diff options
author | click <none@none> | 2010-06-08 08:04:26 +0200 |
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committer | click <none@none> | 2010-06-08 08:04:26 +0200 |
commit | f867f6d7a8f728e163ba785f2da45ec97fa8ba53 (patch) | |
tree | f4f099c515cbf27dac85b9ad6972fdc8f1e12fef /doc | |
parent | c08a7d6348a06d3b84d9a2c620a903d832199dd9 (diff) |
Get g3dlib, zlib and jemalloc to build again
--HG--
branch : trunk
rename : opt/cleanup/tab2spaces.sh => contrib/cleanup/tab2spaces.sh
rename : opt/cleanup/whitespace.sh => contrib/cleanup/whitespace.sh
rename : opt/conf_merge/README => contrib/conf_merge/README
rename : opt/conf_merge/index.php => contrib/conf_merge/index.php
rename : opt/conf_merge/merge.php => contrib/conf_merge/merge.php
rename : doc/AuctionHouseBot.txt => docs/AuctionHouseBot.txt
rename : doc/DocStructure.dox => docs/DocStructure.dox
rename : doc/Doxyfile.in => docs/Doxyfile.in
rename : doc/EventAI.txt => docs/EventAI.txt
rename : doc/HowToScript.txt => docs/HowToScript.txt
rename : doc/TextTables.txt => docs/TextTables.txt
rename : doc/UnixInstall.txt => docs/UnixInstall.txt
rename : externals/jemalloc/include/internal/arena.h => externals/jemalloc/jemalloc/internal/arena.h
rename : externals/jemalloc/include/internal/base.h => externals/jemalloc/jemalloc/internal/base.h
rename : externals/jemalloc/include/internal/chunk.h => externals/jemalloc/jemalloc/internal/chunk.h
rename : externals/jemalloc/include/internal/chunk_dss.h => externals/jemalloc/jemalloc/internal/chunk_dss.h
rename : externals/jemalloc/include/internal/chunk_mmap.h => externals/jemalloc/jemalloc/internal/chunk_mmap.h
rename : externals/jemalloc/include/internal/chunk_swap.h => externals/jemalloc/jemalloc/internal/chunk_swap.h
rename : externals/jemalloc/include/internal/ckh.h => externals/jemalloc/jemalloc/internal/ckh.h
rename : externals/jemalloc/include/internal/ctl.h => externals/jemalloc/jemalloc/internal/ctl.h
rename : externals/jemalloc/include/internal/extent.h => externals/jemalloc/jemalloc/internal/extent.h
rename : externals/jemalloc/include/internal/hash.h => externals/jemalloc/jemalloc/internal/hash.h
rename : externals/jemalloc/include/internal/huge.h => externals/jemalloc/jemalloc/internal/huge.h
rename : externals/jemalloc/include/internal/jemalloc_internal.h => externals/jemalloc/jemalloc/internal/jemalloc_internal.h
rename : externals/jemalloc/include/internal/jemalloc_internal.h.in => externals/jemalloc/jemalloc/internal/jemalloc_internal.h.in
rename : externals/jemalloc/include/internal/mb.h => externals/jemalloc/jemalloc/internal/mb.h
rename : externals/jemalloc/include/internal/mutex.h => externals/jemalloc/jemalloc/internal/mutex.h
rename : externals/jemalloc/include/internal/prof.h => externals/jemalloc/jemalloc/internal/prof.h
rename : externals/jemalloc/include/internal/ql.h => externals/jemalloc/jemalloc/internal/ql.h
rename : externals/jemalloc/include/internal/qr.h => externals/jemalloc/jemalloc/internal/qr.h
rename : externals/jemalloc/include/internal/rb.h => externals/jemalloc/jemalloc/internal/rb.h
rename : externals/jemalloc/include/internal/stats.h => externals/jemalloc/jemalloc/internal/stats.h
rename : externals/jemalloc/include/internal/tcache.h => externals/jemalloc/jemalloc/internal/tcache.h
rename : externals/jemalloc/include/internal/totally_not_p_r_n.h => externals/jemalloc/jemalloc/internal/totally_not_p_r_n.h
rename : externals/jemalloc/include/jemalloc.h => externals/jemalloc/jemalloc/jemalloc.h
rename : externals/jemalloc/include/jemalloc.h.in => externals/jemalloc/jemalloc/jemalloc.h.in
rename : externals/jemalloc/include/jemalloc_defs.h => externals/jemalloc/jemalloc/jemalloc_defs.h
rename : externals/jemalloc/include/jemalloc_defs.h.in => externals/jemalloc/jemalloc/jemalloc_defs.h.in
Diffstat (limited to 'doc')
-rw-r--r-- | doc/AuctionHouseBot.txt | 236 | ||||
-rw-r--r-- | doc/DocStructure.dox | 31 | ||||
-rw-r--r-- | doc/Doxyfile.in | 1314 | ||||
-rw-r--r-- | doc/EventAI.txt | 868 | ||||
-rw-r--r-- | doc/HowToScript.txt | 27 | ||||
-rw-r--r-- | doc/TextTables.txt | 87 | ||||
-rw-r--r-- | doc/UnixInstall.txt | 61 |
7 files changed, 0 insertions, 2624 deletions
