available in Mangos (enum ConditionType)

Current implemented conditions

Condition Object Value
CONDITION_NONE (0) 0 0
CONDITION_AURA (1) spell_id effindex
CONDITION_ITEM (2) item_id count
CONDITION_ITEM_EQUIPPED (3) item_id count
CONDITION_ZONEID (4) zone_id 0
CONDITION_REPUTATION_RANK (5) faction_id min_rank
CONDITION_TEAM (6) player_team 0 (469-Alliance / 67-Horde)
CONDITION_SKILL (7) skill_id min_skill_value
CONDITION_QUESTREWARDED (8) quest_id 0, if quest are rewarded
CONDITION_QUESTTAKEN (9) quest_id 0, while quest active(incomplete)
CONDITION_ACTIVE_EVENT (12) event_id 0, note this is id from dbc, also defined in Mangos source(enum HolidayIds) NOT id of game_event in database

25 = EVENT_T_SUMMONED_JUST_DIED

  • Parameter 1: CreatureId - The CreatureID that the NPC is watching die to trigger this event
  • Parameter 2: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 3: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires after creature with entry(Param1) is die or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) . This is commonly used for NPC's who will do something special once another NPC is die. Usually used is Complex Scripts or Special Events.

26 = EVENT_T_SUMMONED_JUST_DESPAWN

  • Parameter 1: CreatureId - The CreatureID that the NPC is watching despawn to trigger this event
  • Parameter 2: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 3: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires before creature with entry(Param1) is despawned or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) . This is commonly used for NPC's who will do something special once another NPC is despawn. Usually used is Complex Scripts or Special Events. NOTE: called before despawn happens, so summoned creature still in world at expire moment.

27 = EVENT_T_MISSING_BUFF

  • Parameter 1: SpellId - This is the SpellID That the Aura Check will look for to be missing
  • Parameter 2: Amount - This is the amount or less of SpellID's auras at creature required for event expire.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

28 = EVENT_T_TARGET_MISSING_AURA

  • Parameter 1: SpellId - This is the SpellID That the Aura Check will look for to be missing
  • Parameter 2: Amount - This is the amount or less of SpellID's auras at creature required for event expire.
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

29 = EVENT_T_TIMER_GENERIC

  • Parameter 1: InitialMin - Minimum Time used to calculate Random Initial Expire
  • Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

IN COMBAT and OUT OF COMBAT - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on.

30 = EVENT_T_RECEIVE_AI_EVENT

  • Parameter 1: AIEventType - Only expire when an AIEvent of this type is received. Supported types see CreatureAI.h enum AIEventType
  • Parameter 2: Sender-Entry - If != 0 then only expire when the AIEvent is received from a creature of this entry

Note: This is the only EVENT where the target-type TARGET_T_EVENT_SENDER (10) is defined

31 = EVENT_T_ENERGY:

  • Parameter 1: EnergyMax% - Maximum Energy% That will trigger this Event to Expire
  • Parameter 2: EnergyMin% - Minimum Energy% That will trigger this Event to Expire
  • Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Event Expire
  • Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Event Expire

BOTH - Expires once Energy% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). This is commonly used for events where an NPC low on Energy will do something (Such as stop casting spells and switch to melee).

Action types

1 = ACTION_T_TEXT

  • Parameter 1: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts). Entry are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote) Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc). In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale.
  • Parameter 2: Optional. TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two.
  • Parameter 3: Optional, if Parameter 2 exist. In this case, eventAI will randomize between three.

Read at bottom for documentation of creature_ai_texts-table.

