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This table holds information about menu options a gossip NPC can have.
Examples of options: "Train me!"
, "I want to unlearn my talents"
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
---|---|---|---|---|---|---|---|
MenuID | smallint | unsigned | PRI | NO | 0 | ||
OptionID | smallint | unsigned | PRI | NO | 0 | ||
OptionIcon | mediumint | unsigned | NO | 0 | |||
OptionText | text | YES | NULL | ||||
OptionBroadcastTextID | mediumint | signed | NO | 0 | |||
OptionType | tinyint | unsigned | NO | 0 | |||
OptionNpcFlag | int | unsigned | NO | 0 | |||
ActionMenuID | int | unsigned | NO | 0 | |||
ActionPoiID | mediumint | unsigned | NO | 0 | |||
BoxCoded | tinyint | unsigned | NO | 0 | |||
BoxMoney | int | unsigned | NO | 0 | |||
BoxText | text | YES | NULL | ||||
BoxBroadcastTextID | mediumint | signed | NO | 0 | |||
VerifiedBuild | int | signed | NO | 0 |
Gossip entry from gossip_menu.MenuID this option is associated with.
If this is the default gossip option for the selected NPC, verify that the NPC has this value in it's creature_template.gossip_menu_id .
The id associated with this gossip_menu_option. Must be unique for a given MenuID starting from 0.
Value increments by 1 if there are multiple options in the same gossip_menu.
ID | Name | Comment |
---|---|---|
0 | GOSSIP_ICON_CHAT | white chat bubble |
1 | GOSSIP_ICON_VENDOR | brown bag |
2 | GOSSIP_ICON_TAXI | flightmarker (paperplane) |
3 | GOSSIP_ICON_TRAINER | brown book (trainer) |
4 | GOSSIP_ICON_INTERACT_1 | golden interaction wheel |
5 | GOSSIP_ICON_INTERACT_2 | golden interaction wheel |
6 | GOSSIP_ICON_MONEY_BAG | brown bag (with gold coin in lower corner) |
7 | GOSSIP_ICON_TALK | white chat bubble (with "..." inside) |
8 | GOSSIP_ICON_TABARD | white tabard |
9 | GOSSIP_ICON_BATTLE | two crossed swords |
10 | GOSSIP_ICON_DOT | yellow dot/point |
This is the text that you want to be displayed in the player selectable option. Examples would be:
If OptionBroadcastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the OptionText field content.
The ID of the same text in broadcast_text.
OptionType | Name | npcflag Name | OptionNpcFlag |
---|---|---|---|
0 | GOSSIP_OPTION_NONE | UNIT_NPC_FLAG_NONE | 0 |
1 | GOSSIP_OPTION_GOSSIP | UNIT_NPC_FLAG_GOSSIP | 1 |
2 | GOSSIP_OPTION_QUESTGIVER | UNIT_NPC_FLAG_QUESTGIVER | 2 |
3 | GOSSIP_OPTION_VENDOR | UNIT_NPC_FLAG_VENDOR | 128 |
4 | GOSSIP_OPTION_TAXIVENDOR | UNIT_NPC_FLAG_TAXIVENDOR | 8192 |
5 | GOSSIP_OPTION_TRAINER | UNIT_NPC_FLAG_TRAINER | 16 |
6 | GOSSIP_OPTION_SPIRITHEALER | UNIT_NPC_FLAG_SPIRITHEALER | 16384 |
7 | GOSSIP_OPTION_SPIRITGUIDE | UNIT_NPC_FLAG_SPIRITGUIDE | 32768 |
8 | GOSSIP_OPTION_INNKEEPER | UNIT_NPC_FLAG_INNKEEPER | 65536 |
9 | GOSSIP_OPTION_BANKER | UNIT_NPC_FLAG_BANKER | 131072 |
10 | GOSSIP_OPTION_PETITIONER | UNIT_NPC_FLAG_PETITIONER | 262144 |
11 | GOSSIP_OPTION_TABARDDESIGNER | UNIT_NPC_FLAG_TABARDDESIGNER | 524288 |
12 | GOSSIP_OPTION_BATTLEFIELD | UNIT_NPC_FLAG_BATTLEFIELDPERSON | 1048576 |
13 | GOSSIP_OPTION_AUCTIONEER | UNIT_NPC_FLAG_AUCTIONEER | 2097152 |
14 | GOSSIP_OPTION_STABLEPET | UNIT_NPC_FLAG_STABLE | 4194304 |
15 | GOSSIP_OPTION_ARMORER | UNIT_NPC_FLAG_ARMORER | 4096 |
16 | GOSSIP_OPTION_UNLEARNTALENTS | UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) | 16 |
17 | GOSSIP_OPTION_UNLEARNPETTALENTS | UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) | 16 |
18 | GOSSIP_OPTION_LEARNDUALSPEC | UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) | 16 |
19 | GOSSIP_OPTION_OUTDOORPVP | added by code (option for outdoor pvp creatures) | |
20 | GOSSIP_OPTION_DUALSPEC_INFO | UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) | 16 |
This is the npcflag that the NPC must have to display this option. (See table in previous field)
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.
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
If you want a box to display where you have to enter a code, set this field to 1
.
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).
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.
The ID of the same text in broadcast_text.
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.
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