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기타게임 WOW 스마트 스크립트 구조

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[출처: Gamezone]
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와우 스마트 스크립트 기본 구조 입니다.


 


entryorguid


  • EntryOrGuid > 0: entry of the creature / game object / etc.
  • EntryOrGuid < 0: guid of the creature / game object / etc.
  • Depends on source_type.

Entryorguid 부분은 스마트 스크립트를 적용할 크리쳐 / 오브젝트 / 기타 설치가 가능한 것들의 코드 입니다.


Entry 혹은 ID이며 guid는 모든 크리쳐의 동일한 적용이 아닌 한곳의 지정된 대상에게만 적용되는 것 입니다.


 


Entry = 제품 번호 / guid = 시리얼 넘버 라고 보시면 됩니다.


 


source_type



  • Object type: creature, game object, spell. see table below for values


     



    Name



    Value



    SMART_SCRIPT_TYPE_CREATURE



    0



    SMART_SCRIPT_TYPE_GAMEOBJECT



    1



    SMART_SCRIPT_TYPE_AREATRIGGER



    2



     SMART_SCRIPT_TYPE_EVENT



    3



     SMART_SCRIPT_TYPE_GOSSIP



    4



     SMART_SCRIPT_TYPE_QUEST



    5



     SMART_SCRIPT_TYPE_SPELL



    6



     SMART_SCRIPT_TYPE_TRANSPORT



    7



     SMART_SCRIPT_TYPE_INSTANCE



    8



    SMART_SCRIPT_TYPE_TIMED_ACTIONLIST



    9



 


소스 타입은 스마트 스크립트를 보유한 객체가 크리쳐인지, 오브젝트인지 구분을 하는 것 입니다.


 


id


  • Incremental id bound to each entryorguid & source_type (0, 1, 2, ...).

 


ID는 해당 소스의 넘버링입니다. 같은 스마트 스크립트를 갖고있는 크리쳐라면 ID로 넘버링을하여 여러개를 동시에 적용하실 수 있습니다.


 


 


link


  • Simple event linking;
  • Example: if id = 0 and link = 1; id 1 will only be able to occur if id = 0 was triggered.
  • Smart_event to be used.

 


스마트 스크립트간에 연결해주실 수 있는 부분입니다.


 


 


event_phase_mask


When dealing with phases, phase IDs have to be used. There are 10 (9+1) different phases: 1, 2, ... 9 and the default 0.


Example: The script is in phase 0 by default - If we want it to go to phase 1, we got two choices:


  • SMART_ACTION_INC_PHASE by 1 or SMART_ACTION_SET_PHASE 1

If the script is in phase 0 and want to skip to phase 2:


  • SMART_ACTION_INC_PHASE by 2 or SMART_ACTION_SET_PHASE 2

If the script is in phase 1 and want to skip to phase 2:


  • SMART_ACTION_INC_PHASE by 1 or SMART_ACTION_SET_PHASE 2

Name



Flag



Hex



Comment



SMART_EVENT_PHASE_ALWAYS_BIT


0 0x000 Means all phases (1 ... 9)
SMART_EVENT_PHASE_1 1 0x001 Phase 1 only.
SMART_EVENT_PHASE_2 2 0x002 Phase 2 only.
SMART_EVENT_PHASE_3 4 0x004 Phase 3 only.
SMART_EVENT_PHASE_4 8 0x008 Phase 4 only.
SMART_EVENT_PHASE_5 16 0x010 Phase 5 only.
SMART_EVENT_PHASE_6 32 0x020 Phase 6 only.
SMART_EVENT_PHASE_7 64 0x040 Phase 7 only.
SMART_EVENT_PHASE_8 128 0x080 Phase 8 only.
SMART_EVENT_PHASE_9 256 0x100 Phase 9 only.

 


  • Event will only be able to occur if creature/GO is in this phase.
  • Example: If we want an event to only be able to occure in phase 1 and 4, event_phase_mask = 1+8 = 9
  • (Inverse of EAI: event_inverse_phase_mask).

 


이벤트 페이즈 마스크는 이벤트의 순서에 따라 진행되는, 일반 레이드를 스크립트짜실때, 각 페이즈별 조건부여 후 행동을 지정할때 사용하실수 있습니다.


