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| author | Stoabrogga <38475780+Stoabrogga@users.noreply.github.com> | 2019-07-26 10:05:26 +0200 |
|---|---|---|
| committer | Francesco Borzì <borzifrancesco@gmail.com> | 2019-07-26 10:05:26 +0200 |
| commit | 5898b8a8ba79d7d2c1dd210876d2c6c4e1b0d192 (patch) | |
| tree | 20c17de830c69aabc1cb2d68ed9abaa083d89883 | |
| parent | b79d8790a4ec31076fc6dbfc7f8e2577bdfaa15c (diff) | |
| download | wiki-5898b8a8ba79d7d2c1dd210876d2c6c4e1b0d192.tar.gz wiki-5898b8a8ba79d7d2c1dd210876d2c6c4e1b0d192.tar.bz2 wiki-5898b8a8ba79d7d2c1dd210876d2c6c4e1b0d192.zip | |
Update smart_scripts documentation (#100)
| -rw-r--r-- | docs/smart_scripts.md | 2207 |
1 files changed, 1086 insertions, 1121 deletions
diff --git a/docs/smart_scripts.md b/docs/smart_scripts.md index f1ff56c..e3cf150 100644 --- a/docs/smart_scripts.md +++ b/docs/smart_scripts.md @@ -2,7 +2,7 @@ **Table Structure** -<table> +<table height="400"> <tbody> <tr class="odd"> <td><p><strong>Field</strong></p></td> @@ -16,11 +16,11 @@ </tr> <tr class="even"> <td><p><a href="#entryorguid">entryorguid</a></p></td> -<td><p>bigint(20)</p></td> +<td><p>int(11)</p></td> <td><p>signed</p></td> <td><p>PRI</p></td> <td><p>NO</p></td> -<td><p>0</p></td> +<td><p>NULL</p></td> <td><p><br /> </p></td> <td><p><br /> @@ -77,7 +77,7 @@ </tr> <tr class="odd"> <td><p><a href="#event_phase_mask">event_phase_mask</a></p></td> -<td><p>tinyint(3)</p></td> +<td><p>smallint(5)</p></td> <td><p>unsigned</p></td> <td><p><br /> </p></td> @@ -103,7 +103,7 @@ </tr> <tr class="odd"> <td><p><a href="#event_flags">event_flags</a></p></td> -<td><p>tinyint(3)</p></td> +<td><p>smallint(5)</p></td> <td><p>unsigned</p></td> <td><p><br /> </p></td> @@ -115,7 +115,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#4">event_param1</a></p></td> +<td><p><a href="#event_type">event_param1</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -128,7 +128,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#4">event_param2</a></p></td> +<td><p><a href="#event_type">event_param2</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -141,7 +141,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#4">event_param3</a></p></td> +<td><p><a href="#event_type">event_param3</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -154,7 +154,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#4">event_param4</a></p></td> +<td><p><a href="#event_type">event_param4</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -167,17 +167,17 @@ </p></td> </tr> <tr class="even"> -<td><a href="#4">event_param5</a></td> -<td>int(10)</td> -<td>unsigned</td> -<td><br /> -</td> -<td>NO</td> -<td>0</td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><a href="#event_type">event_param5</a></p></td> +<td><p>int(10)</p></td> +<td><p>unsigned</p></td> +<td><p><br /> +</p></td> +<td><p>NO</p></td> +<td><p>0</p></td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> <td><p><a href="#action_type">action_type</a></p></td> @@ -193,7 +193,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#6">action_param1</a></p></td> +<td><p><a href="#action_type">action_param1</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -206,7 +206,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#6">action_param2</a></p></td> +<td><p><a href="#action_type">action_param2</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -219,7 +219,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#6">action_param3</a></p></td> +<td><p><a href="#action_type">action_param3</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -232,7 +232,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#6">action_param4</a></p></td> +<td><p><a href="#action_type">action_param4</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -245,7 +245,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#6">action_param5</a></p></td> +<td><p><a href="#action_type">action_param5</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -258,7 +258,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#6">action_param6</a></p></td> +<td><p><a