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# scripts
[<-Back-to:World](database-world.md)
# Tables: \*\*\*\_scripts
This table format is used for 3 different tables to control possible scripts activated by different actions:
**[spell\_scripts](spell_scripts):** Holds scripts that can be activated by spells with effect SPELL\_EFFECT\_SCRIPT\_EFFECT (77) or SPELL\_EFFECT\_DUMMY(3).
**[event\_scripts](event_scripts):** Holds scripts activated whenever an event is activated, be it by an object or as the spell effect SPELL\_EFFECT\_SEND\_EVENT (61).
**[waypoint\_scripts](waypoint_scripts):** Holds scripts used in the [waypoint\_data](waypoint_data) table. See also [Waypoints-Information](Waypoints-Information) for general information about waypoints.
NOTE: An entry in this table may have more than one row as a script may do more than just one action. Also each action the script may make can have a separate delay attached to it. In that case, the core will activate the appropriate action after the correct delay.
**Table Structure**
| Field | Comment
|---------------------------|--------
| [id](#id) |
| [effIndex](#effindex) | only used in [spell\_scripts](spell_scripts)
| [delay](#delay) |
| [command](#command) |
| [datalong](#otherfields) |
| [datalong2](#otherfields) |
| [dataint](#otherfields) |
| [x](#otherfields) |
| [y](#otherfields) |
| [z](#otherfields) |
| [o](#otherfields) |
| [guid](#guid) | only used in [waypoint\_scripts](waypoint_scripts); acts as primary key and is set automatically using the [GM command](GM-Commands) 'wp event add'
## **Description of the fields**
### id
For **spell\_scripts**, it is the spell ID. See [Spell.dbc](Spell)
For **event\_scripts**, it is the event ID. There doesn't exist currently a full list of events. In any case, the event IDs are taken directly from gameobject WDB data or spell effect data. If both a gameobject and a spell activate the same event, the IDs will match.
For **waypoint\_scripts**, it is the [action](waypoint_data#action) ID.
### effIndex
The effect index of the spell that this script is to be applied to.
### delay
Delay in seconds before this current step of the script activates. 0 = instant.
### command
The type of action performed by the script after [delay](#delay) seconds have passed. The value of this field affects what other fields also need to be set. The following commands can be used:
| Command | Name | Description |
|---------|--------------------------------------------------------------------|--------------------------------------------------------------------------|
| 0 | [TALK](#script_command_talk--0) | Creature say/whisper/yell/textemote. |
| 1 | [EMOTE](#script_command_emote--1) | Play emote on creature. |
| 2 | [FIELD\_SET](#script_command_field_set--2) | Change the value at an index for the player. |
| 3 | [MOVE\_TO](#script_command_move_to--3) | Relocate creature to a destination. |
| 4 | [FLAG\_SET](#script_command_flag_set--4) | Turns on bits on a flag field at an index for the player. |
| 5 | [FLAG\_REMOVE](#script_command_flag_remove--5) | Turns off bits on a flag field at an index for the player. |
| 6 | [TELEPORT\_TO](#script_command_teleport_to--6) | Teleports the player to a location. |
| 7 | [QUEST\_EXPLORED](#script_command_quest_explored--7) | Satisfies the explore requirement for a quest. |
| 8 | [KILL\_CREDIT](#script_command_kill_credit--8) | Gives kill credit to the player. |
| 9 | [RESPAWN\_GAMEOBJECT](#script_command_respawn_gameobject--9) | Spawns a despawned gameobject. |
| 10 | [TEMP\_SUMMON\_CREATURE](#script_command_temp_summon_creature--10) | Temporarily summons a creature. |
| 11 | [OPEN\_DOOR](#script_command_open_door--11) | Opens a door gameobject (type h1. 0). |
| 12 | [CLOSE\_DOOR](#script_command_close_door--12) | Closes a door gameobject (type 0). |
| 13 | [ACTIVATE\_OBJECT](#script_command_activate_object--13) | Activates an object. |
| 14 | [REMOVE\_AURA](#script_command_remove_aura--14) | Removes an aura due to a spell. |
| 15 | [CAST\_SPELL](#script_command_cast_spell--15) | Casts a spell. |
| 16 | [PLAY\_SOUND](#script_command_play_sound--16) | Plays a sound. |
| 17 | [CREATE\_ITEM](#script_command_create_item--17) | Creates specified amount of items for the player. |
| 18 | [DESPAWN\_SELF](#script_command_despawn_self--18) | Forces creature to despawn. |
| 20 | [LOAD\_PATH](#script_command_load_path--20) | Load path to unit, then unit starts waypoint movement. |
| 21 | [CALLSCRIPT\_TO\_UNIT](#script_command_callscript_to_unit--21) | Calls script from one of \*\_scripts table with given unit as source. |
| 22 | [KILL](#script_command_kill--22) | Changes state of the creature to dead and optionally removes its corpse. |
| 30 | [ORIENTATION](#script_command_orientation--30) | Changes unit's orientation (Used in Waypoint Scripts) |
| 31 | [EQUIP](#script_command_equip--31) | Sets creature equipment. |
| 32 | [MODEL](#script_command_model--32) | Sets creature model. |
| 33 | [CLOSE\_GOSSIP](#script_command_close_gossip--33) | Closes gossip window. This command is only used for Gossip Scripts. |
| 34 | [PLAYMOVIE](#script_command_playmovie--34) | Plays movie. |
| 35 | [MOVEMENT](#script_command_movement--35) | Change movement type. |
### OtherFields
Depending on what command was used, the meaning and use for the following fields varies.
