Scripts tables

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The `*_scripts` table

All Table Schema Verified: Rev 1307

This table format is used for 6 different tables to control possible scripts activated by different actions:

  • gameobject_scripts: Holds possible scripts activated by gameobjects of type GAMEOBJECT_TYPE_BUTTON (1). - Schema Last Modified: TC1-1828
  • gossip_scripts: This table needs a description. - Schema Last Modified: Rev 494
  • spell_scripts: Holds scripts that can be activated by spells with effect SPELL_EFFECT_SCRIPT_EFFECT (77). - Schema Last Modified: TC1-1828
  • quest_start_scripts: Holds scripts activated when a player accepts a quest. - Schema Last Modified: TC1-1828
  • quest_end_scripts: Holds scripts activated when a player finishes a quest. - Schema Last Modified: TC1-1828
  • 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). - Schema Last Modified: TC1-1828

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.


Field Type Attributes Key Null Default Extra Comment
id mediumint(8) unsigned NO 0
delay int(10) unsigned NO 0
command mediumint(8) unsigned NO 0
datalong mediumint(8) unsigned NO 0
datalong2 int(10) unsigned NO 0
datatext text signed NO NULL
x float signed NO 0
y float signed NO 0
z float signed NO 0
o float signed NO 0

Description of the fields


For gameobject_scripts, it is the guid of the button/lever. See gameobject.guid.
For gossip_scripts - This information needs added.
For spell_scripts, it is the spell ID. See Spell.dbc
For quest_*_scripts, it is the ID that is used in StartScript or CompleteScript in the quest template definition.
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.


Delay in seconds before this current step of the script activates. 0 = instant.


The type of action performed by the script after 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 Creature say/whisper/yell/textemote.
1 EMOTE Play emote on creature.
2 FIELD_SET Change the value at an index for the player.
3 MOVE_TO Relocate creature to a destination.
4 FLAG_SET Turns on bits on a flag field at an index for the player.
5 FLAG_REMOVE Turns off bits on a flag field at an index for the player.
6 TELEPORT_TO Teleports the player to a location.
7 QUEST_EXPLORED Satisfies the explore requirement for a quest.
8 KILL_CREDIT Gives kill credit to the player.
9 RESPAWN_GAMEOBJECT Spawns a despawned gameobject.
10 TEMP_SUMMON_CREATURE Temporarily summons a creature.
11 OPEN_DOOR Opens a door gameobject (type == 0).
12 CLOSE_DOOR Closes a door gameobject (type == 0).
13 ACTIVATE_OBJECT Activates an object.
14 REMOVE_AURA Removes an aura due to a spell.
15 CAST_SPELL Casts a spell.
16 PLAY_SOUND Plays a sound.
17 CREATE_ITEM Creates specified amount of items for the player.
18 DESPAWN_SELF Forces creature to despawn.
19 nuttin There is no command 19.
20 LOAD_PATH Load path to unit, then unit starts waypoint movement.
21 CALLSCRIPT_TO_UNIT Calls script from one of *_scripts table with given unit as source.
22 KILL Changes state of the creature to dead and optionally removes its corpse.
30 ORIENTATION Changes unit's orientation (Used in Waypoint Scripts)
31 EQUIP Sets creature equipment.
32 MODEL Sets creature model.
33 CLOSE_GOSSIP Closes gossip window. This command is only used for Gossip Scripts.


Depending on what command was used, the meaning and use for the following fields varies.

    • source: Creature.
    • target: any/Player (for whisper).
    • datalong: 0=say, 1=yell, 2=text emote, 3=boss emote, 4=whisper
    • dataint: reference to db_script_string.entry values must start at 2000000000 and end at 2000010000

    • 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.

    • source or target: Creature. The process of essay writing will be much easier with MarvelousEssays.Com as there are a lot of highly professional and talented writers who are always eager to help you out with any sort of academic assignments regardless of the complexity levels. I do know what I�m talking about!
    • datalong: Index of the field.
    • datalong2: Value to place at the index.

    • 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.

    • source or target: Creature.
    • datalong: Field index to be set.
    • datalong2: Flag bit(s) to set.

    • source or target: Creature.
    • datalong: Field index to be unset.
    • datalong2: Flag bit(s) to unset.

    • source or target: Player (datalong2 == 0) or Creature (datalong2 == 1).
    • datalong: Target Map ID. See Maps.dbc
    • x: Teleport target x coordinate.
    • y: Teleport target y coordinate.
    • z: Teleport target z coordinate.
    • o: Teleport target orientation.

    • source or target: Player.
    • target or source: WorldObject.
    • datalong: Quest entry which external status should be satisfied. See quest_template.entry.
    • datalong2: Distance away from the NPC/object that the player can be and have the script still take effect (min value 5).

    • target or source: Player.
    • datalong: Creatue entry of kill credit. See creature_template.entry.
    • datalong2: If value > 0 gives kill credit to the whole group player belongs to, otherwise, gives personal kill credit.

    • source: WorldObject (summoner).
    • datalong: Guid of the gameobject to respawn. See gameobject.guid.
    • datalong2: Despawn time in seconds. If the value is < 5 seconds: 5 is used instead.

    • source: WorldObject (summoner).
    • datalong: Entry of the summoned creature. See 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.

    • source: WorldObject.
    • datalong: Guid of the activated door. See gameobject.guid.
    • datalong2: Delay before closing again the door. If the value is < 15 seconds: 15 is used instead.

    • source: WorldObject.
    • datalong: Guid of the activated door. See gameobject.guid.
    • datalong2: Delay before opening again the door. If the value is < 15 seconds: 15 is used instead.

    • source: Unit.
    • target: GameObject.

    • source (datalong2 != 0) or target (datalong2 == 0): Unit.
    • datalong: Spell ID. See Spell.dbc.
    • datalong2: If value > 0, then remove from the source; otherwise remove from the target.

    • source: Unit.
    • target: Unit.
    • datalong: Spell ID. See Spell.dbc.
    • 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.

    • 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).

    • target or source: Player.
    • datalong: Item entry to create. See item_template.entry.
    • datalong2: Amount of items to create.

    • target: Creature.
    • datalong: Despawn delay.

    • source: Unit.
    • datalong: Path ID. See
    • datalong2: If value > 0, means waypoint movement is repeatable.

    • 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:
      • 1 - use quest_end_scripts table;
      • 2 - use quest_start_scripts table;
      • 3 - use spell_scripts table;
      • 4 - use gameobject_scripts table;
      • 5 - use event_scripts table;
      • 6 - use waypoint_scripts table.

    • source: Creature.
    • dataint: if value == 1 remove corpse.

    • 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`.

    • source: Creature.
    • datalong: model ID.

    • source: Player.