Jump to content
  • We are looking for staff for the Wiki area!
    If interested please
    click here and select "Documentation Team"

  • db_scripts


    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_scripts' table for MaNGOSZero

    This table holds scripts activated under certain criteria.

    The type controls what criteria are in effect

    Table Notes

    This table uses the 'MyISAM' DB Engine

    The Field definitions follow:

    Field Name Field Type Nullable Key Default Value Attributes Notes
    script_guid mediumint(8) unsigned NO PRI NULL 'auto_increment' The Unique Identifier for this script
    script_type smallint(2) unsigned NO '0'   The type of script
    id mediumint(8) unsigned NO '0'   Gossip script ID.
    delay int(10) unsigned NO '0'   Delay (sec).
    command mediumint(8) unsigned NO '0'   Script command.
    datalong mediumint(8) unsigned NO '0'   Command parameter, see command description.
    datalong2 int(10) unsigned NO '0'   Command parameter, see command description.
    buddy_entry int(10) unsigned NO '0'   Creature ID (creature_template.entry) for changing source/target.
    search_radius int(10) unsigned NO '0'   Radius for the buddy search.
    data_flags tinyint(3) unsigned NO '0'   Command flags.
    dataint int(11) NO '0'   Command parameter, see command description.
    dataint2 int(11) NO '0'   Command parameter, see command description.
    dataint3 int(11) NO '0'   Command parameter, see command description.
    dataint4 int(11) NO '0'   Command parameter, see command description.
    x float NO '0'   Position X.
    y float NO '0'   Position Y.
    z float NO '0'   Position Z.
    o float NO '0'   Orientation angle (0 to 2*Pi).
    comments varchar(255) NO {Blank String}   Textual comment.

    Description of the fields

    script_guid mediumint(8) unsigned

    The Unique Identifier for this script

    script_type smallint(2) unsigned

    The type of script:

    Type Type Name Notes
    0 Quest Start This type are scripts mentioned in the quest_template table. Here source = questgiver, target = Player.
    1 Quest End This type are scripts mentioned in the quest_template table. Here source = questrewarder, target = Player.
    2 Gossip This type are scripts mentioned in the gossip_menu and gossip_menu_option tables. In the latter case, the parameters depend on object type (GameObject or Unit) of the object having such gossip:
    for GO, source = Player and target = GameObject;
    for Unit, source = Unit and target = Player. In the former case, source = Player and target = Unit.
    This all is rather funny, isn't this?
    The scripts "on talking to gameobject" are implemented instead with type 7 (Go Template Use).
    3 Creature Movement This type are scripts activated when a creature moving by waypoints reaches a WP. (Source: creature)
    4 Creature Death This type are scripts activated when a creature dies. (Source: creature; at the script execution time, it is considered alive, so can cast instant spells.)
    5 Spell This type are scripts triggered by spells with EFFECT_DUMMY (3) or EFFECT_SCRIPT_EFFECT (77). Here source = caster, target = unitTarget.
    Note that if the spell contains more than 1 effect of such type, this script will be set up for the single effect only, namely for one with the least effect number.
    6 Go Use This type are scripts activated when a character uses either door or button.
    This script, bound to the GameObject GUID, does not override the script bound to the GameObject entry, if any. If both scripts are defined, they are executed sequentially, the script of this type activates after type 7 (Go Template Use).
    7 Go Template Use This type are scripts activated when a character uses a gameobject (like door, chest, button so on).
    8 Event This type are scripts activated when an event is sent either via spell (SPELL_EFFECT_SEND_EVENT=61) or by a gameobject.


    id mediumint(8) unsigned

    Gossip script ID [See gossip_menu.script_id, gossip_menu_option.action_script_id].
    The script may contain several commands with identical id. Execution of these commands is not synchronized but the sequence is uniquely defined by 'delay' parameter.

    delay int(10) unsigned

    Delay in seconds. Note that for any delay>0, the creature is dead and cannot perform any action by itself (including cast).

    Note:
    Delay is accumulated over all events with identical id values.

    command mediumint(8) unsigned

    Script command. Note for this script type, several commands have no sense. These are animation command (will be overridden by death animation), movement, mount, despawn.

