186 lines
13 KiB
Markdown
186 lines
13 KiB
Markdown
Database script processing
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==========================
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In addition to *EventAI*, *mangos* provides script processing for various
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types of game content. These scripts can be executed when creatures move or die,
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when events are executed, and game object spawns/templates are used, on gossip
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menu selections, when starting and completing quests, and when casting spells.
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Database structure
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------------------
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All script tables share a common structure, to store parameterized commands for
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the various types of game content.
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`id` column
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-----------
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* `dbscripts_on_creature_death`: Creature entry
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* `dbscripts_on_creature_movement`: DB project self defined id
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* `dbscripts_on_event`: Event id. Several sources: spell effect 61, taxi/transport nodes, game object_template data
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* `dbscripts_on_go_use`: Game object guid
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* `dbscripts_on_go_template_use`: Game object entry
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* `dbscripts_on_gossip`: DB project self defined id
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* `dbscripts_on_quest_end`: DB project self defined id (generally quest entry)
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* `dbscripts_on_quest_start`: DB project self defined id (generally quest entry)
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* `dbscripts_on_spell`: Spell id
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`delay` column
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--------------
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Delay in seconds. Defines the order in which steps are executed.
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`command` column
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----------------
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The action to execute.
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`datalong` columns
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------------------
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2 multipurpose fields, storing raw data as unsigned integer values.
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`buddy_entry` column
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--------------------
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1 field to store the entry of a "buddy". Depending on the command used this can
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can point to a game object template or and creature template entry.
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`search_radius` column
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----------------------
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Range in which the buddy defined in `buddy_entry` will be searched. In case of
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`SCRIPT_FLAG_BUDDY_BY_GUID` this field is the buddy's guid!
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`data_flags` column
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-------------------
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Field which holds a combination of these flags:
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Value | Name | Notes
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----- | ------------------------------- | ------------------------------------
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1 | SCRIPT_FLAG_BUDDY_AS_TARGET |
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2 | SCRIPT_FLAG_REVERSE_DIRECTION |
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4 | SCRIPT_FLAG_SOURCE_TARGETS_SELF |
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8 | SCRIPT_FLAG_COMMAND_ADDITIONAL | (Only for some commands possible)
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16 | SCRIPT_FLAG_BUDDY_BY_GUID | (Interpret search_radius as buddy's guid)
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32 | SCRIPT_FLAG_BUDDY_IS_PET | (Do not search for an NPC, but for a pet)
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`dataint` columns
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-----------------
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4 multipurpose fields, storing raw data as signed integer values.
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*Note*: used for text ids SCRIPT_COMMAND_TALK (0),
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for emote ids in SCRIPT_COMMAND_EMOTE (1),
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for spell ids in SCRIPT_COMMAND_CAST_SPELL (15)
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and as waittime with SCRIPT_COMMAND_TERMINATE_SCRIPT (31)
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`x`, `y`, `z` and `o` columns
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-----------------------------
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Map coordinates for commands that require coordinates
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Origin of script and source/target in scripts
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---------------------------------------------
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* `dbscripts_on_creature_death`: Creature death.
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Source: creature. Target: Unit (player/creature)
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* `dbscripts_on_creature_movement`: `creature_movement` and `creature_movement_template`.
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Source: creature. Target: creature
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* `dbscripts_on_event`: Flight path with source: player and target: player,
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transport path with source: transport game object and target transport game
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object, `gameobject_template` with source: user (player/creature) and target:
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game object, spells having effect 61 with source: caster and target: target.
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* `dbscripts_on_go_use`, `dbscripts_on_go_template_use`: game object use with
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source: user: and target: game object.
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* `dbscripts_on_gossip`: `gossip_menu_option`, `gossip_menu` with source: creature
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and target: player in case of NPC-Gossip, or with source: player and target:
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game object in case of GO-Gossip.
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* `dbscripts_on_quest_end`: `quest_template` with source: quest taker (creature/GO)
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and target: player.
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* `dbscripts_on_quest_start`: `quest_template` with source: quest giver (creature/GO)
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and target: player.
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* `dbscripts_on_spell`: spell with effect 77(SCRIPT_EFFECT), spells with effect 3
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(DUMMY), spells with effect 64 (TRIGGER_SPELL, with non-existing triggered spell)
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having source: caster: and target: target of spell (Unit).
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Buddy concept
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-------------
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Commands except the ones requiring a player (like KILL_CREDIT) have support
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for the buddy concept. This means that if an entry for `buddy_entry` is
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provided, aside from source and target as listed above also a "buddy" is
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available.
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Which one on the three (`originalSource`, `originalTarget`, `buddy`) will
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be used in the command, depends on the `data_flags` settings.
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Note that some commands (like EMOTE) use only the resulting source for an
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action.
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Possible combinations of the flags:
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* `SCRIPT_FLAG_BUDDY_AS_TARGET`: 0x01
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* `SCRIPT_FLAG_REVERSE_DIRECTION`: 0x02
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* `SCRIPT_FLAG_SOURCE_TARGETS_SELF`: 0x04
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are
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* 0: originalSource / buddyIfProvided -> originalTarget
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* 1: originalSource -> buddy
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* 2: originalTarget -> originalSource / buddyIfProvided
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* 3: buddy -> originalSource
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* 4: originalSource / buddyIfProvided -> originalSource / buddyIfProvided
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* 5: originalSource -> originalSource
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* 6: originalTarget -> originalTarget
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* 7: buddy -> buddy
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where `A -> B` means that the command is executed from A with B as target.
