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conditions

Structure ​

FieldTypeAttributesKeyNullDefaultExtraComment
SourceTypeOrReferenceIdintsignedPRINO0
SourceGroupintunsignedPRINO0
SourceEntryintsignedPRINO0
SourceIdintsignedPRINO0
ElseGroupintunsignedPRINO0
ConditionTypeOrReferenceintsignedPRINO0
ConditionTargettinyintunsignedPRINO0
ConditionValue1intunsignedPRINO0
ConditionValue2intunsignedPRINO0
ConditionValue3intunsignedPRINO0
ConditionStringValue1varchar(64)PRINO''
NegativeConditiontinyintunsignedNO0
ErrorTypeintunsignedNO0
ErrorTextIdintunsignedNO0
ScriptNamevarchar(64)NO''
Commentvarchar(255)YESNULL
 

Description of fields ​

SourceTypeOrReferenceId ​

  • if a negative value, id of a reference (referenced directly in the ConditionTypeOrReference of another condition).
  • If a positive value, source type of the condition to be applied: | SourceTypeOrReferenceId | ID | SourceGroup | SourceEntry | SourceId | ConditionTarget | Notes | | --- | :---: | --- | --- | :---: | :---: | :--- | | CONDITION_SOURCE_TYPE_NONE | 0 | (Never used) | (Never used) | (Never used) | (Never used) | | | CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE | 1 | creature_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE | 2 | disenchant_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE | 3 | fishing_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 |Always 0 | | | CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE | 4 | gameobject_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE | 5 | item_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE | 6 | mail_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE | 7 | milling_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE | 8 | pickpocketing_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE | 9 | prospecting_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE | 10 | reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE | 11 | skinning_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE | 12 | spell_loot_template.Entry or
    reference_loot_template.Entry | item id (_loot_template.Item or
    reference_loot_template.Item) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET | 13 | Mask of effects to be affected by condition:
    1 = EFFECT_0, 2 = EFFECT_1, 4 = EFFECT_2 ... (231 = EFFECT_31) | SpellID | Always 0 | 0 : Potential spell target
    1 = Spell caster | Don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number. | | CONDITION_SOURCE_TYPE_GOSSIP_MENU | 14 | gossip_menu.entry (gossip menu entry) | gossip_menu.text_id (points to npc_text.ID) | Always 0 | 0 = Player
    1 = WorldObject | | | CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION | 15 | gossip_menu_option.menu_id (menu entry) | gossip_menu_option.id | Always 0 | 0 = Player
    1 = WorldObject | | | CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE | 16 | Always 0 | creature entry (creature_template.entry) | Always 0 | 0 = Player riding vehicle
    1 = Vehicle creature | | | CONDITION_SOURCE_TYPE_SPELL | 17 | Always 0 | SpellID | Always 0 | 0 = Spell aster
    1 = Explicit target of the spell
    (only for spells which take the object
    selected by caster into account) |
    • This source type allows you to define caster/explicit target requirements for spell to be cast.
    • Explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account.
      non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example)
      are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead.
    • If you are looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, use this condition source type instead
      (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use).
    • Remember that conditions with the same ElseGroup value will be used to make logical AND check,
      so to allow different targets for the same spell effect you have to set ElseGroup respectively.
    | | CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT | 18 | npc_spellclick_spells.npc_entry | npc_spellclick_spells.spell_id | Always 0 | 0 = Clicker
    1 = Spellclick target (clickee) | | | CONDITION_SOURCE_TYPE_QUEST_AVAILABLE | 19 | Always 0 | quest_template.ID | Always 0 | Always 0 | Condition must be met for quest to be available to player. | | UNUSED | 20 | | | | | | | CONDITION_SOURCE_TYPE_VEHICLE_SPELL | 21 | creature_template_spell.CreatureID | creature_template_spell.Spell | Always 0 | 0 = Player for whom spell bar is shown
    1 = Vehicle creature | This will show or hide spells in vehicle spell bar. | | CONDITION_SOURCE_TYPE_SMART_EVENT | 22 | smart_scripts.id + 1 | smart_scripts.entryorguid | smart_scripts.source_type | 0 = Invoker
    1 = Object | | | CONDITION_SOURCE_TYPE_NPC_VENDOR | 23 | npc_vendor.entry | npc_vendor.item | Always 0 | 0 = Player
    1 = WorldObject | | | CONDITION_SOURCE_TYPE_SPELL_PROC | 24 | Always 0 | SpellID of aura which triggers the proc | Always 0 | 0 = Actor
    1 = ActionTarget | | | CONDITION_SOURCE_TYPE_TERRAIN_SWAP | 25 | Always 0 | terrain_swap_defaults.TerrainSwapMap | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_PHASE | 26 | phase_area.PhaseId | phase_area.AreaId (0 for any area) | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_GRAVEYARD | 27 | graveyard_zone.GhostZone | graveyard_zone.ID | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_AREATRIGGER | 28 | areatrigger_template.Id | areatrigger_template.IsCustom | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_CONVERSATION_LINE | 29 | Always 0 | conversation_line_template.Id | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_AREATRIGGER_CLIENT_TRIGGERED | 30 | Always 0 | AreatriggerID | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_TRAINER_SPELL | 31 | trainer_spell.TrainerId | trainer_spell.SpellId | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_OBJECT_ID_VISIBILITY | 32 | ObjectType:
    5 = Unit
    8 = GameObject | CreatureID / GameObjectID | Always 0 | 0 = Player
    1 = WorldObject | | | CONDITION_SOURCE_TYPE_SPAWN_GROUP | 33 | Always 0 | spawn_group_template.groupId | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_PLAYER_CONDITION | 34 | Always 0 | PlayerConditionID | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_SKILL_LINE_ABILITY | 35 | Always 0 | ID from SkillLineAbility.db2 | Always 0 | Always 0 | | | CONDITION_SOURCE_TYPE_PLAYER_CHOICE_RESPONSE | 36 | playerchoice_response.ChoiceId | playerchoice_response.ResponseId | Always 0 | Always 0 | |