 


예를들어 체력 35% 미만에서 페이즈2 돌입해놓고 페이즈2에서 주어질 행동들 짜시면, 그대로 적용되고 이를 이용하여 최대 페이즈 9 까지 이용하실 수 있습니다.


 


event_chance


This is the probability of the event to occur as a percentage from 0-100. So, if you want the event to occur roughly half of the time, then set this to 50. 


 


 


100 으로 두시면 항상 적용됩니다.


event_flags



Name



Flag



Hex



Comment



SMART_EVENT_FLAG_NOT_REPEATABLE



1



0x01



Event can not repeat



SMART_EVENT_FLAG_DIFFICULTY_0



2



0x02



Event only occurs in normal dungeon



SMART_EVENT_FLAG_DIFFICULTY_1



4



0x04



Event only occurs in heroic dungeon



SMART_EVENT_FLAG_DIFFICULTY_2



8



0x08



Event only occurs in normal raid



SMART_EVENT_FLAG_DIFFICULTY_3



16



0x10



Event only occurs in heroic raid



SMART_EVENT_FLAG_DEBUG_ONLY



128



0x80



Event only occurs in debug build


SMART_EVENT_FLAG_DONT_RESET 256 0x100 Event will not reset in SmartScript::OnReset()

 


  • Sets if the event should not repeat or should only happen in a given instance/dungeon difficulty (if applicable);
  • Values can be added together (bitwise math).

 


1 = 이벤트는 반복되지 않습니다.


2 = 일반 던전


4 = 영웅 던전


8 = 일반 공격대


16 = 영웅 공격대


128 = 디버그 모드에서 작동


256 = 스마트스크립트가 리셋되지 않음


 


event_type



Name



Value



Param1



Param2



Param3



Param4



Comment



SMART_EVENT_UPDATE_IC



0



InitialMin



InitialMax



RepeatMin



RepeatMax



In combat.



SMART_EVENT_UPDATE_OOC



1



InitialMin



InitialMax



RepeatMin



RepeatMax


Out of combat.

SMART_EVENT_HEALT_PCT



2



HPMin%



HPMax%



RepeatMin



RepeatMax



Health Percentage



SMART_EVENT_MANA_PCT



3



ManaMin%



ManaMax%



RepeatMin



RepeatMax



Mana Percentage



SMART_EVENT_AGGRO



4



 



 



 



 


On Creature Aggro

SMART_EVENT_KILL



5



CooldownMin



CooldownMax



Player only (0/1)



Creature entry (if param3 is 0)


On Creature Kill

SMART_EVENT_DEATH



6



 



 



 



 


On Creature Death

SMART_EVENT_EVADE



7



 



 



 



 


On Creature Evade Attack

SMART_EVENT_SPELLHIT



8



SpellID



School



CooldownMin



CooldownMax


On Creature/Gameobject Spell Hit

SMART_EVENT_RANGE



9



MinDist



MaxDist



RepeatMin



RepeatMax


On Target In Range

SMART_EVENT_OOC_LOS



10



NoHostile



MaxRange



CooldownMin



CooldownMax


On Target In Distance Out of Combat

SMART_EVENT_RESPAWN



11



type



MapId



ZoneId



 


On Creature/Gameobject Respawn

SMART_EVENT_TARGET_HEALTH_PCT



12



HPMin%



HPMax%



RepeatMin



RepeatMax


On Target Health Percentage

SMART_EVENT_VICTIM_CASTING



13



RepeatMin



RepeatMax



Spell id (0 any)



 


On Target Casting Spell

SMART_EVENT_FRIENDLY_HEALTH



14



HPDeficit



Radius



RepeatMin



RepeatMax


On Friendly Health Deficit

SMART_EVENT_FRIENDLY_IS_CC



15



Radius



RepeatMin



RepeatMax



 


 

SMART_EVENT_FRIENDLY_MISSING_BUFF



16



SpellId



Radius



RepeatMin



RepeatMax


On Friendly Lost Buff

SMART_EVENT_SUMMONED_UNIT



17



CretureId (0 all)



CooldownMin



CooldownMax



 


On Creature/Gameobject Summoned Unit

SMART_EVENT_TARGET_MANA_PCT



18



ManaMin%



ManaMax%



RepeatMin



RepeatMax


On Target Mana Percentage

SMART_EVENT_ACCEPTED_QUEST



19



QuestID (0 any)



 



 



 


On Target Accepted Quest

SMART_EVENT_REWARD_QUEST



20



QuestID (0 any)



 



 



 


On Target Rewarded Quest

SMART_EVENT_REACHED_HOME



21



 



 



 



 


On Creature Reached Home

SMART_EVENT_RECEIVE_EMOTE



22



EmoteId



CooldownMin



CooldownMax



condition


On Receive Emote.