2 = ACTION_T_SET_FACTION

  • Parameter 1: FactionId from Faction.dbc OR 0. Changes faction for creature. If 0, creature will revert to it's default faction if previously changed.
  • Parameter 2: When Parameter 1 is not 0, flags can be used to restore default faction at certain events. Current supported, from enum TemporaryFactionFlags: TEMPFACTION_NONE = 0x00, // A persistent faction change and will require manual change 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 scripte among others) TEMPFACTION_RESTORE_REACH_HOME = 0x04, // ... at reaching home in home movement (evade), if not already done at CombatStop()

3 = ACTION_T_MORPH_TO_ENTRY_OR_MODEL

  • Parameter 1: Creature entry from creature_template. Action will then change to the model this creature are using.
  • Parameter 2: If parameter 1 is 0, then this modelId will be used (in case parameter 1 exist, parameter 2 will not be used)

If both parameter 1 and 2 is 0, the creature will DeMorph, and use it's default model.

4 = ACTION_T_SOUND

  • Parameter 1: The Sound ID to be played. (Sound IDs are contained in the DBC files.)

The creature will play the specified sound. This is commonly used for Bosses who Yell and then also have a Voice for the same thing.

5 = ACTION_T_EMOTE

  • Parameter 1: The Emote ID that the creature should perform. (Emote IDs are also contained in the DBC but they can be found in the mangos source as well).

The creature will perform a visual emote. Unlike a text emote, a visual emote is one where the creature will actually move or perform a gesture. This is commonly used for NPC's who may perform a special action (Salute, Roar, etc...). Not all player emotes work for creature models.

6 = ACTION_T_RANDOM_SAY

UNUSED Can be reused to create new action type

7 = ACTION_T_RANDOM_YELL

UNUSED Can be reused to create new action type

8 = ACTION_T_RANDOM_TEXTEMOTE

UNUSED Can be reused to create new action type

9 = ACTION_T_RANDOM_SOUND

  • Parameter 1: The Sound ID to be played as Random Choice #1.
  • Parameter 2: The Sound ID to be played as Random Choice #2.
  • Parameter 3: The Sound ID to be played as Random Choice #3.

Similar to the ACTION_T_SOUND action, it will choose at random a sound to play.

10 = ACTION_T_RANDOM_EMOTE

  • Parameter 1: The Emote ID to be played as Random Choice #1.
  • Parameter 2: The Emote ID to be played as Random Choice #2.
  • Parameter 3: The Emote ID to be played as Random Choice #3.

Similar to the ACTION_T_EMOTE action, it will choose at random an Emote to Visually Perform.

11 = ACTION_T_CAST

  • Parameter 1: SpellId - The Spell ID to use for the NPC to cast. The value used in this field needs to be a valid Spell ID.
  • Parameter 2: Target - The Target Type defining who the creature should cast the spell at. The value in this field needs to be a valid Target Type as specified in the reference tables below.
  • Parameter 3: CastFlags - See Table Below for Cast Flag Bit mask Values. If you are unsure what to set this value at leave it at 0.

The creature will cast a spell specified by a spell ID on a target specified by the target type. If the spell is normal cast, random target types will select only targets within LOS and in spell range This is commonly used for NPC's who cast spells.

12 = ACTION_T_SUMMON

  • Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID.
  • Parameter 2: Target - The Target Type defining who the Summoned creature will attack once spawned. The value in this field needs to be a valid Target Type as specified in the reference tables below.
  • Parameter 3: Duration - The duration until the summoned creature should be unsummoned AFTER Combat ends. The value in this field is in milliseconds or 0.

The NPC will Summon another cast flag 0 will work for you creature at the same spot as itself that will attack the specified target.

NOTE: Almost all Creature Summons have proper Summon Spells that should be used when possible. This Action is a powerful last resort option only to be used if nothing else works. NOTE: Using Target Type 0 will cause the Summoned creature to not attack anyone. NOTE: If Duration is set at 0, then the summoned creature will not despawn until it has died.

This is used as a manual way to force an NPC to Summon.

NOTE: THIS ONLY WORKS IN COMBAT

13 = ACTION_T_THREAT_SINGLE_PCT

  • Parameter 1: Threat% - Threat percent that should be modified. The value in this field can range from -100 to +100. If it is negative, threat will be taken away and if positive, threat will be added.
  • Parameter 2: Target - The Target Type defining on whom the threat change should occur. The value in this field needs to be a valid target type as specified in the reference tables below.

