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  • db_script_string


    antz
     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 MaNGOSTwo

    This table holds texts for the DB-based scripts.

    Table Notes

    This table uses the 'InnoDB' 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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