    Command name Value Source and target Other fields
    SCRIPT_COMMAND_TALK 0 Source = WorldObject, Target = Unit/none dataint = text entry from db_script_string table. dataint2-4 optional for random selected texts
    SCRIPT_COMMAND_EMOTE 1 Source = Unit, Target = Unit/none datalong1 = emote_id, dataint1-4 optional for random selected emotes
    SCRIPT_COMMAND_FIELD_SET 2 source = any datalong = field_id, datalong2 = value
    SCRIPT_COMMAND_MOVE_TO 3 Source = Creature datalong2 = travel_speed*100, x/y/z; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position
    SCRIPT_COMMAND_FLAG_SET 4 source = any datalong = field_id, datalong2 = bitmask
    SCRIPT_COMMAND_FLAG_REMOVE 5 source = any datalong = field_id, datalong2 = bitmask
    SCRIPT_COMMAND_TELEPORT_TO 6 source or target is Player datalong2 = map_id, x/y/z
    SCRIPT_COMMAND_QUEST_EXPLORED 7 one from source or target must be Player, another GO/Creature datalong=quest_id, datalong2=distance or 0
    SCRIPT_COMMAND_KILL_CREDIT 8 source or target is Player datalong = creature entry (or 0 for target-entry), datalong2 = bool (0=personal credit, 1=group credit)
    SCRIPT_COMMAND_RESPAWN_GAMEOBJECT 9 source = any datalong=db_guid, datalong2=despawn_delay
    SCRIPT_COMMAND_TEMP_SUMMON_CREATURE 10 source = any datalong=creature entry, datalong2=despawn_delay; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = summon active
    SCRIPT_COMMAND_OPEN_DOOR 11   datalong=db_guid (or not provided), datalong2=reset_delay
    SCRIPT_COMMAND_CLOSE_DOOR 12   datalong=db_guid (or not provided), datalong2=reset_delay
    SCRIPT_COMMAND_ACTIVATE_OBJECT 13 source = unit, target=GO  
    SCRIPT_COMMAND_REMOVE_AURA 14 Source = Unit datalong = spell_id
    SCRIPT_COMMAND_CAST_SPELL 15 Source = Unit, cast spell on Target = Unit datalong=spellid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = cast triggered
    SCRIPT_COMMAND_PLAY_SOUND 16 Source = WorldObject, target=any/player datalong (sound_id), datalong2 (bitmask: 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)
    SCRIPT_COMMAND_CREATE_ITEM 17 source or target must be player datalong = item entry, datalong2 = amount
    SCRIPT_COMMAND_DESPAWN_SELF 18 Source = Creature datalong = despawn delay
    SCRIPT_COMMAND_PLAY_MOVIE 19 target can only be a player datalog = movie id
    SCRIPT_COMMAND_MOVEMENT 20 Source = Creature datalong = MovementType (0:idle, 1:random or 2:waypoint), datalong2 = wander-distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = Random-movement around current position
    SCRIPT_COMMAND_SET_ACTIVEOBJECT 21 Source = Creature datalong=bool 0=off, 1=on
    SCRIPT_COMMAND_SET_FACTION 22 Source = Creature datalong=factionId, datalong2=faction_flags
    SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL 23 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit
    SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL 24 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit
    SCRIPT_COMMAND_SET_RUN 25 Source = Creature datalong= bool 0=off, 1=on
    SCRIPT_COMMAND_ATTACK_START 26 Source = Creature, Target = Unit  
    SCRIPT_COMMAND_GO_LOCK_STATE 27 Source = GameObject datalong= 1=lock, 2=unlock, 4=set not-interactable, 8=set interactable
    SCRIPT_COMMAND_STAND_STATE 28 Source = Creature datalong = stand state (enum UnitStandStateType)
    SCRIPT_COMMAND_MODIFY_NPC_FLAGS 29 Source = Creature datalong=NPCFlags; datalong2:0x00=toggle, 0x01=add, 0x02=remove
    SCRIPT_COMMAND_SEND_TAXI_PATH 30 source or target must be player datalong = taxi path id
    SCRIPT_COMMAND_TERMINATE_SCRIPT 31   datalong = search for npc entry if provided, datalong2= search distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: terminate steps of this script if npc found, ELSE: terminate steps of this script if npc not found; dataint=diff to change a waittime of current Waypoint Movement
    SCRIPT_COMMAND_PAUSE_WAYPOINTS 32 Source = Creature datalong = 0: unpause waypoint 1: pause waypoint
    SCRIPT_COMMAND_JOIN_LFG 33   datalong = zoneId
    SCRIPT_COMMAND_TERMINATE_COND 34   datalong = condition_id, datalong2 = if != 0 then quest_id of quest that will be failed for player's group if the script is terminated; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL terminate when condition is false ELSE terminate when condition is true
    SCRIPT_COMMAND_SEND_AI_EVENT_AROUND 35 Source = Creature, Target = Unit datalong = AIEventType, datalong2 = radius
    SCRIPT_COMMAND_TURN_TO 36 Source = Unit, Target = Unit/none  
    SCRIPT_COMMAND_MOVE_DYNAMIC 37 Source = Creature, Target Worldobject. datalong = 0: Move Source towards Target; datalong != 0: Move Source to a random point between datalong2..datalong around Target.;orientation != 0: Obtain a random point around Target in direction of orientation; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL Obtain a random point around Target in direction of Target->GetOrientation + orientation; for Target == Source and orientation == 0 this will mean Source moving forward.
    SCRIPT_COMMAND_SEND_MAIL 38 Source WorldObject, can be NULL, Target Player datalong: Send mailTemplateId from Source (if provided) to player Target; datalong2: AlternativeSenderEntry. Use as sender-Entry; dataint1: Delay (>= 0) in Seconds
    SCRIPT_COMMAND_SET_FLY 39 Source = Creature datalong = 0 (off) or 1 (on)
    SCRIPT_COMMAND_DESPAWN_GO 40 Target = GameObject  
    SCRIPT_COMMAND_RESPAWN 41 Source = Creature. Requires SCRIPT_FLAG_BUDDY_IS_DESPAWNED to find dead or despawned targets
    SCRIPT_COMMAND_SET_EQUIPMENT_SLOTS 42 Source = Creature datalong = reset default 0(false) or 1(true); dataint = main hand slot, dataint2 = offhand slot, dataint3 = ranged slot
    SCRIPT_COMMAND_RESET_GO 43 Target = GameObject  
    SCRIPT_COMMAND_UPDATE_TEMPLATE 44 Source = Creature datalong = new creature entry, datalong2 = 0(Alliance) or 1(Horde)

