NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. |
Description of the 'db_script_string' table for MaNGOSThree
This table holds texts for the DB-based scripts.
Table Notes
This table uses the 'MyISAM' DB Engine
The Field definitions follow:
Field Name | Field Type | Nullable | Key | Default Value | Attributes | Notes |
---|---|---|---|---|---|---|
entry | int(11) unsigned | NO | PRI | '0' | Text ID. See dataint parameter of the SCRIPT_COMMAND_TALK command. | |
content_default | text | NO | NULL | Contains the text presented in the default language English. | ||
content_loc1 | text | YES | NULL | Korean localization of content_default. | ||
content_loc2 | text | YES | NULL | French localization of content_default. | ||
content_loc3 | text | YES | NULL | German localization of content_default. | ||
content_loc4 | text | YES | NULL | Chinese localization of content_default. | ||
content_loc5 | text | YES | NULL | Taiwanese localization of content_default. | ||
content_loc6 | text | YES | NULL | Spanish (Spain) localization of content_default | ||
content_loc7 | text | YES | NULL | Spanish (Latin America) localization of content_default | ||
content_loc8 | text | YES | NULL | Russian localization of content_default | ||
sound | mediumint(8) unsigned | NO | '0' | Sound ID.[See SoundEntrie].dbc. | ||
type | tinyint(3) unsigned | NO | '0' | Sound and speech type. | ||
language | tinyint(3) unsigned | NO | '0' | In-game language [See Languages.dbc]. | ||
emote | smallint(5) unsigned | NO | '0' | Emote ID that the creature should continually perform. | ||
comment | text | YES | NULL | Textual comment. |
Description of the fields
entry int(11) unsigned
Text ID. The texts are numbered sequentially starting from 2000000000.
This ID is used in the SCRIPT_COMMAND_TALK command [See dataint field].
content_default text
Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables.
Value | Description |
---|---|
%s | Creature name |
$n | Character name |
$r | Character race |
$c | Character class |
content_loc1 text
Korean localization of content_default
content_loc2 text
French localization of content_default
content_loc3 text
German localization of content_default
content_loc4 text
Chinese localization of content_default
content_loc5 text
Taiwanese localization of content_default
content_loc6 text
Spanish (Spain) localization of content_default
content_loc7 text
Spanish (Latin America) localization of content_default
content_loc8 text
Russian localization of content_default
sound mediumint(8) unsigned
ID of the sound which will accompany the text appearance.
These IDs are tied to filenames in SoundEntries.dbc. The corresponding sound files are stored in the client MPQ archives.
Example: sound 8580 is tied to the file CThunDeathIsClose.wav, which is found under SoundCreatureCThun section of an MPQ archive, this time it is patch.MPQ.
Value | Description |
---|---|
0 | Say |
1 | Yell |
2 | Text emote |
3 | Boss emote |
4 | Whisper |
5 | Boss whisper |
6 | Zone-wide yell |
type tinyint(3) unsigned
Chat type, affects chat radius and text colouring.
ChatType | Value | Meaning |
---|---|---|
CHAT_TYPE_SAY | 0 | Say in a limited radius |
CHAT_TYPE_YELL | 1 | Yell in a limited radius |
CHAT_TYPE_TEXT_EMOTE | 2 | TextEmote, prepended by the creature name |
CHAT_TYPE_BOSS_EMOTE | 3 | Like previous, but zone-wide |
CHAT_TYPE_WHISPER | 4 | Whisper, requires a target to be defined |
CHAT_TYPE_BOSS_WHISPER | 5 | Like previous |
CHAT_TYPE_ZONE_YELL | 6 | Yell to the zone |
language tinyint(3) unsigned
In-game language.
Language | Value |
---|---|
LANG_UNIVERSAL | 0 |
LANG_ORCISH | 1 |
LANG_DARNASSIAN | 2 |
LANG_TAURAHE | 3 |
LANG_DWARVISH | 6 |
LANG_COMMON | 7 |
LANG_DEMONIC | 8 |
LANG_TITAN | 9 |
LANG_THALASSIAN | 10 |
LANG_DRACONIC | 11 |
LANG_KALIMAG | 12 |
LANG_GNOMISH | 13 |
LANG_TROLL | 14 |
LANG_GUTTERSPEAK | 33 |
emote smallint(5) unsigned
Emote ID that the creature should continually perform.
Note that for a given creature, some emotions may be not defined. It depends on corresponding animations accessibility.
List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground.
Value | Emote Name |
---|---|
10 | EMOTE_STATE_DANCE |
12 | EMOTE_STATE_SLEEP |
13 | EMOTE_STATE_SIT |
26 | EMOTE_STATE_STAND |
28 | EMOTE_STATE_WORK |
64 | EMOTE_STATE_STUN |
64 | EMOTE_STATE_DEAD |
68 | EMOTE_STATE_KNEEL |
70 | EMOTE_ONESHOT_WAVE_NOSHEATHE |
71 | EMOTE_ONESHOT_CHEER_NOSHEATHE |
92 | EMOTE_ONESHOT_EAT_NOSHEATHE |
173 | EMOTE_STATE_WORK_NOSHEATHE |
379 | EMOTE_STATE_FISHING |
380 | EMOTE_ONESHOT_FISHING |
381 | EMOTE_ONESHOT_LOOT |
382 | EMOTE_STATE_WHIRLWIND |
392 | EMOTE_STATE_LAUGH |
398 | EMOTE_STATE_CANNIBALIZE |
400 | EMOTE_STATE_DANCESPECIAL |
412 | EMOTE_STATE_EXCLAIM |
415 | EMOTE_STATE_SIT_CHAIR_MED |
comment text
Textual comment, is not used by the core.
Usual form is like: CreatureName - Say1, CreatureName - YellAboutIntruders, so on.
auto-generated by the getMaNGOS.eu MAGNET dbdocs module
Edited by Antz
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