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# quest\_greeting
**Table: quest\_greeting**
This table add greeting behavior to an NPC or an Gameobject.
| Field | Type | Attributes | Key | NULL | Default | Comment |
| -------------------- | --------- | ---------- | --- | ---- | ------- | ------- |
| [ID][1] | MEDIUMINT | UNSIGNED | Yes | NO | 0 | |
| [Type][2] | TINYINT | UNSIGNED | Yes | NO | 0 | |
| [GreetEmoteType][3] | SMALLINT | UNSIGNED | NO | NO | 0 | |
| [GreetEmoteDelay][4] | INT | UNSIGNED | NO | NO | 0 | |
| [Greeting][5] | TEXT | | NO | YES | NULL | |
| [VerifiedBuild][6] | SMALLINT | SIGNED | NO | NO | 0 | |
[1]: #id
[2]: #type
[3]: #greetemotetype
[4]: #greetemotedelay
[5]: #greeting
[6]: #verifiedbuild
**Description of the fields:**
### ID
Unique ID ([creature_template.entry](creature_template.md#entry) or [gameobject\_template.entry](gameobject_template.md#entry))
### Type
- 0=Creature (The ID is point to creature\_template.entry)
- 1=GameObject (The ID is point to gameobject\_template.entry)
### GreetEmoteType
Quest NPC [Emote](emotes.md)
### GreetEmoteDelay
Emote delay in milliseconds
### Greeting
Text to show
### VerifiedBuild
This field was used to determine whether a template has been verified from WDB files.
- If value is 0 then it has not been parsed yet.
- If value is above 0 then it has been parsed with WDB files from that specific client build.
- If value is -1 then it is just a place holder until proper data are found on WDBs.
- If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.
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