Texts tc2

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The `creature_ai_texts` and `script_texts` table

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.

npc_entry*

This field is present in script_texts table ONLY. This is the creature_template.entry to which the script is linked to.

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

Value Sniff Value Localization
0 12 Say
1 14 Yell
2 16 Emote
3 41 Boss Emote
4 15 Whisper
5 42 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.

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