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Latest revision as of 19:20, 6 July 2012

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The `creature_text` table

This table holds all the texts used within scripts. This table handles the actual text, display type (say/yell/emote) and corresponding sounds or emote (if any).


Structure

Field Type Attributes Key Null Default Extra Comment
entry mediumint(8) unsigned PRI NO 0 creature_template entry
groupid tinyint(3) unsigned PRI NO 0
id tinyint(3) unsigned PRI NO 0
text longtext signed YES NULL
type text signed YES NULL
language tinyint(3) unsigned NO 0
probability float signed NO 0
emote mediumint(8) unsigned NO 0
duration mediumint(8) unsigned NO 0
sound mediumint(8) unsigned NO 0
comment varchar(255) signed YES NULL


Description of the fields

entry[edit]

This is the creature_template.entry to which the script is linked to.

groupid[edit]

If there is more than one of the same entry (more than one text the creature says), this is the unique identifier that must be incremented for each new matching entry (ex. 0, 1, 2, 3...). If there is only one entry, this value should be 0.

id[edit]

Entry for grouped texts - a say will be randomly selected from one of these based on the group it belongs to.

text[edit]

The text the creature will say.

type[edit]

Value Old value Localization
12 0 Say
14 1 Yell
16 2 Emote
41 3 Boss Emote
15 4 Whisper
42 5 Boss Whisper

language[edit]

The value found in Languages.dbc but if it's 0 than all understand.

probability[edit]

A value from 1-100 that represents the percentage chance that this text will be executed.

emote[edit]

The emote that the creature plays when the text is executed. Value is from creature_addon.emote

duration[edit]

Time in ms to see text. 0 is default and calculated by core.

sound[edit]

The sound entry this creature will play at the same time the text is executed. Sounds are found in SoundEntries.dbc.

comment[edit]

This field allows you to label a text entry.