SMART_EVENT_HAS_AURA



23



SpellID



Stacks



RepeatMin



RepeatMax


On Creature Has Aura

SMART_EVENT_TARGET_BUFFED



24



SpellID



Stacks



RepeatMin



RepeatMax


On Target Buffed With Spell

SMART_EVENT_RESET



25



 



 



 



 


After Combat, On Respawn or Spawn

SMART_EVENT_IC_LOS



26



NoHostile



MaxRange



CooldownMin



CooldownMax


On Target In Distance In Combat

SMART_EVENT_PASSENGER_BOARDED



27



CooldownMin



CooldownMax



 



 


 

SMART_EVENT_PASSENGER_REMOVED



28



CooldownMin



CooldownMax



 



 


 

SMART_EVENT_CHARMED



29



 



 



 



 


On Creature Charmed

SMART_EVENT_CHARMED_TARGET



30



 



 



 



 


On Target Charmed

SMART_EVENT_SPELLHIT_TARGET



31



SpellId



School



RepeatMin



RepeatMax


On Target Spell Hit

SMART_EVENT_DAMAGED



32



MinDmg



MaxDmg



RepeatMin



RepeatMax


On Creature Damaged

SMART_EVENT_DAMAGED_TARGET



33



MinDmg



MaxDmg



RepeatMin



RepeatMax


On Target Damaged

SMART_EVENT_MOVEMENTINFORM



34



MovementType (any)



PointID



 



 


 

SMART_EVENT_SUMMON_DESPAWNED



35



Entry



CooldownMin



CooldownMax



 


On Summoned Unit Despawned

SMART_EVENT_CORPSE_REMOVED



36



 



 



 



 


On Creature Corpse Removed

SMART_EVENT_AI_INIT



37



 



 



 



 


 

SMART_EVENT_DATA_SET



38



Field



Value



CooldownMin



CooldownMax


On Creature/Gameobject Data Set, Can be used with SMART_ACTION_SET_DATA

SMART_EVENT_WAYPOINT_START



39



PointId (0 any)



pathId (0 any)



 



 


On Creature Waypoint ID Started

SMART_EVENT_WAYPOINT_REACHED



40



PointId (0 any)



pathId (0 any)



 



 


On Creature Waypoint ID Reached

 SMART_EVENT_TRANSPORT_ADDPLAYER



41



 



 



 



 


 

SMART_EVENT_TRANSPORT_ADDCREATURE



42



Entry (0 any)



 



 



 


 

SMART_EVENT_TRANSPORT_REMOVE_PLAYER



43



 



 



 



 


 

 SMART_EVENT_TRANSPORT_RELOCATE



44



PointId



 



 



 


 

 SMART_EVENT_INSTANCE_PLAYER_ENTER



45



Team (0 any)



CooldownMin



CooldownMax



 


 

SMART_EVENT_AREATRIGGER_ONTRIGGER



46



TriggerId (0 any)



 



 



 


 

 SMART_EVENT_QUEST_ACCEPTED



47



 



 



 



 


On Target Quest Accepted

 SMART_EVENT_QUEST_OBJ_COPLETETION



48



 



 



 



 


On Target Quest Objective Completed

 SMART_EVENT_QUEST_COMPLETION



49



 



 



 



 


On Target Quest Completed

 SMART_EVENT_QUEST_REWARDED



50



 



 



 



 


On Target Quest Rewarded

 SMART_EVENT_QUEST_FAIL



51



 



 



 



 


On Target Quest Field

SMART_EVENT_TEXT_OVER



52



GroupId (from creatue_text)



CreatureId (0 any)



 



 


On TEXT_OVER Event Triggered After SMART_ACTION_TALK

SMART_EVENT_RECEIVE_HEAL



53



MinHeal



MaxHeal



CooldownMin



CooldownMax


On Creature Received Healing

SMART_EVENT_JUST_SUMMONED



54



 



