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# quest\_objectives
[<-Back-to:World](database-world.md)
Table: quest\_objectives
This table provides answer for a very important question. What do I need to do in order to finish a quest?
## Structure
| Field | Type | Attributes | Null | Key | Default | Comment |
|------------------------|--------------|------------|------|-----|---------|---------|
| [ID][1] | MEDIUMINT | UNSIGNED | NO | PRI | 0 | |
| [QuestID][2] | MEDIUMINT | UNSIGNED | NO | | 0 | |
| [Type][3] | TINYINT | UNSIGNED | NO | | 0 | |
| [StorageIndex][4] | TINYINT | SIGNED | NO | | 0 | |
| [ObjectID][5] | INT | SIGNED | NO | | 0 | |
| [Amount][6] | INT | SIGNED | NO | | 0 | |
| [Flags][7] | INT | UNSIGNED | NO | | 0 | |
| [Flags2][8] | INT | UNSIGNED | NO | | 0 | |
| [ProgressBarWeight][9] | FLOAT | | NO | | 0 | |
| [Description][10] | text | | YES | | NULL | |
| [VerifiedBuild][11] | SMALLINT | SIGNED | NO | | 0 | |
[1]: #id
[2]: #questid
[3]: #type
[4]: #storageindex
[5]: #objectid
[6]: #amount
[7]: #flags
[8]: #flags2
[9]: #progressbarweight
[10]: #description
[11]: #verifiedbuild
## Description of the fields
### ID
Unique ObjectiveId
### QuestID
The Quest Id from quest\_template.id
### Type
| Type | ID | ObjectID |
|----------------------------------------|----|---------------------------|
| QUEST_OBJECTIVE_MONSTER | 0 | creature_template.entry |
| QUEST_OBJECTIVE_ITEM | 1 | itemID from Item.db2 |
| QUEST_OBJECTIVE_GAMEOBJECT | 2 | gameobject_template.entry |
| QUEST_OBJECTIVE_TALKTO | 3 | creature_template.entry |
| QUEST_OBJECTIVE_CURRENCY | 4 | |
| QUEST_OBJECTIVE_LEARNSPELL | 5 | SpellId Spell.db2 |
| QUEST_OBJECTIVE_MIN_REPUTATION | 6 | Faction |
| QUEST_OBJECTIVE_MAX_REPUTATION | 7 | Faction |
| QUEST_OBJECTIVE_MONEY | 8 | Money |
| QUEST_OBJECTIVE_PLAYERKILLS | 9 | |
| QUEST_OBJECTIVE_AREATRIGGER | 10 | |
| QUEST_OBJECTIVE_WINPETBATTLEAGAINSTNPC | 11 | |
| QUEST_OBJECTIVE_DEFEATBATTLEPET | 12 | |
| QUEST_OBJECTIVE_WINPVPPETBATTLES | 13 | |
| QUEST_OBJECTIVE_CRITERIA_TREE | 14 | |
| QUEST_OBJECTIVE_PROGRESS_BAR | 15 | |
| QUEST_OBJECTIVE_HAVE_CURRENCY | 16 | |
| QUEST_OBJECTIVE_OBTAIN_CURRENCY | 17 | |
### StorageIndex
### ObjectID
See above
### Amount
Displays how much players you need to kill before completing the quest.
### Flags
This flag field defines more specifically the type of objective it is.
| Flag | Name | Description |
|------|----------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------------|
| 0 | QUEST\_OBJECTIVE\_FLAG\_NONE | No flags |
| 1 | QUEST\_OBJECTIVE\_FLAG\_TRACKED\_ON\_MINIMAP | Client displays large yellow blob on minimap for creature/gameobject |
| 2 | QUEST\_OBJECTIVE\_FLAG\_SEQUENCED | Client will not see the objective displayed until all previous objectives are completed |
| 4 | QUEST\_OBJECTIVE\_FLAG\_OPTIONAL | Not required to complete the quest |
| 8 | QUEST\_OBJECTIVE\_FLAG\_HIDDEN | Never displayed in quest log |
| 16 | QUEST\_OBJECTIVE\_FLAG\_HIDE\_ITEM\_GAINS | Skip showing item objective progress |
| 32 | QUEST\_OBJECTIVE\_FLAG\_PROGRESS\_COUNTS\_ITEMS\_IN\_INVENTORY | Item objective progress counts items in inventory instead of reading it from updatefields |
| 64 | QUEST\_OBJECTIVE\_FLAG\_PART\_OF\_PROGRESS\_BAR | Hidden objective used to calculate progress bar percent (quests are limited to a single progress bar objective) |
Like all flag based fields, **QuestObjectiveFlags** can be added for the different types of objective.
### Flags2
### ProgressBarWeight
### Description
### VerifiedBuild
|