This action will modify the threat of a target in the creature's threat list by the specified percent. This is commonly used to allow an NPC to adjust the Threat to a single player.

14 = ACTION_T_THREAT_ALL_PCT

  • Parameter 1: Threat% - The percent that should be used in modifying everyone's threat in the creature's threat list. The value here can range from -100 to +100.

This action will modify the threat for everyone in the creature's threat list by the specified percent.

NOTE: Using -100 will cause the creature to reset everyone's threat to 0 so that everyone has the same amount of threat. It will NOT remove anyone from the threat list.

This is commonly used to allow an NPC to drop threat for all players to zero.

15 = ACTION_T_QUEST_EVENT

  • Parameter 1: QuestID - The Quest Template ID. The value here must be a valid quest template ID. Furthermore, the quest should have SpecialFlags | 2 as it would need to be completed by an external event which is the activation of this action.
  • Parameter 2: Target - The Target Type defining whom the quest should be completed for. The value in this field needs to be a valid target type as specified in the reference tables below.

This action will satisfy the external completion requirement for the quest for the specified target defined by the target type. NOTE: This action can only be used with player targets so it must be ensured that the target type will point to a player. This is commonly used for Quests where only ONE player will gain credit for the quest.

16 = ACTION_T_CASTCREATUREGO

  • Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID.
  • Parameter 2: SpellID - The Spell ID to use to simulate the cast. The value used in this field needs to be a valid Spell ID.
  • Parameter 3: Target - The Target Type defining whom the quest credit should be given to. The value in this field needs to be a valid target type as specified in the reference tables below.

This action will call CastedCreatureOrGO() function for the player. It can be used to give quest credit for casting a spell on the creature. This is commonly used for NPC's who have a special requirement to have a Spell cast on them to complete a quest.

17 = ACTION_T_SET_UNIT_FIELD

  • Parameter 1: Field_Number - The index of the Field Number to be changed. Use (http://wiki.udbforums.org/index.php/Character_data) for a list of indexes and what they control. Creatures only contain the OBJECT_FIELD_* and UNIT_FIELD_* fields. They do not contain the PLAYER_FIELD_* fields.
  • Parameter 2: Value - The new value to be put in the field.
  • Parameter 3: Target - The Target Type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below.

When activated, this action can change the target's unit field values. More information on the field value indexes can be found at (http://wiki.udbforums.org/index.php/Character_data)

18 = ACTION_T_SET_UNIT_FLAG

  • Parameter 1: Flags - The flag(s) to be set. Multiple flags can be set by using bitwise-OR on them (adding them together).
  • Parameter 2: Target - The Target Type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below.

When activated, this action changes the target's flags by adding (turning on) more flags. For example, this action can make the creature unattackable/unselectable if the right flags are used.

19 = ACTION_T_REMOVE_UNIT_FLAG

  • Parameter 1: Flags - The flag(s) to be removed. Multiple flags can be set by using bitwise-OR on them (adding them together).
  • Parameter 2: Target - The target type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below.

When activated, this action changes the target's flags by removing (turning off) flags. For example, this action can make the creature normal after it was unattackable/unselectable if the right flags are used.

20 = ACTION_T_AUTO_ATTACK

  • Parameter 1: AllowAutoAttack - If zero, then the creature will stop its melee attacks. If non-zero, then the creature will either continue its melee attacks (the action would then have no effect) or it will start its melee attacks on the target with the top threat if its melee attacks were previously stopped.

This action controls whether or not the creature should stop or start the auto melee attack. NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values (0 = Stop Melee, 1 = Start Melee). This is commonly used in combination with EVENT_T_RANGE and ACTION_T_COMBAT_MOVEMENT for Ranged Combat for Mages and Spell Casters.