 



 



 


On Creature Just spawned

SMART_EVENT_WAYPOINT_PAUSED



55



PointId (0 any)



pathID (0 any)



 



 


On Creature Paused at Waypoint ID

SMART_EVENT_WAYPOINT_RESUMED



56



PointId (0 any)



pathID (0 any)



 



 


On Creature Resumed after Waypoint ID

SMART_EVENT_WAYPOINT_STOPPED



57



PointId (0 any)



pathID (0 any)



 



 


On Creature Stopped On Waypoint ID

SMART_EVENT_WAYPOINT_ENDED



58



PointId (0 any)



pathID (0 any)



 



 


On Creature Waypoint Path Ended

SMART_EVENT_TIMED_EVENT_TRIGGERED



59



Id



 



 



 


 

SMART_EVENT_UPDATE



60



InitialMin



InitialMax



RepeatMin



RepeatMax


 

SMART_EVENT_LINK



61



 



 



 



 


Used to link together multiple events as a chain of events.

SMART_EVENT_GOSSIP_SELECT



62



menu_id



id



 



 


On gossip clicked (gossip_menu_option).

SMART_EVENT_JUST_CREATED



63



 



 



 



 


 

SMART_EVENT_GOSSIP_HELLO



64



 



 



 



 


On Right-Click Creature/Gameobject that have gossip enabled.

SMART_EVENT_FOLLOW_COMPLETED



65



 



 



 



 


 

 SMART_EVENT_DUMMY_EFFECT



66



spellId



effectIndex



 



 


 

SMART_EVENT_IS_BEHIND_TARGET



67



CooldownMin



CooldownMax



 



 


On Creature is behind target.

SMART_EVENT_GAME_EVENT_START



68



game_event.eventEntry



 



 



 


On game_event started.

SMART_EVENT_GAME_EVENT_END



69



game_event.eventEntry



 



 



 


On game_event ended.

SMART_EVENT_GO_STATE_CHANGED



70



State (0 - Active, 1 - Ready, 2 - Active alternative)



 



 



 


 

SMART_EVENT_GO_EVENT_INFORM



71



EventId



 



 



 


 

SMART_EVENT_ACTION_DONE



72



EventId



 



 



 


 
SMART_EVENT_ON_SPELLCLICK 73          
SMART_EVENT_FRIENDLY_HEALTH_PCT 74 minHpPct maxHpPct repeatMin

repeatMax


 
SMART_EVENT_DISTANCE_CREATURE 75 database guid database entry distance repeat interval (ms)

On creature guid OR any instance of creature entry is within distance.


SMART_EVENT_DISTANCE_GAMEOBJECT 76 database guid database entry distance repeat interval (ms)

On gameobject guid OR any instance of gameobject entry is within distance.


SMART_EVENT_COUNTER_SET 77 counterID value cooldownMin cooldownMax If the value of specified counterID is equal to a specified value

action_type



Name



Value



Param1



Param2



Param3



Param4



Param5



Param6



Comment



SMART_ACTION_NONE



0



 



 



 



 



 



 



Do nothing



SMART_ACTION_TALK



1



Creature_text.groupid



Duration to wait before TEXT_OVER event is triggered.



 



 



 



 



Param2 in Milliseconds.



SMART_ACTION_SET_FACTION



2



FactionID (or 0 for default)



 



 



 



 



 



Sets faction to creature.



SMART_ACTION_MORPH_TO_ENTRY_OR_MODEL



3



Creature_template.entry(param1)



Creature_template.modelID(param2)



 



 



 



 



Take DisplayID of creature (param1) OR Turn to DisplayID (param2) OR Both = 0 for Demorph



SMART_ACTION_SOUND



4



SoundId



onlySelf



 



 



 



 



Play Sound; TextRange = 0 only sends sound to self, TextRange = 1 sends sound to everyone in visibility range



SMART_ACTION_PLAY_EMOTE



5



EmoteId



 



 



 



 



 



Play Emote



SMART_ACTION_FAIL_QUEST



6



QuestID



 



 



 



 



 



Fail Quest of Target



SMART_ACTION_ADD_QUEST



7



QuestID



 



 



 



 



 



Add Quest to Target



SMART_ACTION_SET_REACT_STATE



8



State



 



 



 



 



 



React State. Can be Aggressive, Passive or Defensive.