#### \*SCRIPT\_COMMAND\_TALK = 0
- source: Creature.
- target: any/Player (for whisper).
- datalong: 0=say, 1=yell, 2=text emote, 3=boss emote, 4=whisper 5=boss whisper
- dataint: reference to [broadcast\_text.id](broadcast_text)
#### \*SCRIPT\_COMMAND\_EMOTE = 1
- source or target: Creature.
- datalong: The emote ID to play.
- datalong2: If this value is > 0 the npc will play emote state rather than oneshot.
#### \*SCRIPT\_COMMAND\_FIELD\_SET = 2
- source or target: Creature.
- datalong: Index of the field.
- datalong2: Value to place at the index.
#### \*SCRIPT\_COMMAND\_MOVE\_TO = 3
- source: Creature.
- datalong2: Length (in time) of the motion.
- x: X position to move to.
- y: Y position to move to.
- z: Z position to move to.
#### \*SCRIPT\_COMMAND\_FLAG\_SET = 4
- source or target: Creature.
- datalong: Field index to be set.
- datalong2: Flag bit(s) to set.
#### \*SCRIPT\_COMMAND\_FLAG\_REMOVE = 5
- source or target: Creature.
- datalong: Field index to be unset.
- datalong2: Flag bit(s) to unset.
#### \*SCRIPT\_COMMAND\_TELEPORT\_TO = 6
- source or target: Player (datalong2 0) or Creature (datalong2 1).
- datalong: Target Map ID. See [Map.dbc](Map)
- x: Teleport target x coordinate.
- y: Teleport target y coordinate.
- z: Teleport target z coordinate.
- o: Teleport target orientation.
#### \*SCRIPT\_COMMAND\_QUEST\_EXPLORED = 7
- source or target: Player.
- target or source: WorldObject.
- datalong: Quest entry which external status should be satisfied. See [quest\_template.id](quest_template#id).
- datalong2: Distance away from the NPC/object that the player can be and have the script still take effect (min value 5).
#### \*SCRIPT\_COMMAND\_KILL\_CREDIT = 8
- target or source: Player.
- datalong: Creatue entry of kill credit. See [creature\_template.entry](creature_template#entry).
- datalong2: If value > 0 gives kill credit to the whole group player belongs to, otherwise, gives personal kill credit.
#### \*SCRIPT\_COMMAND\_RESPAWN\_GAMEOBJECT = 9
- source: WorldObject (summoner).
- datalong: Guid of the gameobject to respawn. See [gameobject.guid](gameobject#guid).
- datalong2: Despawn time in seconds. If the value is < 5 seconds: 5 is used instead.
#### \*SCRIPT\_COMMAND\_TEMP\_SUMMON\_CREATURE = 10
- source: WorldObject (summoner).
- datalong: Entry of the summoned creature. See [creature\_template.entry](creature_template#entry).
- datalong2: Despawn time in ms.
- x: Summon target x coordinate.
- y: Summon target y coordinate.
- z: Summon target z coordinate.
- o: Summon target orientation.
#### \*SCRIPT\_COMMAND\_OPEN\_DOOR = 11
- source: WorldObject.