21 = ACTION_T_COMBAT_MOVEMENT

  • Parameter 1: If zero, then the creature will stop moving towards its victim (if its victim gets out of melee range) and will be stationary. If non-zero, then the creature will either continue to follow its victim (the action would have no effect) or it will start to follow the target with the top threat if its movement was disabled before.
  • Parameter 2: If non-zero, then stop melee combat state (if param1=0) or start melee combat state (if param1!=0) and creature in combat with selected target.

This action controls whether or not the creature will always move towards its target. NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values. (0 = Stop Movement, 1 = Start Movement) This is commonly used with EVENT_T_RANGE and ACTION_T_AUTO_ATTACK for NPC's who engage in Ranged Combat (Either Spells or Ranged Attacks) Parameter 2 specially used for ranged combat proper client side visual show ranged weapon in proper state.

22 = ACTION_T_SET_PHASE

  • Parameter 1: The new phase to set the creature in. This number must be an integer between 0 and 31. Numbers outside of that range will result in an error.

When activated, this action sets the creature's event to the specified value. NOTE: The creature's current Phase is NOT reset at creature evade. You must manually set the phase back to 0 at EVENT_T_RESET. NOTE: The value used for the Param is the actual Phase Number (Not The Event_Inverse_Phase_Mask) This is commonly used for complex scripts with several phases and you need to switch to a different phase.

23 = ACTION_T_INC_PHASE

  • Parameter 1: Value - The number of phases to increase or decrease. Use negative values to decrease the current phase.

When activated, this action will increase (or decrease) the current creature's phase. NOTE: After increasing or decreasing the phase by this action, the current phase must NOT be lower than 0 or exceed 31. This can be used instead of ACTION_T_SET_PHASE to change phases in scripts. Just a user friendly option for changing phases.

24 = ACTION_T_EVADE

When activated, the creature will immediately exit out of combat, clear its threat list, and move back to its spawn point. Basically, this action will reset the whole encounter. NOTE: All Param Values Are 0 for this Action.

25 = ACTION_T_FLEE

When activated, the creature will flee from combat for assistance from nearby NPC's if possible. NOTE: All Param Values Are 0 for this Action.

26 = ACTION_T_QUEST_EVENT_ALL

  • Parameter 1: QuestId - The quest ID to finish for everyone.

This action does the same thing as the ACTION_T_QUEST_EVENT does but it does it for all players in the creature's threat list. NOTE: If a player is not in the NPC's threat list for whatever reason, he/she won't get the quest completed.

27 = ACTION_T_CASTCREATUREGO_ALL

  • Parameter 1: QuestId - The quest template ID.
  • Parameter 2: SpellId - The spell ID used to simulate the cast.

This action does the same thing as the ACTION_T_CASTCREATUREGO does but it does it for all players in the creature's threat list. NOTE: If a player is not in its threat list for whatever reason, he/she won't receive the cast emulation.

28 = ACTION_T_REMOVEAURASFROMSPELL

  • Parameter 1: Target - The target type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below.
  • Parameter 2: SpellId - The spell ID whose auras will be removed.

This action will remove all auras from a specific spell from the target. This is commonly used for NPC's who have an OOC Aura that is removed at combat start or a similar idea (Like Stealth or Shape Shift)

29 = ACTION_T_RANGED_MOVEMENT

  • Parameter 1: Distance - The distance the mob should keep between it and its target.
  • Parameter 2: Angle - The angle the mob should use.

This action changes the movement type generator to ranged type using the specified values for angle and distance. NOTE: Specifying zero angle and distance will make it just melee instead. This is commonly used for NPC's who always attack at range and you can specify the distance they will maintain from the target.

30 = ACTION_T_RANDOM_PHASE

  • Parameter 1: PhaseId1 - A possible random phase choice.
  • Parameter 2: PhaseId2 - A possible random phase choice.
  • Parameter 3: PhaseId3 - A possible random phase choice.

Randomly sets the phase to one from the three parameter choices. NOTE: Use -1 to specify that if this param is picked to do nothing. Random is constant between actions within an event. So if you have a random Yell and a random Sound they will match up (ex: param2 with param2) NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE. This is commonly used for Spell casting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have up to 3 phases used, otherwise use Action 31 for more then 3 phases.