diff --git a/doc/AuctionHouseBot.txt b/doc/AuctionHouseBot.txt deleted file mode 100644 index cc15a084c9a..00000000000 --- a/doc/AuctionHouseBot.txt +++ /dev/null @@ -1,236 +0,0 @@ -Populates the auction houses with items. It can make the game feel a bit more -like official on small servers. Items and prices are chosen randomly based on -the parameters you define. If an auction expires, auctions are deleted quietly. -AHBot will not buy it's own items, and will not receive mail from the AH -or get returned mail. - -=============================================================================== -~~HOW TO CONFIGURE~~ -=============================================================================== -Step 1.) Create a character that you are going to use as the auction house bot - character. This character will be the auction's owner for all the - items created by the bot. -Step 2.) Go into the realm database and note the account number for the - character. -Step 3.) Go into the characters database and note the character's GUID. -Step 4.) Log in at least once with this character. - (Do not change the configuration before this) -Step 5.) Tune the configuration options in the configuration file and the - Database. - -#These are the settings in the configuration file: -AuctionHouseBot.DEBUG = 0 -AuctionHouseBot.EnableSeller = 0 -AuctionHouseBot.EnableBuyer = 0 -AuctionHouseBot.UseBuyPriceForSeller = 0 -AuctionHouseBot.UseBuyPriceForBuyer = 0 -AuctionHouseBot.Account = 0 -AuctionHouseBot.GUID = 0 -AuctionHouseBot.ItemsPerCycle = 200 - -AuctionHouseBot.DEBUG enables (1) or disables (0) Debug output -AuctionHouseBot.EnableSeller enables (1) or disables (0) the Seller -AuctionHouseBot.EnableBuyer enables (1) or disables (0) the Buyer -AuctionHouseBot.UseBuyPriceForSeller Use SellPrice (0) or BuyPrice (1) for determining prices -AuctionHouseBot.UseBuyPriceForBuyer Use SellPrice (0) or BuyPrice (1) for determining prices -AuctionHouseBot.Account is the account number (in realmd->account table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot. -AuctionHouseBot.GUID is the GUID (in characters->characters table) of the player you want to run as the auction bot. Note: a value of 0 will disable the bot. -AuctionHouseBot.ItemsPerCycle determines how many items are added each time AHBot is run (once per minute, by default) - -#These are the Filters For filtering certain items/trade goods from the AH -AuctionHouseBot.VendorItems = 0 -AuctionHouseBot.VendorTradeGoods = 0 -AuctionHouseBot.LootItems = 1 -AuctionHouseBot.LootTradeGoods = 1 -AuctionHouseBot.OtherItems = 0 -AuctionHouseBot.OtherTradeGoods = 0 -AuctionHouseBot.No_Bind = 1 -AuctionHouseBot.Bind_When_Picked_Up = 0 -AuctionHouseBot.Bind_When_Equipped = 1 -AuctionHouseBot.Bind_When_Use = 1 -AuctionHouseBot.Bind_Quest_Item = 0 -AuctionHouseBot.DisableBeta_PTR_Unused = 0 -AuctionHouseBot.DisablePermEnchant = 0 -AuctionHouseBot.DisableConjured = 0 -AuctionHouseBot.DisableGems = 0 -AuctionHouseBot.DisableMoney = 0 -AuctionHouseBot.DisableMoneyLoot = 0 -AuctionHouseBot.DisableLootable = 0 -AuctionHouseBot.DisableKeys = 0 -AuctionHouseBot.DisableDuration = 0 -AuctionHouseBot.DisableBOP_Or_Quest_NoReqLevel = 0 - -AuctionHouseBot.VendorItems is a boolean value (0 or 1) that indicates whether to include Vendor only items -AuctionHouseBot.VendorTradeGoods is a boolean value (0 or 1) that indicates whether to include Vendor only Trade Goods -AuctionHouseBot.LootItems is a boolean value (0 or 1) that indicates whether to include Loot/Fish/Skin/etc. only items -AuctionHouseBot.LootTradeGoods is a boolean value (0 or 1) that indicates whether to include Loot/Fish/Skin/etc. only Trade Goods -AuctionHouseBot.OtherItems is a boolean value (0 or 1) that indicates whether to include Other items not covered by the first 2 -AuctionHouseBot.OtherTradeGoods is a boolean value (0 or 1) that indicates whether to include Other Trade Goods not covered by the first 2 -AuctionHouseBot.No_Bind is a boolean value (0 or 1) that indicates whether to include items with a bonding of 0 -AuctionHouseBot.Bind_When_Picked_Up = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 1 -AuctionHouseBot.Bind_When_Equipped = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 2 -AuctionHouseBot.Bind_When_Use = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 3 -AuctionHouseBot.Bind_Quest_Item = is a boolean value (0 or 