 

SourceGroup ​

See table above.  

SourceEntry ​

See table above.  

SourceId ​

See table above.  

ElseGroup ​

Allows building grouped conditions - all entries belonging to the same condition (same SourceType, SourceGroup and SourceEntry) that share the same number in ElseGroup, define one group. The entire condition is met when any of its groups is met (logical OR). The group is met when all of its entries are met (logical AND).

Example:

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, the first one has ElseGroup = 1 and the second has ElseGroup = 2, this creates a Logical OR.

Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, both has ElseGroup = 1, this creates a Logical AND.  

ConditionTypeOrReference ​

  • if a negative value, id of a reference (references directly the SourceTypeOrReferenceId of another condition).
  • If a positive value, condition type to be applied: | ConditionTypeOrReference (name) | Value | ConditionValue1 | ConditionValue2 | ConditionValue3 | Usage | | --- | :---: | --- | --- | --- | --- | | CONDITION_NONE | 0 | (Never used) | (Never used) | (Never used) | | | CONDITION_AURA | 1 | Spell ID from Spell.dbc | Effect index (0-31) | Always 0 | | | CONDITION_ITEM | 2 | item entry (item_template.entry) | item count | 0 = not in bank
    1 = in bank | | | CONDITION_ITEM_EQUIPPED | 3 | item entry (item_template.entry) | Always 0 | Always 0 | | | CONDITION_ZONEID | 4 | Zone ID where this condition will be true. | Always 0 | Always 0 | | | CONDITION_REPUTATION_RANK | 5 | Faction template ID from Faction.dbc | rank:
      1 = Hated
    2 = Hostile
    4 = Unfriendly
    8 = Neutral
    16 = Friendly
    32 = Honored
    64 = Revered
    128 = Exalted