31 = ACTION_T_RANDOM_PHASE_RANGE

  • Parameter 1: PhaseMin - The minimum of the phase range.
  • Parameter 2: PhaseMax - The maximum of the phase range. The number here must be greater than PhaseMin.

Randomly sets the phase between a range of phases controlled by the parameters. Sets the phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). NOTE: PhaseMax must be greater than PhaseMin. NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE. This is commonly used for Spell casting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have MORE then 3 phases used, otherwise use Action 30.

32 = ACTION_T_SUMMON

  • Parameter 1: CreatureID - The creature template ID to be summoned. The value here needs to be a valid creature template ID.
  • Parameter 2: Target - The target type defining who the summoned creature will attack. The value in this field needs to be a valid target type as specified in the reference tables below. NOTE: Using target type 0 will cause the summoned creature to not attack anyone.
  • Parameter 3: SummonID - The summon ID from the creature_ai_summons table controlling the position (and spawn time) where the summoned mob should be spawned at.

Summons creature (param1) to attack target (param2) at location specified by creature_ai_summons (param3). NOTE: Param3 Value is the ID Value used for the entry used in creature_ai_summons for this action. You MUST have an creature_ai_summons entry to use this action. This is commonly used for NPC's who need to Summon a creature at a specific location. (Normally used for complex events)

33 = ACTION_T_KILLED_MONSTER

  • Parameter 1: CreatureID - The creature template ID. The value here must be a valid creature template ID.
  • Parameter 2: Target - The target type defining whom the quest kill count should be given to. The value in this field needs to be a valid target type as specified in the reference tables below.

When activated, this action will call KilledMonster() function for the player. It can be used to give creature credit for killing a creature. In general if the quest is set to be accomplished on different creatures (e.g. "Credit" templates). NOTE: It can be ANY creature including certain quest specific triggers This is commonly used for giving the player Quest Credits for NPC kills (Many NPC's may use the same CreatureID for the Kill Credit)

34 = ACTION_T_SET_INST_DATA

  • Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script.
  • Parameter 2: Data - The value to put at that field index.

Sets data for the instance. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. This is commonly used to link an EventAI script with a existing Script Library C++ Script. You make make things happen like opening doors on specific events that happen.

Field Values: These are located in there SD2 Instance File (Example: blackrock_depths.h) And Are Clearly Defined For Specific Events Scripted In The Instance.

Name Value
NOT_STARTED 0
IN_PROGRESS 1
FAIL 2
DONE 3
SPECIAL 4

35 = ACTION_T_SET_INST_DATA64

  • Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script.
  • Parameter 2: Target - The target type to use to get the GUID that will be stored at the field index. The value in this field needs to be a valid target type as specified in the reference tables below.

Sets GUID (64 bits) data for the instance based on the target. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. Calls ScriptedInstance::SetData64 with field (param1) and data (param2) target's GUID.

36 = ACTION_T_UPDATE_TEMPLATE

  • Parameter 1: TemplateId - The creature template ID. The value here must be a valid creature template ID.
  • Parameter 2: Team - Use model_id from team : Alliance(0) or Horde (1).

This function temporarily changes creature entry to new entry, display is changed, loot is changed, but AI is not changed. At respawn creature will be reverted to original entry. Changes the creature to a new creature template of (param1) with team = Alliance if (param2) = false or Horde if (param2) = true

37 = ACTION_T_DIE

Kills the creature

This is commonly used if you need to Instakill the creature for one reason or another.

38 = ACTION_T_ZONE_COMBAT_PULSE

Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances.

39 = ACTION_T_CALL_FOR_HELP

  • Parameter 1: Radius - All friendly (not only same faction) creatures will go to help

Call any friendly creatures (if its not in combat/etc) in radius attack creature target. Mostly used when call to help more wide that normal aggro radius or auto-used call for assistance, and need apply at some event.