href="#action_type">action_param6</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -284,7 +284,7 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#3">target_param1</a></p></td> +<td><p><a href="#target_type">target_param1</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -297,7 +297,7 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#3">target_param2</a></p></td> +<td><p><a href="#target_type">target_param2</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> @@ -310,35 +310,36 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#3">target_param3</a></p></td> +<td><p><a href="#target_type">target_param3</a></p></td> <td><p>int(10)</p></td> <td><p>unsigned</p></td> <td><p><br /> </p></td> <td><p>NO</p></td> -<td><p>NO</p></td> +<td><p>0</p></td> <td><p><br /> </p></td> <td><p><br /> </p></td> </tr> <tr class="even"> -<td><a href="#4">target_param4</a></td> -<td>int(10)</td> -<td>unsigned</td> -<td><br /> -</td> -<td>NO</td> -<td>NO</td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><a href="#target_type">target_param4</a></p></td> +<td><p>int(10)</p></td> +<td><p>unsigned</p></td> +<td><p><br /> +</p></td> +<td><p>NO</p></td> +<td><p>0</p></td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> -<td><p><a href="#target_xyzo">target_x</a></p></td> +<td><p><a href="#target_type">target_x</a></p></td> <td><p>float</p></td> -<td><p>signed</p></td> +<td><p><br /> +</p></td> <td><p><br /> </p></td> <td><p>NO</p></td> @@ -349,9 +350,10 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#target_xyzo">target_y</a></p></td> +<td><p><a href="#target_type">target_y</a></p></td> <td><p>float</p></td> -<td><p>signed</p></td> +<td><p><br /> +</p></td> <td><p><br /> </p></td> <td><p>NO</p></td> @@ -362,9 +364,10 @@ </p></td> </tr> <tr class="odd"> -<td><p><a href="#target_xyzo">target_z</a></p></td> +<td><p><a href="#target_type">target_z</a></p></td> <td><p>float</p></td> -<td><p>signed</p></td> +<td><p><br /> +</p></td> <td><p><br /> </p></td> <td><p>NO</p></td> @@ -375,9 +378,10 @@ </p></td> </tr> <tr class="even"> -<td><p><a href="#target_xyzo">target_o</a></p></td> +<td><p><a href="#target_type">target_o</a></p></td> <td><p>float</p></td> -<td><p>signed</p></td> +<td><p><br /> +</p></td> <td><p><br /> </p></td> <td><p>NO</p></td> @@ -390,12 +394,12 @@ <tr class="odd"> <td><p><a href="#comment">comment</a></p></td> <td><p>text</p></td> -<td><p>signed</p></td> <td><p><br /> </p></td> -<td><p>NO</p></td> <td><p><br /> </p></td> +<td><p>NO</p></td> +<td><p>NULL</p></td> <td><p><br /> </p></td> <td><p>Event Comment</p></td> @@ -405,7 +409,7 @@ **Description of the fields** -Please note:  means that the feature/option is not (yet) implemented. +Please note: ❌ means that the feature/option is not (yet) implemented. ### entryorguid @@ -428,12 +432,12 @@ Please note:  means that the feature/option | SMART\_SCRIPT\_TYPE\_CREATURE | 0 | | SMART\_SCRIPT\_TYPE\_GAMEOBJECT | 1 | | SMART\_SCRIPT\_TYPE\_AREATRIGGER | 2 | - |  SMART\_SCRIPT\_TYPE\_EVENT | 3 | - |  SMART\_SCRIPT\_TYPE\_GOSSIP | 4 | - |  SMART\_SCRIPT\_TYPE\_QUEST | 5 | - |  SMART\_SCRIPT\_TYPE\_SPELL | 6 | - |  SMART\_SCRIPT\_TYPE\_TRANSPORT | 7 | - |  SMART\_SCRIPT\_TYPE\_INSTANCE | 8 | + | ❌ SMART\_SCRIPT\_TYPE\_EVENT | 3 | + | ❌ SMART\_SCRIPT\_TYPE\_GOSSIP | 4 | + | ❌ SMART\_SCRIPT\_TYPE\_QUEST | 5 | + | ❌ SMART\_SCRIPT\_TYPE\_SPELL | 6 | + | ❌ SMART\_SCRIPT\_TYPE\_TRANSPORT | 7 | + | ❌ SMART\_SCRIPT\_TYPE\_INSTANCE | 8 | | SMART\_SCRIPT\_TYPE\_TIMED\_ACTIONLIST | 9 | ### id @@ -446,7 +450,7 @@ Please note:  means that the feature/option <!-- --> -- Example: if id = 0 and link = 1; id 1 will only be able to occur if id = 0 was triggered. +- Example: if id = 0 and link = 1; id 1 will only be able to occur if id = 0 was triggered (id 1 has to use event\_type SMART\_EVENT\_LINK). <!-- --> @@ -454,9 +458,9 @@ Please note:  means that the feature/option ### event\_phase\_mask -When dealing with phases, *phase IDs* have to be used. There are 10 (9+1) different phases: 1, 2, ... 9 and the default 0. +When dealing with phases, *phase IDs* have to be used. There are 13 (12+1) different phases: 1, 2, ... 