    Add the target ranks together for the condition to be true for all those ranks. | Always 0 | | | CONDITION_TEAM | 6 | TeamID:
    Alliance = 469
    Horde = 67 | Always 0 | Always 0 | | | CONDITION_SKILL | 7 | Required skill.
    See SkillLine.db2 . | Skill rank value (e.g. from 1 to 450 for the 3.3.5 branch) | Always 0 | | | CONDITION_QUESTREWARDED | 8 | Quest ID - see quest_template.id | Always 0 | Always 0 | | | CONDITION_QUESTTAKEN | 9 | Quest ID - see quest_template.id | Always 0 | Always 0 | | | CONDITION_DRUNKENSTATE | 10 |
    Sober = 0
    Tipsy = 1
    Drunk = 2
    Smashed = 3
    | Always 0 | Always 0 | | | CONDITION_WORLD_STATE | 11 | World state index | World state value | Always 0 | | | CONDITION_ACTIVE_EVENT | 12 | Event entry
    (game_event.eventEntry) | Always 0 | Always 0 | | | CONDITION_INSTANCE_INFO | 13 | entry (see corresponding source script files for info) | data (see corresponding script source files for more info) | 0 = INSTANCE_INFO_DATA
    1 = INSTANCE_INFO_GUID_DATA
    2 = INSTANCE_INFO_BOSS_STATE
    3 = INSTANCE_INFO_DATA64 | | | CONDITION_QUEST_NONE | 14 | Quest ID - see quest_template.id | Always 0 | Always 0 | | | CONDITION_CLASS | 15 | Class mask from ChrClasses.dbc
    Add flags together for all classes where condition is true.
      1 = Warrior
    2 = Paladin
    4 = Hunter
    8 = Rogue
    16 = Priest
    32 = Death Knight
    64 = Shaman
    128 = Mage
    256 = Warlock
    512 = Monk
    1024 = Druid
    2048 = Demon Hunter
    4096 = Evoker
    | Always 0 | Always 0 | | | CONDITION_RACE | 16 | Player must be this race.
    See ChrRaces.dbc .
    Add flags together for all races where condition is true. | Always 0 | Always 0 | | | CONDITION_ACHIEVEMENT | 17 | Achievement ID from Achievement.dbc | Always 0 | Always 0 | | | CONDITION_TITLE | 18 | Title ID from CharTitles.dbc | Always 0 | Always 0 | | | ⚠️ CONDITION_SPAWNMASK_DEPRECATED | 19 | | | | UNUSED, DO NOT REUSE | | CONDITION_GENDER | 20 | 0 = Male
    1 = Female
    2 = None | Always 0 | Always 0 | | | CONDITION_UNIT_STATE | 21 | UnitState (enum from Unit.h) | Always 0 | Always 0 | | | CONDITION_MAPID | 22 | Map entry from Map.dbc

    (0=Eastern Kingdoms, 1=Kalimdor, - and so on.) | Always 0 | Always 0 | | | CONDITION_AREAID | 23 | Area ID from AreaTable.dbc | Always 0 | Always 0 | | | CONDITION_CREATURE_TYPE | 24 | Creature type from creature_template.type

    True if creature_template.type == ConditionValue1 | Always 0 | Always 0 | | | CONDITION_SPELL | 25 | Spell ID from Spell.dbc | Always 0 | Always 0 | | | CONDITION_PHASEID | 26 | PhaseID | Always 0 | Always 0 | | | CONDITION_LEVEL | 27 | Player level (1-80 in 3.3.5 || 1-60 in 9.x) | Optional:
      0 = Level must be equal
    1 = Level must be higher
    2 = Level must be lower
    3 = Level must be higher or equal
    4 = Level must be lower or equal.
    | Always 0 | | | CONDITION_QUEST_COMPLETE | 28 | Quest ID - see quest_template.id | Always 0 | Always 0 | | | CONDITION_NEAR_CREATURE | 29 | Creature entry from creature_template.entry | Distance in yards | Alive=0
    Dead=1 | | | CONDITION_NEAR_GAMEOBJECT | 30 | Gameobject entry from gameobject_template.entry | Distance in yards | Always 0 | | | CONDITION_OBJECT_ENTRY_GUID_LEGACY | 31 | TypeID. Available object types:
    3 : TYPEID_UNIT
    4 : TYPEID_PLAYER
    5 : TYPEID_GAMEOBJECT
    7 : TYPEID_CORPSE (player corpse, after spirit release) | 0 = Any object of given TypeID
    if TypeID = TYPEID_UNIT => Creature entry from creature_template.entry
    if TypeID = TYPEID_GAMEOBJECT => Gameobject entry from gameobject_template.entry | 0 = Any object of given type