40 ACTION_T_SET_SHEATH

  • Parameter 1: Set Sheath State
Value Name Description
0 SHEATH_STATE_UNARMED Set No Weapon Displayed (Not Usually Used By Creatures)
1 SHEATH_STATE_MELEE Set Melee Weapon Displayed
2 SHEATH_STATE_RANGED Set Ranged Weapon Displayed

Set Sheath State For NPC. Note: SHEATH_STATE_RANGED case work in combat state only if combat not start as melee commands. This possible setup by set at event AI start (single used EVENT_T_TIMER_OOC or set ACTION_T_COMBAT_MOVEMENT 0 for creature that preferred ranged attack)

41 ACTION_T_FORCE_DESPAWN

Despawns The NPC with optional delay time (Works In or Out of Combat)

  • Parameter 1: Delay - Sets delay time until Despawn occurs after triggering the action. Time is in (ms).

42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL

  • Parameter 1: Minimum Health Level That NPC Can Reach (NPC Will Not Go Below This Value).
  • Parameter 2: Sets Format of Parameter 1 Value. 0 = Sets Parameter 1 as an exact HP value, 1 = Sets Parameter 1 as a HP Percent (0..100) of the creature's max health

NOTE: To cancel invincible You Need To Set Script For Either 0% HP or 0 HP So Then NPC Can Be Killed Again

43 ACTION_T_MOUNT_TO_ENTRY_OR_MODEL

  • Parameter 1, Optional: Set mount model from creature_template.entry
  • Parameter 2, Optional: Set mount model by explicit modelId

If (Param1) AND (Param2) are both 0, unmount.

44 = ACTION_T_CHANCED_TEXT

  • Parameter 1: Chance with which a text will be displayed (must be between 1 and 99)
  • Parameter 2: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts). Entry are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote) Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc). In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale.
  • Parameter 3: Optional TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two.

Also remark that the chance also depends on the chance of the event. And remark that a chance of 100 is useless and in this case ACTION_T_TEXT should be used.

Read at bottom for documentation of creature_ai_texts-table.

45 = ACTION_T_THROW_AI_EVENT

  • Parameter 1: EventType - What AIEvent to throw, supported types see CreatureAI.h enum AIEventType
  • Parameter 2: Radius - Throw the AIEvent to nearby friendly creatures within this range

46 = ACTION_T_SET_THROW_MASK

  • Parameter 1: EventTypeMask - Which AIEvents to throw, supported types see CreatureAI.h enum AIEventType (mask-value is 2^type)

This action sets which AIEvents a npc will throw automatically.

Mask name Value Involed creatures Source
AI_EVENT_JUST_DIED MaskValue: 0x01 Sender = Killed Npc, Invoker = Killer Sent when npc dies
AI_EVENT_CRITICAL_HEALTH MaskValue: 0x02 Sender = Hurt Npc, Invoker = DamageDealer Sent when damaged below 10% health
AI_EVENT_LOST_HEALTH MaskValue: 0x04 Sender = Hurt Npc, Invoker = DamageDealer Sent when damaged below 50% health
AI_EVENT_LOST_SOME_HEALTH MaskValue: 0x08 Sender = Hurt Npc, Invoker = DamageDealer Sent when damaged below 90% health
AI_EVENT_GOT_FULL_HEALTH MaskValue: 0x10 Sender = Healed Npc, Invoker = Healer Sent when healed to full health

So if you want an npc to throw AIEvents automatically on death and on critical health, you would set its EventTypeMask to 0x03

