# creature\_text # Table: creature\_text **Short Description:** This table holds all the speech text (whisper, say, yell, emote text in speech bubbles and in the chat window) used within [SMART\_SCRIPTS](http://www.azerothcore.org/wiki/smart_scripts) table and core scripts. **Detailed Description:** Have you ever wondered how a boss like ***Sindragosa*** (→ [wowhead](http://www.wowhead.com/npc=36853/sindragosa)) is scripted? There is no need to wonder, you can see it for yourself! (→ [Sindragosa Script File](https://github.com/azerothcore/azerothcore-wotlk/blob/master/src/server/scripts/Northrend/IcecrownCitadel/boss_sindragosa.cpp)) I know, I know - this looks incredibly complex, over 1600 lines of code! However there is no need to understand everything at one time. Let's focus on something simple, but still very important, shall we? If you look at the beginning of the code you can find *enum* named Texts which is composed of 12 elements (numbers from 0 to 11), let's look closer at the first element of this *enum*: **boss\_sindragosa.cpp** Expand source ``` cpp enum Texts { SAY_AGGRO = 0, // You are fools to have come to this place! The icy winds of Northrend will consume your souls! ... }; ``` You can verify in game for yourself that ***Sindragosa*** will yell this when you start a fight versus her. Did you notice something interesting? Actual text is placed after a // which means that this information is comment and our compiler will ignore it. On the other hand we clearly see that she is yelling that text, how is it possible? ## Where is this information stored? How can I find it? You may say - well this is over 1600 lines long, for sure there must be something, we just didn't find it yet. I can assure you, you won't find anything, if you don't believe, use CTRL+F shortcut and have some fun with searching! There is nothing? That's a shame, but maybe, maybe you had a chance to discover something? **boss\_sindragosa.cpp** Expand source ``` cpp void EnterCombat(Unit* victim) override { ... Talk(SAY_AGGRO); // interesting! } ``` Do you see the last line of this function? They are using something which shouldn't work! We can conclude that this function will be called when ***Sindragosa*** is entering combat (look at function name!), so now we see why she is yelling at start. There is still one fundamental question - where is information about this text stored? Answer is simpler than you might thought. It is stored in **CREATURE\_TEXT** table! *to be continued...* ## Structure
Field |
Type |
Attributes |
Key |
Null |
Default |
Extra |
Comment |
mediumint(8) |
unsigned |
PRI |
NO |
0 |
|
||
tinyint(3) |
unsigned |
PRI |
NO |
0 |
|
|
|
tinyint(3) |
unsigned |
PRI |
NO |
0 |
|
|
|
longtext |
utf8_general_ci |
|
YES |
NULL |
|
|
|
tinyint(3) |
unsigned |
|
NO |
0 |
|
|
|
tinyint(3) |
unsigned |
|
NO |
0 |
|
|
|
float |
signed |
|
NO |
0 |
|
|
|
mediumint(8) |
unsigned |
|
NO |
0 |
|
|
|
mediumint(8) |
unsigned |
|
NO |
0 |
|
|
|
mediumint(8) |
unsigned |
|
NO |
0 |
|
|
|
| BroadcastTextId | mediumint(6) | signed | NO | 0 | |||
| TextRange | tinyint(3) | unsigned | NO | 0 | |||
varchar(255) |
utf8_general_ci |
|
YES |
' ' |
|
|