    1 - 500k : creature / gameobject GUID | | | CONDITION_TYPE_MASK_LEGACY | 32 | TypeMask - a bitmask of following object types:
    0x0008 - TYPEMASK_UNIT (8)
    0x0010 - TYPEMASK_PLAYER (16)
    0x0020 - TYPEMASK_GAMEOBJECT (32)
    0x0080 - TYPEMASK_CORPSE (player corpse after spirit release) (128) | Always 0 | Always 0 | | | CONDITION_RELATION_TO | 33 | Target to which relation is checked.
    - one of the ConditionTargets available in current SourceType | RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.
    0 - RELATION_SELF
    1 - RELATION_IN_PARTY
    2 - RELATION_IN_RAID_OR_PARTY
    3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)
    4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)
    5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1) | Always 0 | | | CONDITION_REACTION_TO | 34 | Target to which reaction is checked.
    - one of the ConditionTargets available in current SourceType | rankMask: This bitmask defines the reaction(s) of the current ConditionTarget
    to the target specified in ConditionValue1 (which are allowed).
    Flags for the reactions are:
      1 = Hated
    2 = Hostile
    4 = Unfriendly
    8 = Neutral
    16 = Friendly
    32 = Honored
    64 = Revered
    128 = Exalted
    | Always 0 | | | CONDITION_DISTANCE_TO | 35 | Target to which distance is checked
    - one of ConditionTargets available in current SourceType | Distance.
    Defines distance between current ConditionTarget and target specified in ConditionValue1 | ComparisionType:
    0 = distance must be equal to ConditionValue2
    1 = distance must be higher than ConditionValue2
    2 = distance must be lower than ConditionValue2
    3 = distance must be equal to or higher than ConditionValue2
    4 = distance must be equal to or lower than ConditionValue2 | | | CONDITION_ALIVE | 36 | Always 0 - Use NegativeCondition and the following settings:
    NegativeCondition = 0 if target needs to be ALIVE.
    NegativeCondition = 1 if target needs to be DEAD.