12 and the default 0. -**Example:** The script is in phase 0 by default - If we want it to go to phase 1, we got two choices: +**Example:** The script is in phase 0 by default - If we want it to go to phase 1, we got two choices: - SMART\_ACTION\_INC\_PHASE by 1 or SMART\_ACTION\_SET\_PHASE 1 @@ -468,18 +472,21 @@ If the script is in phase 1 and want to skip to phase 2: - SMART\_ACTION\_INC\_PHASE by 1 or SMART\_ACTION\_SET\_PHASE 2 -| Name | Flag | Hex | Comment | -|----------------------------------|------|-------|----------------------------| -| SMART\_EVENT\_PHASE\_ALWAYS\_BIT | 0 | 0x000 | Means all phases (1 ... 9) | -| SMART\_EVENT\_PHASE\_1 | 1 | 0x001 | Phase 1 only. | -| SMART\_EVENT\_PHASE\_2 | 2 | 0x002 | Phase 2 only. | -| SMART\_EVENT\_PHASE\_3 | 4 | 0x004 | Phase 3 only. | -| SMART\_EVENT\_PHASE\_4 | 8 | 0x008 | Phase 4 only. | -| SMART\_EVENT\_PHASE\_5 | 16 | 0x010 | Phase 5 only. | -| SMART\_EVENT\_PHASE\_6 | 32 | 0x020 | Phase 6 only. | -| SMART\_EVENT\_PHASE\_7 | 64 | 0x040 | Phase 7 only. | -| SMART\_EVENT\_PHASE\_8 | 128 | 0x080 | Phase 8 only. | -| SMART\_EVENT\_PHASE\_9 | 256 | 0x100 | Phase 9 only. | +| Name | Flag | Hex | Comment | +|----------------------------------|------|-------|-----------------------------| +| SMART\_EVENT\_PHASE\_ALWAYS\_BIT | 0 | 0x000 | Means all phases (1 ... 12) | +| SMART\_EVENT\_PHASE\_1 | 1 | 0x001 | Phase 1 only. | +| SMART\_EVENT\_PHASE\_2 | 2 | 0x002 | Phase 2 only. | +| SMART\_EVENT\_PHASE\_3 | 4 | 0x004 | Phase 3 only. | +| SMART\_EVENT\_PHASE\_4 | 8 | 0x008 | Phase 4 only. | +| SMART\_EVENT\_PHASE\_5 | 16 | 0x010 | Phase 5 only. | +| SMART\_EVENT\_PHASE\_6 | 32 | 0x020 | Phase 6 only. | +| SMART\_EVENT\_PHASE\_7 | 64 | 0x040 | Phase 7 only. | +| SMART\_EVENT\_PHASE\_8 | 128 | 0x080 | Phase 8 only. | +| SMART\_EVENT\_PHASE\_9 | 256 | 0x100 | Phase 9 only. | +| SMART\_EVENT\_PHASE\_10 | 512 | 0x200 | Phase 10 only. | +| SMART\_EVENT\_PHASE\_11 | 1024 | 0x400 | Phase 11 only. | +| SMART\_EVENT\_PHASE\_12 | 2048 | 0x800 | Phase 12 only. | - Event will only be able to occur if creature/GO is in this phase. @@ -487,13 +494,9 @@ If the script is in phase 1 and want to skip to phase 2: - Example: If we want an event to only be able to occure in phase 1 and 4, **event\_phase\_mask** = 1+8 = 9 -<!-- --> - -- (Inverse of EAI: event\_inverse\_phase\_mask). - ### event\_chance -This is the probability of the event to occur as a percentage from 0-100. So, if you want the event to occur roughly half of the time, then set this to 50. +This is the probability of the event to occur as a percentage from 0-100. So, if you want the event to occur roughly half of the time, then set this to 50. ### event\_flags @@ -538,18 +541,18 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Event only occurs in heroic raid</p></td> </tr> <tr class="even"> -<td>SMART_EVENT_FLAG_RESERVED_5</td> -<td>32</td> -<td>0x20</td> -<td><br /> -</td> +<td><p>SMART_EVENT_FLAG_RESERVED_5</p></td> +<td><p>32</p></td> +<td><p>0x20</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> -<td>SMART_EVENT_FLAG_RESERVED_6</td> -<td>64</td> -<td>0x40</td> -<td><br /> -</td> +<td><p>SMART_EVENT_FLAG_RESERVED_6</p></td> +<td><p>64</p></td> +<td><p>0x40</p></td> +<td><p><br /> +</p></td> </tr> <tr class="even"> <td><p>SMART_EVENT_FLAG_DEBUG_ONLY</p></td> @@ -558,23 +561,20 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Event only occurs in debug build</p></td> </tr> <tr class="odd"> -<td>SMART_EVENT_FLAG_DONT_RESET</td> -<td>256</td> -<td>0x100</td> -<td>Event will not reset in SmartScript::OnReset()</td> +<td><p>SMART_EVENT_FLAG_DONT_RESET</p></td> +<td><p>256</p></td> +<td><p>0x100</p></td> +<td><p>Event will not reset in SmartScript::OnReset()</p></td> </tr> <tr class="even"> -<td>SMART_EVENT_FLAG_WHILE_CHARMED</td> -<td>512</td> -<td>0x200</td> -<td>Event can occur while player controlled</td> +<td><p>❌ SMART_EVENT_FLAG_WHILE_CHARMED</p></td> +<td><p>512</p></td> +<td><p>0x200</p></td> +<td><p>Event can occur while player controlled (not yet implemented, see https://github.com/azerothcore/azerothcore-wotlk/pull/1431)</p></td> </tr> </tbody> </table> -** -** - - Sets if the event should not repeat or should only happen in a given instance/dungeon difficulty (if applicable); <!