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gossip_menu_option

Structure ​

FieldTypeAttributesKeyNullDefaultExtraCommentSource in sniff
MenuIDintunsignedPRINO0SMSG_GOSSIP_MESSAGE
GossipOptionIDintsignedNO0
OptionIDintunsignedPRINO0SMSG_GOSSIP_MESSAGE
OptionNpctinyintunsignedNO0SMSG_GOSSIP_MESSAGE
OptionTextmediumtextYESNULLSMSG_GOSSIP_MESSAGE
OptionBroadcastTextIDintunsignedNO0fetched from hotfixes db (via wpp)
LanguageintunsignedNO0
FlagsintsignedNO0
ActionMenuIDintunsignedNO0CMSG_GOSSIP_SELECT_OPTION
ActionPoiIDintunsignedNO0SMSG_GOSSIP_POI
GossipNpcOptionIDintsignedYESNULL
BoxCodedtinyintunsignedNO0SMSG_GOSSIP_MESSAGE
BoxMoneyintunsignedNO0SMSG_GOSSIP_MESSAGE
BoxTextmediumtextYESNULLSMSG_GOSSIP_MESSAGE
BoxBroadcastTextIDintunsignedNO0fetched from hotfixes db (via wpp)
SpellIDintsignedYESNULL
OverrideIconIDintsignedYESNULL
VerifiedBuildintsignedNO0generated
 

Description of fields ​

Gossip entry from gossip_menu.MenuID this option is associated with.  

GossipOptionID ​

- no description -  

OptionID ​

The id associated with this gossip_menu_option. Must be unique for a given menu starting from 0 (zero). Value increments by 1 if there are multiple options in the same gossip_menu.  

OptionNpc ​

- no description -  

OptionText ​

This is the text that you want to be displayed in the player selectable option. Examples would be: "Please train me.", "I would like to browse your goods.", "Learn Dual Spec". If field OptionBroadcastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly.  

OptionBroadcastTextID ​

The ID of the OptionText text in broadcast_text.ID. Responsible for locales.  

Language ​

- no description -  

Flags ​

- no description -  

ActionMenuID ​

If you want to create a sub-menu, this is the ID (gossip_menu.MenuID / gossip_menu_option.menuID) to link to to create that sub-menu.  

ActionPoiID ​

If you want a POI (point of interest) to display on the minimap (like how a city guard places a marker when you ask directions), this is the ID from points_of_interest  

GossipNpcOptionID ​

- no description -  

BoxCoded ​

If you want a box to display where you have to enter a code, set this field to 1.  

BoxMoney ​

The amount of money the player has to pay for the selected option, appears in the confirmation box as amount of gold, silver, copper. The DB value you insert here must be given in the number of copper, so 10 gold is entered as 100000 (10g 00s 00c).  

BoxText ​

This is the text of the window that appears that has "Yes" or "No" as clickable buttons. This is useful if you want a Yes/No confirmation window before the script executes. For example: "Are you sure you want to teleport to Dalaran?". If BoxBroadCastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the BoxText field content.  

BoxBroadcastTextID ​

The ID of the BoxText text in broadcast_text.ID. Responsible for locales.  

SpellID ​

- no description -  

OverrideIconID ​

- no description -  

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.