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Commands and their parameters
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-----------------------------
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ID | Name | Parameters
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-- | -------------------------------------- | -------------------------------------
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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
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1 | SCRIPT_COMMAND_EMOTE | resultingSource = Unit, resultingTarget = Unit/none, `datalong` = emote_id, dataint1-dataint4 = optionally for random selection of emote
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2 | SCRIPT_COMMAND_FIELD_SET | source = any, `datalong` = field_id, `datalong2` = field value
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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`
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4 | SCRIPT_COMMAND_FLAG_SET | source = any. `datalong` = field_id, `datalong2` = bit mask
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5 | SCRIPT_COMMAND_FLAG_REMOVE | source = any. `datalong` = field_id, `datalong2` = bit mask
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6 | SCRIPT_COMMAND_TELEPORT_TO | source or target with Player. `datalong` = map_id, x/y/z
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7 | SCRIPT_COMMAND_QUEST_EXPLORED | one from source or target must be Player, another GO/Creature. `datalong` = quest_id, `datalong2` = distance or 0
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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)
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9 | SCRIPT_COMMAND_RESPAWN_GAMEOBJECT | source = any, target = any. `datalong`=db_guid (can be skipped for buddy), `datalong2` = despawn_delay
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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
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11 | SCRIPT_COMMAND_OPEN_DOOR | source = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay
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12 | SCRIPT_COMMAND_CLOSE_DOOR | source = any. `datalong` = db_guid (can be skipped for buddy), `datalong2` = reset_delay
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13 | SCRIPT_COMMAND_ACTIVATE_OBJECT | source = unit, target=GO.
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14 | SCRIPT_COMMAND_REMOVE_AURA | resultingSource = Unit. `datalong` = spell_id
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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
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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)
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17 | SCRIPT_COMMAND_CREATE_ITEM | source or target must be player. `datalong` = item entry, `datalong2` = amount
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18 | SCRIPT_COMMAND_DESPAWN_SELF | resultingSource = Creature. `datalong` = despawn delay
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19 | SCRIPT_COMMAND_PLAY_MOVIE | target can only be a player. `datalong` = movie id
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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
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21 | SCRIPT_COMMAND_SET_ACTIVEOBJECT | resultingSource = Creature. `datalong` = bool 0=off, 1=on
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22 | SCRIPT_COMMAND_SET_FACTION | resultingSource = Creature. `datalong` = factionId OR 0 to restore original faction from creature_template, `datalong2` = enum TemporaryFactionFlags
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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
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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
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25 | SCRIPT_COMMAND_SET_RUN | resultingSource = Creature. `datalong` = bool 0=off, 1=on
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26 | SCRIPT_COMMAND_ATTACK_START | resultingSource = Creature, resultingTarget = Unit.
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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
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28 | SCRIPT_COMMAND_STAND_STATE | resultingSource = Creature. `datalong` = stand state (enum UnitStandStateType)
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29 | SCRIPT_COMMAND_MODIFY_NPC_FLAGS | resultingSource = Creature. `datalong` = NPCFlags, `datalong2` = 0x00=toggle, 0x01=add, 0x02=remove
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30 | SCRIPT_COMMAND_SEND_TAXI_PATH | resultingTarget or Source must be Player. `datalong` = taxi path id
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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)
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32 | SCRIPT_COMMAND_PAUSE_WAYPOINTS | resultingSource must be Creature. `datalong` = 0/1 unpause/pause waypoint movement
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33 | SCRIPT_COMMAND_RESERVED_1 | reserved for 3.x and later. Do not use!
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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
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35 | SCRIPT_COMMAND_SEND_AI_EVENT_AROUND | resultingSource = Creature, resultingTarget = Unit, datalong = AIEventType - limited only to EventAI supported events, datalong2 = radius
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36 | SCRIPT_COMMAND_TURN_TO | resultingSource = Creature, resultingTarget = Unit/none.
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TemporaryFactionFlags
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---------------------
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* `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
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* `TEMPFACTION_RESTORE_RESPAWN`: 0x01, default faction will be restored at respawn
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* `TEMPFACTION_RESTORE_COMBAT_STOP`: 0x02, ... at CombatStop() (happens at creature death, at evade or custom script among others)
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* `TEMPFACTION_RESTORE_REACH_HOME`: 0x04, ... at reaching home in home movement (evade), if not already done at CombatStop()
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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)
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* `TEMPFACTION_TOGGLE_NON_ATTACKABLE`: 0x08, remove UNIT_FLAG_NON_ATTACKABLE(0x02) when faction is changed (reapply when temp-faction is removed)
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* `TEMPFACTION_TOGGLE_OOC_NOT_ATTACK`: 0x10, remove UNIT_FLAG_OOC_NOT_ATTACKABLE(0x100) when faction is changed (reapply when temp-faction is removed)
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* `TEMPFACTION_TOGGLE_PASSIVE` : 0x20, remove UNIT_FLAG_PASSIVE(0x200)
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* `TEMPFACTION_TOGGLE_PACIFIED` : 0x40, remove UNIT_FLAG_PACIFIED(0x20000) when faction is changed (reapply when temp-faction is removed)
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* `TEMPFACTION_TOGGLE_NOT_SELECTABLE`: 0x80, remove UNIT_FLAG_NOT_SELECTABLE(0x2000000) when faction is changed (reapply when temp-faction is removed)
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