-- --> @@ -583,7 +583,7 @@ This is the probability of the event to occur as a percentage from 0-100. So, if ### event\_type -<table> +<table height="400"> <thead> <tr class="header"> <th><p>Name</p></th> @@ -604,8 +604,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>InitialMax</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td><p>In combat.</p></td> </tr> <tr class="even"> @@ -615,19 +615,19 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>InitialMax</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>Out of combat.</td> </tr> <tr class="odd"> -<td><p>SMART_EVENT_HEALT_PCT</p></td> +<td><p>SMART_EVENT_HEALTH_PCT</p></td> <td><p>2</p></td> <td><p>HPMin%</p></td> <td><p>HPMax%</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td><p>Health Percentage</p></td> </tr> <tr class="even"> @@ -637,8 +637,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>ManaMax%</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td><p>Mana Percentage</p></td> </tr> <tr class="odd"> @@ -652,8 +652,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Aggro</td> </tr> <tr class="even"> @@ -663,8 +663,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>CooldownMax</p></td> <td><p>Player only (0/1)</p></td> <td><p>Creature entry (if param3 is 0)</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Kill</td> </tr> <tr class="odd"> @@ -678,8 +678,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Death</td> </tr> <tr class="even"> @@ -693,8 +693,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Evade Attack</td> </tr> <tr class="odd"> @@ -704,8 +704,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>School</p></td> <td><p>CooldownMin</p></td> <td><p>CooldownMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature/Gameobject Spell Hit</td> </tr> <tr class="even"> @@ -715,8 +715,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>MaxDist</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target In Range</td> </tr> <tr class="odd"> @@ -732,13 +732,13 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <tr class="even"> <td><p>SMART_EVENT_RESPAWN</p></td> <td><p>11</p></td> -<td><p>type (None= 0, Map = 1, Area = 2)</p></td> +<td><p>type (None = 0, Map = 1, Area = 2)</p></td> <td><p>MapId</p></td> <td><p>ZoneId</p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature/Gameobject Respawn</td> </tr> <tr class="odd"> @@ -748,8 +748,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>HPMax%</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Health Percentage</td> </tr> <tr class="even"> @@ -760,8 +760,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Spell id (0 any)</p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Casting Spell</td> </tr> <tr class="odd"> @@ -771,8 +771,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Radius</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Friendly Health Deficit</td> </tr> <tr class="even"> @@ -783,10 +783,10 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>RepeatMax</p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> <td><p>SMART_EVENT_FRIENDLY_MISSING_BUFF</p></td> @@ -795,8 +795,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Radius</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Friendly Lost Buff</td> </tr> <tr class="even"> @@ -807,8 +807,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>CooldownMax</p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature/Gameobject Summoned Unit</td> </tr> <tr class="odd"> @@ -818,8 +818,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>ManaMax%</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Mana Percentage</td> </tr> <tr class="even"> @@ -832,8 +832,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Accepted Quest</td> </tr> <tr class="odd"> @@ -846,8 +846,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Rewarded Quest</td> </tr> <tr class="even"> @@ -861,19 +861,19 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Reached Home</td> </tr> <tr class="odd"> <td><p>SMART_EVENT_RECEIVE_EMOTE</p></td> <td><p>22</p></td> -<td><p><a href="https://trinitycore.atlassian.net/wiki/display/tc/Emotes">EmoteId</a></p></td> +<td><p><a href="http://www.azerothcore.org/wiki/Emotes">EmoteId</a></p></td> <td><p>CooldownMin</p></td> <td><p>CooldownMax</p></td> -<td><p>condition</p></td> -<td><br /> -</td> +<td><p></p></td> +<td><p><br /> +</p></td> <td>On Receive Emote.