- datalong: Guid of the activated door. See [gameobject.guid](gameobject#guid).
- datalong2: Delay before closing again the door. If the value is < 15 seconds: 15 is used instead.
#### \*SCRIPT\_COMMAND\_CLOSE\_DOOR = 12
- source: WorldObject.
- datalong: Guid of the activated door. See [gameobject.guid](gameobject#guid).
- datalong2: Delay before opening again the door. If the value is < 15 seconds: 15 is used instead.
#### \*SCRIPT\_COMMAND\_ACTIVATE\_OBJECT = 13
- source: Unit.
- target: GameObject.
#### \*SCRIPT\_COMMAND\_REMOVE\_AURA = 14
- source (datalong2 != 0) or target (datalong2 h1. 0): Unit.
- datalong: Spell ID. See [Spell.dbc](Spell)
- datalong2: If value > 0, then remove from the source; otherwise remove from the target.
#### \*SCRIPT\_COMMAND\_CAST\_SPELL = 15
- source: Unit.
- target: Unit.
- datalong: Spell ID. See [Spell.dbc](Spell)
- datalong2:
- 0 - Source->Target
- 1 - Source->Source (Self cast, use for dummy spells)
- 2 - Target->Target
- 3 - Target->Source
- 4 - Source->Closest entry of dataint.
- dataint: Creature entry to target if datalong2 value is 4, or triggered attribute for CastSpell method in other cases.
- x: Search range for creature entry (dataint) if datalong2 value is 4.
#### \*SCRIPT\_COMMAND\_PLAY\_SOUND = 16
- source: WorldObject.
- target: none (datalong2 & 1 0) or Player (datalong2 & 1 != 0).
- datalong: Sound ID.
- datalong2:
- 0 - play direct sound to everyone.
- 1 - play direct sound to target (must be Player).
- 2 - play sound with distance dependency to anyone.
- 3 - play sound with distance dependency to target (must be Player).
#### \*SCRIPT\_COMMAND\_CREATE\_ITEM = 17
- target or source: Player.
- datalong: Item entry to create. See [item\_template.entry](item_template#entry).
- datalong2: Amount of items to create.
#### \*SCRIPT\_COMMAND\_DESPAWN\_SELF = 18
- target: Creature.
- datalong: Despawn delay.
#### \*SCRIPT\_COMMAND\_LOAD\_PATH = 20
- source: Unit.
- datalong: Path ID. See [waypoint\_data.id](waypoint_data#id).
- datalong2: If value > 0, means waypoint movement is repeatable.
#### \*SCRIPT\_COMMAND\_CALLSCRIPT\_TO\_UNIT = 21
- source: if present, used as a search center.
- datalong: entry of searched creature, if source exists, guid of the creature otherwise.
\*\*datalong2: ID of the script from \*\_scripts table.
- dataint:
- 3 - use spell\_scripts table;
- 5 - use event\_scripts table;
- 6 - use waypoint\_scripts table.
#### \*SCRIPT\_COMMAND\_KILL = 22
- source: Creature.
- dataint: if value == 1 remove corpse.
#### \*SCRIPT\_COMMAND\_ORIENTATION = 30
- source: Unit.
- target: Unit (datalong != 0).
- datalong: If value != 0, then turn to face the target; otherwise turn to value in o.
- o: Set orientation to value in field \`o\`.
#### \*SCRIPT\_COMMAND\_EQUIP = 31
- source: Creature.
- datalong: ID (1, 2, 3 ...) from equipment entry. See [creature\_equip\_template.id](creature_equip_template#id)
#### \*SCRIPT\_COMMAND\_MODEL = 32
- source: Creature.
- datalong: model ID.
#### \*SCRIPT\_COMMAND\_CLOSE\_GOSSIP = 33
- source: Player.
#### \*SCRIPT\_COMMAND\_PLAYMOVIE = 34
- source: Player.
- datalong: movie ID.
#### \*SCRIPT\_COMMAND\_MOVEMENT = 35
- source: Creature.
- datalong: MovementType.
- datalong2: MovementDistance (e.g. wander_distance for MovementType 1).
- dataint: pathid (for MovementType 2, see [waypoint\_data.id](waypoint_data#id)).
### guid
Exists only for 'waypoint_scripts' and acts there as primary key; it is set automatically using the [GM command](GM-Commands) 'wp event add'.
|