1) that indicates whether to include items with a bonding of 4 -AuctionHouseBot.DisableBeta_PTR_Unused is a boolean value (0 or 1) that will Disable certain items that are usually unavailable to Players -AuctionHouseBot.DisablePermEnchant is a boolean value (0 or 1) that will Disable Items with a Permanent Enchantment -AuctionHouseBot.DisableConjured is a boolean value (0 or 1) that will Disable Conjured Items -AuctionHouseBot.DisableGems is a boolean value (0 or 1) that will Disable Gems -AuctionHouseBot.DisableMoney is a boolean value (0 or 1) that will Disable Items that are used as money -AuctionHouseBot.DisableMoneyLoot is a boolean value (0 or 1) that will Disable Items that have Money as a loot -AuctionHouseBot.DisableLootable is a boolean value (0 or 1) that will Disable Items that have other items as loot -AuctionHouseBot.DisableKeys is a boolean value (0 or 1) that will Disable Items that are keys -AuctionHouseBot.DisableDuration is a boolean value (0 or 1) that will Disable Items with a duration -AuctionHouseBot.DisableBOP_Or_Quest_NoReqLevel is a boolean value (0 or 1) that will Disable items that are BOP or Quest Item with a Required level that is less than the Item Level - -#These Filters are boolean (0 or 1) and will disable items that are -#specifically meant for the Class named. -#(UnusedClass is Class 10, which was skipped for some reason) -AuctionHouseBot.DisableWarriorItems = 0 -AuctionHouseBot.DisablePaladinItems = 0 -AuctionHouseBot.DisableHunterItems = 0 -AuctionHouseBot.DisableRogueItems = 0 -AuctionHouseBot.DisablePriestItems = 0 -AuctionHouseBot.DisableDKItems = 0 -AuctionHouseBot.DisableShamanItems = 0 -AuctionHouseBot.DisableMageItems = 0 -AuctionHouseBot.DisableWarlockItems = 0 -AuctionHouseBot.DisableUnusedClassItems = 0 -AuctionHouseBot.DisableDruidItems = 0 - -#These are the Filters For filtering certain items/trade goods from the AH -AuctionHouseBot.DisableItemsBelowLevel = 0 -AuctionHouseBot.DisableItemsAboveLevel = 0 -AuctionHouseBot.DisableTGsBelowLevel = 0 -AuctionHouseBot.DisableTGsAboveLevel = 0 -AuctionHouseBot.DisableItemsBelowGUID = 0 -AuctionHouseBot.DisableItemsAboveGUID = 0 -AuctionHouseBot.DisableTGsBelowGUID = 0 -AuctionHouseBot.DisableTGsAboveGUID = 0 -AuctionHouseBot.DisableItemsBelowReqLevel = 0 -AuctionHouseBot.DisableItemsAboveReqLevel = 0 -AuctionHouseBot.DisableTGsBelowReqLevel = 0 -AuctionHouseBot.DisableTGsAboveReqLevel = 0 -AuctionHouseBot.DisableItemsBelowReqSkillRank = 0 -AuctionHouseBot.DisableItemsAboveReqSkillRank = 0 -AuctionHouseBot.DisableTGsBelowReqSkillRank = 0 -AuctionHouseBot.DisableTGsAboveReqSkillRank = 0 - -#These are the settings in the Database: -#Each Auctionhouse has it's own set of these - -MinItems = 0 -#The Minimum number of items you want to keep in the auction houses. -#(default 0 - minimum will be the same as maximum). -#If it is higher than the value of the corresponding maxItems setting, -#it will be set down to match the maxItems setting. - -MaxItems = 0 -#The Maximum number of items you want to keep in the auction houses. - -#These must add up to 100 each one is the percentage -#of the auction items that should be trade goods of -#that quality. A value of 0 will disable. - -PercentGreyTradeGoods = 0 -PercentWhiteTradeGoods = 27 -PercentGreenTradeGoods = 12 -PercentBlueTradeGoods = 10 -PercentPurpleTradeGoods = 1 -PercentOrangeTradeGoods = 0 -PercentYellowTradeGoods = 0 - -PercentGreyItems = 0 -PercentWhiteItems = 10 -PercentGreenItems = 30 -PercentBlueItems = 8 -PercentPurpleItems = 2 -PercentOrangeItems = 0 -PercentYellowItems = 0 - -#MinPrice(Color) is the minimum price adjustment for items. For example the default is 150, which means 150%. So if an item vendors for 1g it would go to auction for a minimum of 1.5g. -#MaxPrice(Color) is the maximum price adjustment for items. -#MinBidPrice(Color) these two control the starting bid as a percent of the buyout price. For example, if MinBidPrice is 30 and MaxBidPrice is 80 the starting bid for the auction will randomly be between 30-80% of the randomly chosen buyout price. -#MaxBidPrice(Color) these two control the starting bid as a percent of the buyout price. For example, if MinBidPrice is 30 and MaxBidPrice is 80 the starting bid for the auction will randomly be between 30-80% of the