SMART_ACTION_ACTIVATE_GOBJECT



9



 



 



 



 



 



 



Activate Object



SMART_ACTION_RANDOM_EMOTE



10



EmoteId1



EmoteId2



EmoteId3...



 



 



 



Play Random Emote



SMART_ACTION_CAST



11



SpellId



Cast Flags



 



 



 



 



Cast Spell ID at Target



SMART_ACTION_SUMMON_CREATURE



12



Creature_template.entry



Summon type



duration in ms



attackInvoker



 



 



Summon Unit



SMART_ACTION_THREAT_SINGLE_PCT



13



Threat% inc



Threat% dec



 



 



 



 



Change Threat Percentage for Single Target



SMART_ACTION_THREAT_ALL_PCT



14



Threat% inc



Threat% dec



 



 



 



 



Change Threat Percentage for All Enemies



SMART_ACTION_CALL_AREAEXPLOREDOREVENTHAPPENS



15



QuestID



 



 



 



 



 



 



SMART_ACTION_UNUSED_16



16



 



 



 



 



 



 



 



SMART_ACTION_SET_EMOTE_STATE



17



EmoteId



 



 



 



 



 



Play Emote Continuously



SMART_ACTION_SET_UNIT_FLAG



18



(may be more than one field OR'd together)



type


If false setCreature_template.unit_flags


If true setCreature_template.unit_flags2



 



 



 



 



Can set Multi-able flags at once



SMART_ACTION_REMOVE_UNIT_FLAG



19



(may be more than one field OR'd together)



type


If false setCreature_template.unit_flags


If true setCreature_template.unit_flags2



 



 



 



 



Can Remove Multi-able flags at once



SMART_ACTION_AUTO_ATTACK



20



AllowAttackState (0 = Stop attack, anything else means continue attacking)



 



 



 



 



 



Stop or Continue Automatic Attack.



SMART_ACTION_ALLOW_COMBAT_MOVEMENT



21



AllowCombatMovement (0 = Stop combat based movement, anything else continue attacking)



 



 



 



 



 



Allow or Disable Combat Movement



SMART_ACTION_SET_EVENT_PHASE



22



smart_scripts.event_phase_mask



 



 



 



 



 



 



SMART_ACTION_INC_EVENT_PHASE



23



Increment



Decrement



 



 



 



 



Set param1 OR param2 (not both). Value 0 has no effect.



SMART_ACTION_EVADE



24



 



 



 



 



 



 



Evade Incoming Attack



SMART_ACTION_FLEE_FOR_ASSIST



25



0/1 (If you want the fleeing NPC to say attempts to flee text on flee, use 1 on param1. For no message use 0.)



 



 



 



 



 



If you want the fleeing NPC to say '%s attempts to run away in fear' on flee, use 1 on param1. 0 for no message.



SMART_ACTION_CALL_GROUPEVENTHAPPENS



26



QuestID



 



 



 



 



 



 



SMART_ACTION_CALL_CASTEDCREATUREORGO



27



Creature_template.entry



SpellId



 



 



 



 



 



SMART_ACTION_REMOVEAURASFROMSPELL



28



Spellid



 



 



 



 



 



0 removes all auras



SMART_ACTION_FOLLOW



29



Distance (0 = Default value)



Angle (0 = Default value)



End creature_template.entry



credit



creditType (0monsterkill, 1event)



 



Follow Target



SMART_ACTION_RANDOM_PHASE



30



smart_scripts.event_phase_mask1



smart_scripts.event_phase_mask2



smart_scripts.event_phase_mask3



smart_scripts.event_phase_mask4



smart_scripts.event_phase_mask5



smart_scripts.event_phase_mask6



 



SMART_ACTION_RANDOM_PHASE_RANGE



31



smart_scripts.event_phase_maskminimum



smart_scripts.event_phase_maskmaximum



 



 



 



 



 



SMART_ACTION_RESET_GOBJECT



32



 



 



 



 



 



 



Reset Gameobject



SMART_ACTION_CALL_KILLEDMONSTER



33



Creature_template.entry



 



 



 



 



 



This is the ID fromquest_template.RequiredNpcOrGo



SMART_ACTION_SET_INST_DATA



34



Field



Data



 



 



 



 



Set Instance Data



SMART_ACTION_SET_INST_DATA64



35



Field



 



 



 



 



 



Set Instance Data uint64



SMART_ACTION_UPDATE_TEMPLATE



36



Creature_template.entry



Team (updates creature_template to given entry)



 



 



 



 



 



SMART_ACTION_DIE



37



 



 



 



 



 



 



Kill Target



SMART_ACTION_SET_IN_COMBAT_WITH_ZONE



38



 



 



 



 



 



 



 



SMART_ACTION_CALL_FOR_HELP



39



Radius in yards that other creatures must be to acknowledge the cry for help.