</td> </tr> <tr class="even"> @@ -883,8 +883,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Stacks</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Has Aura</td> </tr> <tr class="odd"> @@ -894,8 +894,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Stacks</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Buffed With Spell</td> </tr> <tr class="even"> @@ -909,8 +909,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>After Combat, On Respawn or Spawn</td> </tr> <tr class="odd"> @@ -932,10 +932,10 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> <td><p>SMART_EVENT_PASSENGER_REMOVED</p></td> @@ -946,23 +946,24 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="even"> <td><p>SMART_EVENT_CHARMED</p></td> <td><p>29</p></td> -<td><p>0 (on charm apply) / 1 (on charm remove)</p></td> <td><p><br /> </p></td> <td><p><br /> </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> <td>On Creature Charmed</td> </tr> <tr class="odd"> @@ -976,8 +977,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Charmed</td> </tr> <tr class="even"> @@ -987,8 +988,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>School</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Spell Hit</td> </tr> <tr class="odd"> @@ -998,8 +999,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>MaxDmg</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Damaged</td> </tr> <tr class="even"> @@ -1009,8 +1010,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>MaxDmg</p></td> <td><p>RepeatMin</p></td> <td><p>RepeatMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Target Damaged</td> </tr> <tr class="odd"> @@ -1022,9 +1023,9 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td>WAYPOINT_MOTION_TYPE = 2, POINT_MOTION_TYPE = 8</td> +<td><p><br /> +</p></td> +<td>ESCORT_MOTION_TYPE = 17, POINT_MOTION_TYPE = 8</td> </tr> <tr class="even"> <td><p>SMART_EVENT_SUMMON_DESPAWNED</p></td> @@ -1034,8 +1035,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>CooldownMax</p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Summoned Unit Despawned</td> </tr> <tr class="odd"> @@ -1049,8 +1050,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Corpse Removed</td> </tr> <tr class="even"> @@ -1064,10 +1065,10 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> <td><p>SMART_EVENT_DATA_SET</p></td> @@ -1076,8 +1077,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if <td><p>Value</p></td> <td><p>CooldownMin</p></td> <td><p>CooldownMax</p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature/Gameobject Data Set, Can be used with SMART_ACTION_SET_DATA</td> </tr> <tr class="even"> @@ -1089,8 +1090,8 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Waypoint ID Started</td> </tr> <tr class="odd"> @@ -1102,13 +1103,13 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> +<td><p><br /> +</p></td> <td>On Creature Waypoint ID Reached</td> </tr> <tr class="even"> <td><div class="content-wrapper"> -<p><img src="attachments/2130108/2130327.png" /> SMART_EVENT_TRANSPORT_ADDPLAYER</p> +<p>❌ SMART_EVENT_TRANSPORT_ADDPLAYER</p> </div></td> <td><p>41</p></td> <td><p><br /> @@ -1119,14 +1120,14 @@ This is the probability of the event to occur as a percentage from 0-100. So, if </p></td> <td><p><br /> </p></td> -<td><br /> -</td> -<td><br /> -</td> +<td><p><br /> +</p></td> +<td><p><br /> +</p></td> </tr> <tr class="odd"> <td><div class="content-wrapper"> -<p><img src="attachments/2130108/2130327.png" /> SMART_EVENT_TRANSPORT_ADDCREATURE</p> +<p>❌ SMART_EVENT_TRANSPORT_ADDCREATURE</p> </div></td> <td><p>42</p></td> |
