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*update eventAI docs
*add missed docs --HG-- branch : trunk
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@@ -84,7 +84,7 @@ Some events such as EVENT_T_AGGRO, EVENT_T_DEATH, EVENT_T_SPAWNED, and EVENT_T_E
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22 EVENT_T_RECEIVE_EMOTE EmoteId, Condition, CondValue1, CondValue2 Expires when a creature receives an emote with emote text id (enum TextEmotes) in (Param1). Conditions can be defined (Param2) with optional values (Param3,Param4), see enum ConditionType.
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23 EVENT_T_BUFFED SpellID, AmmountInStack, RepeatMin, RepeatMax Expires when a creature has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4).
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24 EVENT_T_TARGET_BUFFED SpellID, AmmountInStack, RepeatMin, RepeatMax Expires when a target unit has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4).
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35 EVENT_T_RESET NONE Expires when creature leaves combat, spawns or respawns.
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=========================================
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Action Types
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27
doc/HowToScript.txt
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27
doc/HowToScript.txt
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** HOW TO SCRIPT IN C++ **
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1 - create a file myscript.cpp in scripts folder.
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2 - copy the content of script_default.cpp, it as the structure on how the scripting fuctions are organized.
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dont forget to change the name of fuctions, like GossipHello_default to GossipHello_myscript.
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3 - in fuction AddSC_default change to AddSC_myscript.
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4 - newscript->Name="default"; change the string to "myscript" this name is the one to be called from the db
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5 - dont forget to change the name in here to newscript->pGossipHello = &GossipHello_default; this is where the scripted fuctions are stored.
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6 - and last thing is in ScriptMgr.cpp
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add your AddSC_myscript in here
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// -- Scripts to be added --
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extern void AddSC_default();
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// -------------------
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and here
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// -- Inicialize the Scripts to be Added --
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AddSC_default();
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// ----------------------------------------
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now start using the player fuctions to script ;)
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hope it helps, any question use our forum.
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87
doc/Text-tables.txt
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87
doc/Text-tables.txt
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=========================================
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Texts Documentation
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=========================================
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Scriptdev2 Revision 695 introduces a new format for using texts in EventAI and SD2 Scripts.
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This information relates to the *_texts tables located in the ScriptDev Database.
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Any script can at any time access and use text from any of the three text tables, as long as the entry does in fact exist.
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Custom scripters are adviced to store their text data in custom_texts.
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The different tables has ranges of entries allowed for that table.
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Reserved EventAI in Mangos entry -1 -> -999999
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script_texts: entry -1000000 -> -1999999
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custom_texts: entry -2000000 -> -2999999
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Any entry out of range for that table will display a startup error.
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=========================================
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Basic Structure of script_texts and custom_texts
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=========================================
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Below is a the list of current fields within the texts tables.
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Field_Name Description
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-----------------------------------------------------------
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entry This value is mearly an NEGATIVE identifier of the current text number. Required for sql queries.
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content_default This is the actual text presented in the default language (English).
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content_loc1 This is the actual text presented in the Localization #1 Clients (Korean)
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content_loc2 This is the actual text presented in the Localization #2 Clients (French)
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content_loc3 This is the actual text presented in the Localization #3 Clients (German)
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content_loc4 This is the actual text presented in the Localization #4 Clients (Chinese)
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content_loc5 This is the actual text presented in the Localization #5 Clients (Taiwanese)
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content_loc6 This is the actual text presented in the Localization #6 Clients (Spanish)
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content_loc7 This is the actual text presented in the Localization #7 Clients (Spanish Mexico)
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content_loc8 This is the actual text presented in the Localization #8 Clients (Russian)
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sound This value is the Sound ID that corresponds to the actual text used (Defined in SoundEntries.dbc).
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type Variables used to define type of text (Say/Yell/Textemote/Whisper).
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language This value is the Language that the text is native in (Defined in Languages.dbc).
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emote Value from enum Emote (defined in Emotes.dbc). Only source of text will play this emote (not target, if target are defined in DoScriptText)
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comment This is a comment regarding the text entry (For ACID, accepted format is to use Creature ID of NPC using it).
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Note: Fields `content_loc1` to `content_loc8` are NULL values by default and are handled by seperate localization projects.
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=========================================
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Text Types (type)
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=========================================
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Below is the list of current Text types that texts tables can handle. These were previously seperate Actions in ACID.
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# Internal Name Description
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-----------------------------------------------------------
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0 CHAT_TYPE_SAY This type sets the text to be displayed as a Say (Speech Bubble).
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1 CHAT_TYPE_YELL This type sets the text to be displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID.
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2 CHAT_TYPE_TEXT_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log.
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3 CHAT_TYPE_BOSS_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log (Used only for specific Bosses).
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4 CHAT_TYPE_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log.
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5 CHAT_TYPE_BOSS_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log (Used only for specific Bosses).
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6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone.
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=========================================
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Language Types (language)
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=========================================
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Below is the list of current Language types that are allowed.
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This is the Race Language that the text is native to (So it will display properly)
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# Internal Name Description
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-----------------------------------------------------------
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0 UNIVERSAL Text in this language is understood by ALL Races.
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1 ORCISH Text in this language is understood ONLY by Horde Races.
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2 DARNASSIAN Text in this language is understood ONLY by the Night Elf Race.
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3 TAURAHE Text in this language is understood ONLY by the Tauren Race.
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6 DWARVISH Text in this language is understood ONLY by the Dwarf Race.
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7 COMMON Text in this language is understood ONLY by Alliance Races.
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8 DEMONIC Text in this language is understood ONLY by the Demon Race (Not Implimented).
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9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented).
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10 THALASSIAN Text in this language is understood ONLY by the Blood Elf Race.
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11 DRACONIC Text in this language is understood ONLY by the Dragon Race.
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12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals)
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13 GNOMISH Text in this language is understood ONLY by the Gnome Race.
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14 TROLL Text in this language is understood ONLY by the Troll Race.
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33 GUTTERSPEAK Text in this language is understood ONLY by the Undead Race.
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35 DRAENEI Text in this language is understood ONLY by the Draenai Race.
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36 ZOMBIE (not currently used?)
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37 GNOMISH BINARY Binary language used by Alliance when drinking Binary Brew
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38 GOBLIN BINARY Binary language used by Horce when drinking Binary Brew
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