0/1 (say calls for help text)



 



 



 



 



If you want the NPC to say '%s calls for help!'. Use 1 on param1, 0 for no message.



SMART_ACTION_SET_SHEATH



40



Sheath (0-unarmed, 1-melee, 2-ranged)



 



 



 



 



 



 



SMART_ACTION_FORCE_DESPAWN



41



timer



 



 



 



 



 



Despawn Target after param1 Milliseconds



SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL



42



flat hp value



percent hp value



 



 



 



 



If you use both params, only percent will be used.



SMART_ACTION_MOUNT_TO_ENTRY_OR_MODEL



43



Creature_template.entry



Creature_template.modelID



 



 



 



 



Mount to Creature Entry (param1) OR Mount to Creature Display (param2) Or both = 0 for Unmount



SMART_ACTION_SET_INGAME_PHASE_MASK



44



Creature.phasemask



 



 



 



 



 



 



SMART_ACTION_SET_DATA



45



Field



Data



 



 



 



 



Set Data For Target, can be used with SMART_EVENT_DATA_SET



SMART_ACTION_MOVE_FORWARD



46



Distance in yards



 



 



 



 



 



Sends creature forward.



SMART_ACTION_SET_VISIBILITY



47



0/1



 



 



 



 



 



Makes creature Visible = 1  or  Invisible = 0



SMART_ACTION_SET_ACTIVE



48



 



 



 



 



 



 



 



SMART_ACTION_ATTACK_START



49



 



 



 



 



 



 



Allows basic melee swings to creature.



SMART_ACTION_SUMMON_GO



50



Gameobject_template.entry



De-spawn time in seconds.



 



 



 



 



Spawns Gameobject, use target_type to set spawn position.



SMART_ACTION_KILL_UNIT



51



 



 



 



 



 



 



Kills Creature.



SMART_ACTION_ACTIVATE_TAXI



52



TaxiID



 



 



 



 



 



Sends player to flight path. You have to be close to Flight Master, which gives Taxi ID you need.



SMART_ACTION_WP_START



53



walk = 0 run = 1



Waypoints.entry



canRepeat



Quest_template.id



despawntime



reactState



Creature starts Waypoint Movement. Use waypoints table to create movement.



SMART_ACTION_WP_PAUSE



54



time (in ms)



 



 



 



 



 



Creature pauses its Waypoint Movement for given time.



SMART_ACTION_WP_STOP



55



despawnTime



Quest_template.id



fail (0/1)



 



 



 



Creature stops its Waypoint Movement.



SMART_ACTION_ADD_ITEM



56



Item_template.entry



count



 



 



 



 



Adds item(s) to player.



SMART_ACTION_REMOVE_ITEM



57



Item_template.entry



count



 



 



 



 



Removes item(s) from player.



SMART_ACTION_INSTALL_AI_TEMPLATE



58



TemplateID



 



 



 



 



 



 



SMART_ACTION_SET_RUN



59



0 = Off / 1 = On



 



 



 



 



 



 



SMART_ACTION_SET_FLY



60



0 = On / 1 = Off



 



 



 



 



 



Only works for creatures with inhabit air.



SMART_ACTION_SET_SWIM



61



0 = Off / 1 = On



 



 



 



 



 



 



SMART_ACTION_TELEPORT



62



MapID



 



 



 



 



 



Continue this action with the TARGET_TYPE column. Use any target_type (except 0), and use target_x, target_y, target_z, target_o as the coordinates



SMART_ACTION_SET_COUNTER



63


counterID value

reset (0/1)



 



 



 



 



SMART_ACTION_STORE_TARGET_LIST



64



varID



 



 



 



 



 



 



SMART_ACTION_WP_RESUME



65



 



 



 



 



 



 



Creature continues in its Waypoint Movement.



