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npc_text

This table contains the texts that are used for gossip. More research needs to be done on this table.

Structure ​

FieldTypeAttributesKeyNullDefaultExtraComment
IDintunsignedPRINO0
text0_0longtextYESNULL
text0_1longtextYESNULL
BroadcastTextID0intsignedNO0
lang0tinyintunsignedNO0
Probability0floatNO0
EmoteDelay0_0smallintunsignedNO0
Emote0_0smallintunsignedNO0
EmoteDelay0_1smallintunsignedNO0
Emote0_1smallintunsignedNO0
EmoteDelay0_2smallintunsignedNO0
Emote0_2smallintunsignedNO0
text1_0longtextYESNULL
text1_1longtextYESNULL
BroadcastTextID1intsignedNO0
lang1tinyintunsignedNO0
Probability1floatNO0
EmoteDelay1_0smallintunsignedNO0
Emote1_0smallintunsignedNO0
EmoteDelay1_1smallintunsignedNO0
Emote1_1smallintunsignedNO0
EmoteDelay1_2smallintunsignedNO0
Emote1_2smallintunsignedNO0
text2_0longtextYESNULL
text2_1longtextYESNULL
BroadcastTextID2intsignedNO0
lang2tinyintunsignedNO0
Probability2floatNO0
EmoteDelay2_0smallintunsignedNO0
Emote2_0smallintunsignedNO0
EmoteDelay2_1smallintunsignedNO0
Emote2_1smallintunsignedNO0
EmoteDelay2_2smallintunsignedNO0
Emote2_2smallintunsignedNO0
text3_0longtextYESNULL
text3_1longtextYESNULL
BroadcastTextID3intsignedNO0
lang3tinyintunsignedNO0
Probability3floatNO0
EmoteDelay3_0smallintunsignedNO0
Emote3_0smallintunsignedNO0
EmoteDelay3_1smallintunsignedNO0
Emote3_1smallintunsignedNO0
EmoteDelay3_2smallintunsignedNO0
Emote3_2smallintunsignedNO0
text4_0longtextYESNULL
text4_1longtextYESNULL
BroadcastTextID4intsignedNO0
lang4tinyintunsignedNO0
Probability4floatNO0
EmoteDelay4_0smallintunsignedNO0
Emote4_0smallintunsignedNO0
EmoteDelay4_1smallintunsignedNO0
Emote4_1smallintunsignedNO0
EmoteDelay4_2smallintunsignedNO0
Emote4_2smallintunsignedNO0
text5_0longtextYESNULL
text5_1longtextYESNULL
BroadcastTextID5intsignedNO0
lang5tinyintunsignedNO0
Probability5floatNO0
EmoteDelay5_0smallintunsignedNO0
Emote5_0smallintunsignedNO0
EmoteDelay5_1smallintunsignedNO0
Emote5_1smallintunsignedNO0
EmoteDelay5_2smallintunsignedNO0
Emote5_2smallintunsignedNO0
text6_0longtextYESNULL
text6_1longtextYESNULL
BroadcastTextID6intsignedNO0
lang6tinyintunsignedNO0
Probability6floatNO0
EmoteDelay6_0smallintunsignedNO0
Emote6_0smallintunsignedNO0
EmoteDelay6_1smallintunsignedNO0
Emote6_1smallintunsignedNO0
EmoteDelay6_2smallintunsignedNO0
Emote6_2smallintunsignedNO0
text7_0longtextYESNULL
text7_1longtextYESNULL
BroadcastTextID7intsignedNO0
lang7tinyintunsignedNO0
Probability7floatNO0
EmoteDelay7_0smallintunsignedNO0
Emote7_0smallintunsignedNO0
EmoteDelay7_1smallintunsignedNO0
Emote7_1smallintunsignedNO0
EmoteDelay7_2smallintunsignedNO0
Emote7_2smallintunsignedNO0
VerifiedBuildintsignedYESNULL
 

Description of fields ​

ID ​

This is the ID of the text entry.  

text[0-7]_0 ​

This is the text that is displayed if the NPC is male.  

text[0-7]_1 ​

This is the text that is displayed if the NPC is female.  

BroadcastTextID[0-7] ​

The broadcast_text.ID of this definition. It will entirely override this entry.  

lang[0-7] ​

The Language ID of the text in game.

IDLanguageIDLanguage
1Orcish12Kalimag
2Darnassian13Gnomish
3Taurahe14Troll
6Dwarvish33Gutterspeak
7Common35Draenei
8Demonic36Zombie
9Titan37Gnomish Binary
10Thalassian38Goblin Binary
11Draconic

 

Probability[0-7] ​

The percent-chance (probability) that the NPC will say either text*_0 or text*_1 depending on the NPCs gender. 1 will always show this text, while 0.5 will show this text 50% of the time and then choose another text in the current row. The total of all probabilities in the current row should equal 1.  

EmoteDelay[0-7]_[0-2] ​

The delay in milliseconds after which the next emote can be played.  

Emote[0-7]_[0-2] ​

The Emote ID that the NPC should do when displaying the text. The emotes are played after each other in order (0 – 2).  

VerifiedBuild ​

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.