Target types

Below is the list of current Target types that EventAI can handle. Target types are used by certain actions and may effect actions differently

| Internal Name | Description

-- | -------------------------------------- | ----------- 0 | TARGET_T_SELF | Self Cast 1 | TARGET_T_HOSTILE | Current Target (ie: Highest Aggro) 2 | TARGET_T_HOSTILE_SECOND_AGGRO | Second Highest Aggro (Generally used for Cleaves and some special attacks) 3 | TARGET_T_HOSTILE_LAST_AGGRO | Dead Last on Aggro (no idea what this could be used for) 4 | TARGET_T_HOSTILE_RANDOM | Random Target on The Threat List 5 | TARGET_T_HOSTILE_RANDOM_NOT_TOP | Any Random Target Except Top Threat 6 | TARGET_T_ACTION_INVOKER | Unit Who Caused This Event to Occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 7 | TARGET_T_ACTION_INVOKER_OWNER | Unit who is responsible for Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 8 | TARGET_T_HOSTILE_RANDOM_PLAYER | Random Player on The Threat List 9 | TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER | Any Random Player Except Top Threat 10 | TARGET_T_EVENT_SENDER | Creature who sent a received AIEvent - only triggered by EVENT_T_RECEIVE_AI_EVENT

Cast flags

Below is the list of current Cast Flags that EventAI's spell casting can handle. Cast flags are handled bitwise. Bit 0 is Interrupt Previous, bit 1 is triggered, etc. So for example the number "3" (11 in Binary, selecting first 2 options) would mean that this cast has both CAST_INTURRUPT_PREVIOUS and CAST_TRIGGERED. Another example: the number "5" (101 in Binary, selecting first and third options) would mean that this cast has CAST_INTURRUPT_PREVIOUS and CAST_FORCE_CAST.

| Decimal | Internal Name | Description

  • | ------- | ----------------------- | ----------- 0 | 1 | CAST_INTURRUPT_PREVIOUS | Interrupts any previous spell casting (basically makes sure that this spell goes off) 1 | 2 | CAST_TRIGGERED | Forces the spell to be instant cast and require no mana/reagents. 2 | 4 | CAST_FORCE_CAST | Forces spell to cast even if the target is possibly out of range or the creature is possibly out of mana 3 | 8 | CAST_NO_MELEE_IF_OOM | Prevents creature from entering melee if out of mana or out of range 4 | 16 | CAST_FORCE_TARGET_SELF | Forces the target to cast this spell on itself 5 | 32 | CAST_AURA_NOT_PRESENT | Only casts the spell on the target if the target does not have the aura from that spell on itself already.

NOTE: You can add the numbers in the decimal column to combine flags. For example if you wanted to use CAST_NO_MELEE_IF_OOM(8) and CAST_TRIGGERED(2) you would simply use 10 in the cast flags field (8 + 2 = 10).

Event flags

Below is the list of current Event Flags that EventAI can handle. Event flags are handled bitwise.

| Decimal Internal Name | Description

  • | ------- | ------------------- | ----------- 0 | 1 | EFLAG_REPEATABLE | Event repeats (Does not repeat if this flag is not set) 1 | 2 | EFLAG_NORMAL | Event occurs in Normal instance difficulty (will not occur in Normal if not set) 2 | 4 | EFLAG_HEROIC | Event occurs in Heroic instance difficulty (will not occur in Heroic if not set) 3 | 8 | | 4 | 16 | | 5 | 32 | EFLAG_RANDOM_ACTION | At event occur execute one random action from event actions instead all actions. 6 | 64 | | 7 | 128 | EFLAG_DEBUG_ONLY | Prevents events from occurring on Release builds. Useful for testing new features.

NOTE: You can add the numbers in the decimal column to combine flags.


  1. Phase mask is a bit mask of phases which should not trigger this event. (ie. Phase mask of value 12 (binary 1100) results in triggering this event in phases 0, 1 and all others with exception for phases 2 and 3 (counting from 0). Phase 0 is default so this will occur in all phases unless specified. (1101 = Triggers in Phase 1 of 3, 1011 = Triggers in Phase 2 of 3, 0111 = Triggers in Phase 3 of 3, 0011 = Triggers in Both Phase 2 and 3). Take Desired Binary Configuration and convert into Decimal and this is your event_inverse_phase_mask to use in your script. ↩︎

  2. Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2). ↩︎