    NOTE: A creature corpse and a creature that_looks_dead
    are two different things. One is actually dead
    and the other is just using an emote to appear dead. | Always 0 | Always 0 | | | CONDITION_HP_VAL | 37 | HP value | ComparisionType:
    • 0 = HP must be equal
    • 1 = HP must be higher
    • 2 = HP must be lesser
    • 3 = HP must be equal or higher
    • 4 = HP must be equal or lower
    | Always 0 | | | CONDITION_HP_PCT | 38 | Percentage of max HP | ComparisionType:
    • 0 = Percentage of max HP must be equal
    • 1 = Percentage of max HP must be higher
    • 2 = Percentage of max HP must be lower
    • 3 = Percentage of max HP must be equal or higher
    • 4 = Percentage of max HP must be equal or lower
    | Always 0 | | | CONDITION_REALM_ACHIEVEMENT | 39 | Achievement ID
    from Achievement.dbc | Always 0 | Always 0 | | | CONDITION_IN_WATER | 40 | Always 0 - Use NegativeCondition and the following settings:
    NegativeCondition = 0 If target needs to be on land
    NegativeCondition = 1 If target needs to be in water | Always 0 | Always 0 | | | CONDITION_TERRAIN_SWAP | 41 | terrainSwap - true if object is in terrainswap [ master only ] | Always 0 | Always 0 | | | CONDITION_STAND_STATE | 42 | stateType (exact or any): 0 = Exact state used in ConditionValue2
    1 = Any type of state in ConditionValue2 | Exact stand state, or generic state (stand / sit), depending on value 1
    0 = Standing 1 = Sitting | Always 0 | | | CONDITION_DAILY_QUEST_DONE | 43 | Quest ID - see quest_template.id | Always 0 | Always 0 | | | CONDITION_CHARMED | 44 | Always 0 | Always 0 | Always 0 | | | CONDITION_PET_TYPE | 45 | mask | Always 0 | Always 0 | | | CONDITION_TAXI | 46 | Always 0 | Always 0 | Always 0 | | | CONDITION_QUESTSTATE | 47 | Quest ID - see quest_template.id | state_mask: true if player is in any of the provided quest states for the quest
    1 = not taken
    2 = completed
    8 = in progress
    32 = failed
    64 = rewarded | Always 0 | | | CONDITION_QUEST_OBJECTIVE_PROGRESS | 48 | Quest Objective ID | Always 0 | Progress Value | | | CONDITION_DIFFICULTY_ID | 49 | Difficulty (0 None, 1 Normal, etc) | Always 0 | Always 0 | true if target's map has difficulty id | | CONDITION_GAMEMASTER | 50 | canBeGM | Always 0 | Always 0 | true if player is gamemaster
    (or can be gamemaster) | | CONDITION_OBJECT_ENTRY_GUID | 51 | TypeID | entry | guid | true if object is type TypeID
    and the entry is 0
    or matches entry of the object
    or matches guid of the object | | CONDITION_TYPE_MASK | 52 | TypeMask | Always 0 | Always 0 | true if object is type object's
    TypeMask matches provided TypeMask | | CONDITION_BATTLE_PET_COUNT | 53 | SpeciesId | count | ComparisonType | true if player has count of battle pet species | CONDITION_SCENARIO_STEP | 54 | ScenarioStepId (Only >= 5.0.3)| Always 0 | Always 0 | true if object is at scenario
    with current step equal to ScenarioStepID | | CONDITION_SCENE_IN_PROGRESS | 55 | SceneScriptPackageId | Always 0 | Always 0 | true if player is playing a scene
    with ScriptPackageId equal to given value | | CONDITION_PLAYER_CONDITION | 56 | PlayerConditionId | Always 0 | Always 0 | true if player satisfies PlayerCondition | | CONDITION_PRIVATE_OBJECT | 57 | Always 0 | Always 0 | Always 0 | true if entity is private object | | CONDITION_STRING_ID | 58 | Always 0 | Always 0 | Always 0 | true if entity uses string id (ConditionStringValue1) | | CONDITION_LABEL | 59 | Label | Always 0 | Always 0 | true if creature/gameobject has specified Label in CreatureLabel.db2/GameObjectLabel.db2 |

Please note ⚠️means that the ConditionType is deprecated and should not be used.

ConditionTarget ​

Allows selecting an object for which conditions will be checked. Available objects are dependant on SourceTypeOrReferenceId, for details see respective source type reference.  

ConditionValue1 ​

See ConditionTypeOrReference.  

ConditionValue2 ​

See ConditionTypeOrReference.  

ConditionValue3 ​

See ConditionTypeOrReference.  

ConditionStringValue1 ​

- no description -  

NegativeCondition ​

If set to 1, the condition will be "inverted"

Example: CONDITION_AURA with NegativeCondition will be true when the player does NOT have the aura.  

ErrorType ​

Id from /src/server/game/Miscellaneous/SharedDefines.h#L1442. Will be displayed only for the below condition source type:

CONDITION_SOURCE_TYPE_SPELL = 17  

ErrorTextId ​

Id from /src/server/game/Miscellaneous/SharedDefines.h#L1766. Will be displayed only for the below condition source type:

CONDITION_SOURCE_TYPE_SPELL = 17

(ErrorType must be SPELL_FAILED_CUSTOM_ERROR (211) otherwise 0)  

ScriptName ​

The ScriptName this condition uses, if any.  

Comment ​

Explanation of this condition or reference