SMART_ACTION_SET_ORIENTATION



66



This depends on whet target script have if SMART_TARGET_SELF than Facing will be set like in HomePosition, When SMART_TARGET_POSITION you need to set target_o. 0 = North, West = 1.5, South = 3, East = 4.5



 



 



 



 



 



 



SMART_ACTION_CREATE_TIMED_EVENT



67



id



InitialMin



InitialMax



RepeatMin(only if it repeats)



RepeatMax(only if it repeats)



chance



 



SMART_ACTION_PLAYMOVIE



68



entry



 



 



 



 



 



 



SMART_ACTION_MOVE_TO_POS



69



PointId



 



 



 



 



 



PointId is called by SMART_EVENT_MOVEMENTINFORM. Continue this action with the TARGET_TYPE column. Use any target_type, and use target_x, target_y, target_z, target_o as the coordinates



SMART_ACTION_RESPAWN_TARGET



70



Respawntime in seconds for gameobjects (parameter for gameobjects only)



 



 



 



 



 



 



SMART_ACTION_EQUIP



71



Creature_equip_template.entry



Slotmask



slot1 (item_template.entry)



Slot2 (item_template.entry)



Slot3 (item_template.entry)



 



only slots with mask set will be sent to client, bits are 1, 2, 4, leaving mask 0 is defaulted to mask 7 (send all), Slots1-3 are only used if no Param1 is set



SMART_ACTION_CLOSE_GOSSIP



72



 



 



 



 



 



 


Closes gossip window.

SMART_ACTION_TRIGGER_TIMED_EVENT



73



id(>1)



 



 



 



 



 



 



SMART_ACTION_REMOVE_TIMED_EVENT



74



id(>1)



 



 



 



 



 



 



SMART_ACTION_ADD_AURA



75



SpellId



 



 



 



 



 



Adds aura to player(s). Use target_type 17 to make AoE aura.



SMART_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT



76



 



 



 



 



 



 



WARNING: CAN CRASH CORE, do not use if you dont know what you are doing



SMART_ACTION_RESET_SCRIPT_BASE_OBJECT



77



 



 



 



 



 



 



 



SMART_ACTION_CALL_SCRIPT_RESET



78



 



 



 



 



 



 



 



SMART_ACTION_SET_RANGED_MOVEMENT



79



attackDistance



attackAngle



 



 



 



 



Sets movement to follow at a specific range to the target.



SMART_ACTION_CALL_TIMED_ACTIONLIST



80



EntryOrGuid



timer update type(0 OOC, 1 IC, 2 ALWAYS)



 



 



 



 



 



SMART_ACTION_SET_NPC_FLAG



81



Creature_template.npcflag



 



 



 



 



 



 



SMART_ACTION_ADD_NPC_FLAG



82



Creature_template.npcflag



 



 



 



 



 



 



SMART_ACTION_REMOVE_NPC_FLAG



83



Creature_template.npcflag



 



 



 



 



 



 



SMART_ACTION_SIMPLE_TALK



84



Creature_text.groupID



 



 



 



 



 



Makes a player say text. SMART_EVENT_TEXT_OVER is not triggered and whispers can not be used.



SMART_ACTION_INVOKER_CAST



85



SpellID



castFlags



 



 



 



 



if avaliable, last used invoker will cast spellId with castFlags on targets



SMART_ACTION_CROSS_CAST



86



SpellID



castFlags



CasterTargetType          (caster is selected here, use it as target_type)



CasterTarget (target_param1)



CasterTarget (target_param2)



CasterTarget (target_param3)



This action is used to make selected caster (in CasterTargetType) to cast spell. Actual target is entered in target_type as normally.



SMART_ACTION_CALL_RANDOM_TIMED_ACTIONLIST



87



EntryOrGuid 1



EntryOrGuid 2



EntryOrGuid 3



EntryOrGuid 4



EntryOrGuid 5



EntryOrGuid 6



Will select one entry from the ones provided. 0 is ignored.



SMART_ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST



88



EntryOrGuid 1



EntryOrGuid 2



 



 



 



 



0 is ignored.



SMART_ACTION_RANDOM_MOVE



89



Radius



 



 



 



 



 



Creature moves to random position in given radius.


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