Texts tables

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The `*_texts` table

  • custom_texts - Schema Last Modified: TC1-1828 - Schema Verified: Rev 665
  • script_texts - Schema Last Modified: Rev 539 - Schema Verified: Rev 665


This table holds all the texts used within the eventai (ACID) scripts. This table handles the actual text, display type (say/yell/emote) and corresponding sounds or emote (if any).


Structure

Field Type Attributes Key Null Default Extra Comment
entry mediumint(8) signed PRI NO NULL
npc_entry* mediumint(8) signed PRI NO 0 creature_template entry
content_default text signed NO NULL
content_loc1 text signed YES NULL
content_loc2 text signed YES NULL
content_loc3 text signed YES NULL
content_loc4 text signed YES NULL
content_loc5 text signed YES NULL
content_loc6 text signed YES NULL
content_loc7 text signed YES NULL
content_loc8 text signed YES NULL
sound mediumint(8) unsigned NO 0
type tintint(3) unsigned NO 0
language tintint(3) unsigned NO 0
emote smallint(5) unsigned NO 0
comment text signed YES NULL


Description of the fields

entry

This is the entry of the text. It corresponds to a script using Action 1 (ACTION_T_SAY) in the eventai_scripts table. This number is always negative.

content_default

This is the actual text presented in the default language (English).

content_loc

This is the actual text presented in the Localization #(1-8) Clients

Value Localization
1 Korean
2 French
3 German
4 Chinese
5 Taiwanese
6 Spanish
7 Spanish Mexico
8 Russian

type

This is the method the text is displayed.

Value Type
0 Say
1 Yell
2 Text Emote
3 Boss Emote
4 Whisper
5 Boss Whisper

sound

This is the sound Id that will play with along with the corresponding text. All sounds are from sounds.dbc.

language

This is the in-game language of the text. Languages are from Languages.dbc.

emote

This is the emote that the creature performs along with the corresponding text.

comment

This field allows you to label a text entry.