    datalong mediumint(8) unsigned

    Command parameter, see command description.

    datalong2 int(10) unsigned

    Command parameter, see command description.

    buddy_entry int(10) unsigned

    Creature ID (creature_template.entry) for changing source/target.

    search_radius int(10) unsigned

    Radius, in which the buddy will be searched. For changing source/target mechanic.

    Note:
    If data_flags has SCRIPT_FLAG_BUDDY_BY_GUID set, this references an entry in the 'gameobject' table or 'creature' table table.

    data_flags tinyint(3) unsigned

    Command flags [See enum scriptinfodataflags in scriptmgr.h].
    Default cast direction: source/buddy -> target, flags can change this.

    Flag Value (hex) Meaning
    SCRIPT_FLAG_BUDDY_AS_TARGET 0x01 source -> buddy
    SCRIPT_FLAG_REVERSE_DIRECTION 0x02 target* -> source* (* result after previous flag is evaluated)
    SCRIPT_FLAG_SOURCE_TARGETS_SELF 0x04 source* -> source* (* result after previous flag is evaluated)
    SCRIPT_FLAG_COMMAND_ADDITIONAL 0x08 command-specific
    SCRIPT_FLAG_BUDDY_BY_GUID 0x10 take the buddy by guid instead of entry
    SCRIPT_FLAG_BUDDY_IS_PET 0x20 buddy is a pet

    dataint int(11)

    Command parameter, see command description.

    dataint2 int(11)

    Command parameter, see command description.

    dataint3 int(11)

    Command parameter, see command description.

    dataint4 int(11)

    Command parameter, see command description.

    x float

    X of position - for commands requiring position.

    y float

    Y of position - for commands requiring position.

    z float

    Z of position - for commands requiring position.

    o float

    Orientation angle (0 to 2*Pi): 0 north, Pi south - for commands requiring position.

    comments varchar(255)

    Textual comment, ignored by the core.


    auto-generated by the getMaNGOS.eu MAGNET dbdocs module

    Edited by Antz


    User Feedback

    Recommended Comments

    There are no comments to display.



    Create an account or sign in to comment

    You need to be a member in order to leave a comment

    Create an account

    Sign up for a new account in our community. It's easy!

    Register a new account

    Sign in

    Already have an account? Sign in here.

    Sign In Now

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use