randomly chosen buyout price. -#MaxStack(Color) is maximum stack size to create for this quality type. A value of zero will disable the maximum stack size for this quality allowing the bot to create stacks (of random size) of items as big as the item type allows. - -MinPriceGrey = 100 -MaxPriceGrey = 150 -MinBidPriceGrey = 70 -MaxBidPriceGrey = 100 -MaxStackGrey = 0 -MinPriceWhite = 150 -MaxPriceWhite = 250 -MinBidPriceWhite = 70 -MaxBidPriceWhite = 100 -MaxStackWhite = 0 -MinPriceGreen = 800 -MaxPriceGreen = 1400 -MinBidPriceGreen = 80 -MaxBidPriceGreen = 100 -MaxStackGreen = 0 -MinPriceBlue = 1250 -MaxPriceBlue = 1750 -MinBidPriceBlue = 75 -MaxBidPriceBlue = 100 -MaxStackBlue = 0 -MinPricePurple = 2250 -MaxPricePurple = 4550 -MinBidPricePurple = 80 -MaxBidPricePurple = 100 -MaxStackPurple = 0 -MinPriceOrange = 4250 -MaxPriceOrange = 5550 -MinBidPriceOrange = 80 -MaxBidPriceOrange = 100 -MaxStackOrange = 0 -MinPriceYellow = 5250 -MaxPriceYellow = 6550 -MinBidPriceYellow = 80 -MaxBidPriceYellow = 100 -MaxStackYellow = 0 - -#These are the multipliers that are applied to the vendor price for an item, that determines if AHBot will buy it or not. -#1 means AHBot will pay the same as (or less than) a vendor would pay, 2 means up to twice as much, etc. - -BuyerPriceGrey = 1 -BuyerPriceWhite = 3 -BuyerPriceGreen = 5 -BuyerPriceBlue = 12 -BuyerPricePurple = 15 -BuyerPriceOrange = 20 -BuyerPriceYellow = 22 - -#BuyerBiddingInterval is the time (in minutes) between bids. -#BuyerBidsPerInterval is the number of bids the buyer will make in a cycle - -BuyerBiddingInterval = 1 -BuyerBidsPerInterval = 1 - - - -How to use ahcommands from the console (CLI) or in game with GM level 3 players: -ahbotoptions - will display usage instructions -ahbotoptions help - will display the list of commands - -ahexpire - will expire all the auctions in the requested auction house that were created by AHBot. -minitems - will set the minimum number of items in the AH before it starts being filled again. -maxitems - will set the maximum number of items in the AH. -percentages - will set the percentage of each quality in the AH -minprice - will set the minimum price multiplier for auctions. -maxprice - will set the maximum price multiplier for auctions. -minbidprice - will set the minimum starting bid as a percent of the buyout price for auctions. -maxbidprice - will set the maximum starting bid as a percent of the buyout price for auctions. -maxstack - will set the maximum number of items in stacks for auctions. 0 will set the maximum to the maximum for that item type. -buyerprice - will set the bid price multiplier for auctions. -biddinginterval - will set the number of minutes between bids on auctions. -bidsperinterval - will set the number of bids to enter per cycle. - -The auction house IDs are: -2 - Alliance -6 - Horde -7 - Neutral - - -AHBot Originally made by Chris K. Currently maintained by Paradox -Much thanks to Chris K, grether and Dolomit6! -AHBot Now includes AHBuyer created by Kerbe as a derivative of AHBot, and later modified by Paradox diff --git a/doc/DocStructure.dox b/doc/DocStructure.dox deleted file mode 100644 index dee8b5a0877..00000000000 --- a/doc/DocStructure.dox +++ /dev/null @@ -1,31 +0,0 @@ -/*! \mainpage - * - * \section intro_sec Introduction and links - * This is the source documentation for the \b %MaNGOS (Massive Network Game %Object Server) project.\n - * %MaNGOS is an object-oriented Massively Multiplayer Online Role-Playing Game Server (MMORPGS).\n - * The project documentation and the bug tracker can be found on the <A HREF="http://www.mangosproject.org/trac/wiki">%MaNGOS wiki</A>. - * - * \section begin Where to begin? - * If you are interested in understanding the source code of this project you can begin - * - <A HREF="http://www.mangosproject.org/trac/wiki/CodeFeatures">On the wiki</A> to get an overview of the different modules of the server - * - <A HREF="./modules.html">In this source doumentation</A>, starting at the module hierarchy - */ - -/*! \defgroup realmd Realm Daemon - */ - -/*! \defgroup mangos Mangos Deamon - */ - -/*! \defgroup mangosd Daemon starter - \ingroup mangos - */ - -/*! \defgroup u2w User Connections - \ingroup mangos - */ - -/*! \defgroup world The World - \ingroup mangos - */ - diff --git a/doc/Doxyfile.in b/doc/Doxyfile.in deleted file mode 100644 index 9893593751c..00000000000 --- a/doc/Doxyfile.in +++ /dev/null @@ -1,1314 +0,0 @@ -# Doxyfile 1.5.3 - -# This file describes the settings to be used by the documentation system -# doxygen (www.doxygen.org) for a project -# -# All text after a hash (#) is considered a comment and will be ignored -# The format is: -# TAG = value [value, ...] -# For lists items can also be appended using: -# TAG += value [value, ...] -# Values that contain spaces should be placed between quotes (" ") - -#--------------------------------------------------------------------------- -# Project related configuration options -#--------------------------------------------------------------------------- - -# This tag specifies the encoding used for all characters in the config file that -# follow. 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Doxygen will then generate output that is more tailored for C. -# For instance, some of the names that are used will be different. The list -# of all members will be omitted, etc. - -OPTIMIZE_OUTPUT_FOR_C = YES - -# Set the OPTIMIZE_OUTPUT_JAVA tag to YES if your project consists of Java -# sources only. Doxygen will then generate output that is more tailored for Java. -# For instance, namespaces will be presented as packages, qualified scopes -# will look different, etc. - -OPTIMIZE_OUTPUT_JAVA = NO - -# If you use STL classes (i.e. std::string, std::vector, etc.) but do not want to -# include (a tag file for) the STL sources as input, then you should -# set this tag to YES in order to let doxygen match functions declarations and -# definitions whose arguments contain STL classes (e.g. func(std::string); v.s. -# func(std::string) {}). This also make the inheritance and collaboration -# diagrams that involve STL classes more complete and accurate. - -BUILTIN_STL_SUPPORT = NO - -# If you use Microsoft's C++/CLI language, you should set this option to YES to -# enable parsing support. - -CPP_CLI_SUPPORT = NO - -# If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC -# tag is set to YES, then doxygen will reuse the documentation of the first -# member in the group (if any) for the other members of the group. By default -# all members of a group must be documented explicitly. - -DISTRIBUTE_GROUP_DOC = NO - -# Set the SUBGROUPING tag to YES (the default) to allow class member groups of -# the same type (for instance a group of public functions) to be put as a -# subgroup of that type (e.g. under the Public Functions section). Set it to -# NO to prevent subgrouping. Alternatively, this can be done per class using -# the \nosubgrouping command. - -SUBGROUPING = YES - -#--------------------------------------------------------------------------- -# Build related configuration options -#--------------------------------------------------------------------------- - -# If the EXTRACT_ALL tag is set to YES doxygen will assume all entities in -# documentation are documented, even if no documentation was available. -# Private class members and static file members will be hidden unless -# the EXTRACT_PRIVATE and EXTRACT_STATIC tags are set to YES - -EXTRACT_ALL = NO - -# If the EXTRACT_PRIVATE tag is set to YES all private members of a class -# will be included in the documentation. - -EXTRACT_PRIVATE = NO - -# If the EXTRACT_STATIC tag is set to YES all static members of a file -# will be included in the documentation. - -EXTRACT_STATIC = NO - -# If the EXTRACT_LOCAL_CLASSES tag is set to YES classes (and structs) -# defined locally in source files will be included in the documentation. -# If set to NO only classes defined in header files are included. - -EXTRACT_LOCAL_CLASSES = YES - -# This flag is only useful for Objective-C code. When set to YES local -# methods, which are defined in the implementation section but not in -# the interface are included in the documentation. -# If set to NO (the default) only methods in the interface are included. - -EXTRACT_LOCAL_METHODS = YES - -# If this flag is set to YES, the members of anonymous namespaces will be extracted -# and appear in the documentation as a namespace called 'anonymous_namespace{file}', -# where file will be replaced with the base name of the file that contains the anonymous -# namespace. By default anonymous namespace are hidden. - -EXTRACT_ANON_NSPACES = NO - -# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all -# undocumented members of documented classes, files or namespaces. -# If set to NO (the default) these members will be included in the -# various overviews, but no documentation section is generated. -# This option has no effect if EXTRACT_ALL is enabled. - -HIDE_UNDOC_MEMBERS = NO - -# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all -# undocumented classes that are normally visible in the class hierarchy. -# If set to NO (the default) these classes will be included in the various -# overviews. This option has no effect if EXTRACT_ALL is enabled. - -HIDE_UNDOC_CLASSES = NO - -# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all -# friend (class|struct|union) declarations. -# If set to NO (the default) these declarations will be included in the -# documentation. - -HIDE_FRIEND_COMPOUNDS = NO - -# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any -# documentation blocks found inside the body of a function. -# If set to NO (the default) these blocks will be appended to the -# function's detailed documentation block. - -HIDE_IN_BODY_DOCS = NO - -# The INTERNAL_DOCS tag determines if documentation -# that is typed after a \internal command is included. If the tag is set -# to NO (the default) then the documentation will be excluded. -# Set it to YES to include the internal documentation. - -INTERNAL_DOCS = YES - -# If the CASE_SENSE_NAMES tag is set to NO then Doxygen will only generate -# file names in lower-case letters. If set to YES upper-case letters are also -# allowed. This is useful if you have classes or files whose names only differ -# in case and if your file system supports case sensitive file names. Windows -# and Mac users are advised to set this option to NO. - -CASE_SENSE_NAMES = YES - -# If the HIDE_SCOPE_NAMES tag is set to NO (the default) then Doxygen -# will show members with their full class and namespace scopes in the -# documentation. If set to YES the scope will be hidden. - -HIDE_SCOPE_NAMES = NO - -# If the SHOW_INCLUDE_FILES tag is set to YES (the default) then Doxygen -# will put a list of the files that are included by a file in the documentation -# of that file. - -SHOW_INCLUDE_FILES = YES - -# If the INLINE_INFO tag is set to YES (the default) then a tag [inline] -# is inserted in the documentation for inline members. - -INLINE_INFO = YES - -# If the SORT_MEMBER_DOCS tag is set to YES (the default) then doxygen -# will sort the (detailed) documentation of file and class members -# alphabetically by member name. If set to NO the members will appear in -# declaration order. - -SORT_MEMBER_DOCS = YES - -# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the -# brief documentation of file, namespace and class members alphabetically -# by member name. If set to NO (the default) the members will appear in -# declaration order. - -SORT_BRIEF_DOCS = NO - -# If the SORT_BY_SCOPE_NAME tag is set to YES, the class list will be -# sorted by fully-qualified names, including namespaces. If set to -# NO (the default), the class list will be sorted only by class name, -# not including the namespace part. -# Note: This option is not very useful if HIDE_SCOPE_NAMES is set to YES. -# Note: This option applies only to the class list, not to the -# alphabetical list. - -SORT_BY_SCOPE_NAME = NO - -# The GENERATE_TODOLIST tag can be used to enable (YES) or -# disable (NO) the todo list. This list is created by putting \todo -# commands in the documentation. - -GENERATE_TODOLIST = YES - -# The GENERATE_TESTLIST tag can be used to enable (YES) or -# disable (NO) the test list. This list is created by putting \test -# commands in the documentation. - -GENERATE_TESTLIST = YES - -# The GENERATE_BUGLIST tag can be used to enable (YES) or -# disable (NO) the bug list. This list is created by putting \bug -# commands in the documentation. - -GENERATE_BUGLIST = YES - -# The GENERATE_DEPRECATEDLIST tag can be used to enable (YES) or -# disable (NO) the deprecated list. This list is created by putting -# \deprecated commands in the documentation. - -GENERATE_DEPRECATEDLIST= YES - -# The ENABLED_SECTIONS tag can be used to enable conditional -# documentation sections, marked by \if sectionname ... \endif. - -ENABLED_SECTIONS = - -# The MAX_INITIALIZER_LINES tag determines the maximum number of lines -# the initial value of a variable or define consists of for it to appear in -# the documentation. If the initializer consists of more lines than specified -# here it will be hidden. Use a value of 0 to hide initializers completely. -# The appearance of the initializer of individual variables and defines in the -# documentation can be controlled using \showinitializer or \hideinitializer -# command in the documentation regardless of this setting. - -MAX_INITIALIZER_LINES = 30 - -# Set the SHOW_USED_FILES tag to NO to disable the list of files generated -# at the bottom of the documentation of classes and structs. If set to YES the -# list will mention the files that were used to generate the documentation. - -SHOW_USED_FILES = YES - -# If the sources in your project are distributed over multiple directories -# then setting the SHOW_DIRECTORIES tag to YES will show the directory hierarchy -# in the documentation. The default is NO. - -SHOW_DIRECTORIES = NO - -# The FILE_VERSION_FILTER tag can be used to specify a program or script that -# doxygen should invoke to get the current version for each file (typically from the -# version control system). Doxygen will invoke the program by executing (via -# popen()) the command <command> <input-file>, where <command> is the value of -# the FILE_VERSION_FILTER tag, and <input-file> is the name of an input file -# provided by doxygen. Whatever the program writes to standard output -# is used as the file version. See the manual for examples. - -FILE_VERSION_FILTER = - -#--------------------------------------------------------------------------- -# configuration options related to warning and progress messages -#--------------------------------------------------------------------------- - -# The QUIET tag can be used to turn on/off the messages that are generated -# by doxygen. Possible values are YES and NO. If left blank NO is used. - -QUIET = NO - -# The WARNINGS tag can be used to turn on/off the warning messages that are -# generated by doxygen. Possible values are YES and NO. If left blank -# NO is used. - -WARNINGS = YES - -# If WARN_IF_UNDOCUMENTED is set to YES, then doxygen will generate warnings -# for undocumented members. If EXTRACT_ALL is set to YES then this flag will -# automatically be disabled. - -WARN_IF_UNDOCUMENTED = YES - -# If WARN_IF_DOC_ERROR is set to YES, doxygen will generate warnings for -# potential errors in the documentation, such as not documenting some -# parameters in a documented function, or documenting parameters that -# don't exist or using markup commands wrongly. - -WARN_IF_DOC_ERROR = YES - -# This WARN_NO_PARAMDOC option can be abled to get warnings for -# functions that are documented, but have no documentation for their parameters -# or return value. If set to NO (the default) doxygen will only warn about -# wrong or incomplete parameter documentation, but not about the absence of -# documentation. - -WARN_NO_PARAMDOC = NO - -# The WARN_FORMAT tag determines the format of the warning messages that -# doxygen can produce. The string should contain the $file, $line, and $text -# tags, which will be replaced by the file and line number from which the -# warning originated and the warning text. Optionally the format may contain -# $version, which will be replaced by the version of the file (if it could -# be obtained via FILE_VERSION_FILTER) - -WARN_FORMAT = "$file:$line: $text " - -# The WARN_LOGFILE tag can be used to specify a file to which warning -# and error messages should be written. If left blank the output is written -# to stderr. - -WARN_LOGFILE = - -#--------------------------------------------------------------------------- -# configuration options related to the input files -#--------------------------------------------------------------------------- - -# The INPUT tag can be used to specify the files and/or directories that contain -# documented source files. You may enter file names like "myfile.cpp" or -# directories like "/usr/src/myproject". Separate the files or directories -# with spaces. - -INPUT = @top_srcdir@/src/shared/ \ - @top_srcdir@/src/shared/Auth/ \ - @top_srcdir@/src/shared/Database/ \ - @top_srcdir@/src/game/ \ - @top_srcdir@/src/realmd/ \ - @top_srcdir@/src/mangosd/ \ - DocStructure.dox - -# This tag can be used to specify the character encoding of the source files that -# doxygen parses. Internally doxygen uses the UTF-8 encoding, which is also the default -# input encoding. Doxygen uses libiconv (or the iconv built into libc) for the transcoding. -# See http://www.gnu.org/software/libiconv for the list of possible encodings. - -INPUT_ENCODING = UTF-8 - -# If the value of the INPUT tag contains directories, you can use the -# FILE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp -# and *.h) to filter out the source-files in the directories. If left -# blank the following patterns are tested: -# *.c *.cc *.cxx *.cpp *.c++ *.java *.ii *.ixx *.ipp *.i++ *.inl *.h *.hh *.hxx -# *.hpp *.h++ *.idl *.odl *.cs *.php *.php3 *.inc *.m *.mm *.py - -FILE_PATTERNS = *.cpp \ - *.h \ - *.hpp - -# The RECURSIVE tag can be used to turn specify whether or not subdirectories -# should be searched for input files as well. Possible values are YES and NO. -# If left blank NO is used. - -RECURSIVE = NO - -# The EXCLUDE tag can be used to specify files and/or directories that should -# excluded from the INPUT source files. This way you can easily exclude a -# subdirectory from a directory tree whose root is specified with the INPUT tag. - -EXCLUDE = - -# The EXCLUDE_SYMLINKS tag can be used select whether or not files or -# directories that are symbolic links (a Unix filesystem feature) are excluded -# from the input. - -EXCLUDE_SYMLINKS = NO - -# If the value of the INPUT tag contains directories, you can use the -# EXCLUDE_PATTERNS tag to specify one or more wildcard patterns to exclude -# certain files from those directories. Note that the wildcards are matched -# against the file with absolute path, so to exclude all test directories -# for example use the pattern */test/* - -EXCLUDE_PATTERNS = config*.h - -# The EXCLUDE_SYMBOLS tag can be used to specify one or more symbol names -# (namespaces, classes, functions, etc.) that should be excluded from the output. -# The symbol name can be a fully qualified name, a word, or if the wildcard * is used, -# a substring. Examples: ANamespace, AClass, AClass::ANamespace, ANamespace::*Test - -EXCLUDE_SYMBOLS = - -# The EXAMPLE_PATH tag can be used to specify one or more files or -# directories that contain example code fragments that are included (see -# the \include command). - -EXAMPLE_PATH = - -# If the value of the EXAMPLE_PATH tag contains directories, you can use the -# EXAMPLE_PATTERNS tag to specify one or more wildcard pattern (like *.cpp -# and *.h) to filter out the source-files in the directories. If left -# blank all files are included. - -EXAMPLE_PATTERNS = - -# If the EXAMPLE_RECURSIVE tag is set to YES then subdirectories will be -# searched for input files to be used with the \include or \dontinclude -# commands irrespective of the value of the RECURSIVE tag. -# Possible values are YES and NO. If left blank NO is used. - -EXAMPLE_RECURSIVE = NO - -# The IMAGE_PATH tag can be used to specify one or more files or -# directories that contain image that are included in the documentation (see -# the \image command). - -IMAGE_PATH = - -# The INPUT_FILTER tag can be used to specify a program that doxygen should -# invoke to filter for each input file. Doxygen will invoke the filter program -# by executing (via popen()) the command <filter> <input-file>, where <filter> -# is the value of the INPUT_FILTER tag, and <input-file> is the name of an -# input file. Doxygen will then use the output that the filter program writes -# to standard output. If FILTER_PATTERNS is specified, this tag will be -# ignored. - -INPUT_FILTER = - -# The FILTER_PATTERNS tag can be used to specify filters on a per file pattern -# basis. Doxygen will compare the file name with each pattern and apply the -# filter if there is a match. The filters are a list of the form: -# pattern=filter (like *.cpp=my_cpp_filter). See INPUT_FILTER for further -# info on how filters are used. If FILTER_PATTERNS is empty, INPUT_FILTER -# is applied to all files. - -FILTER_PATTERNS = - -# If the FILTER_SOURCE_FILES tag is set to YES, the input filter (if set using -# INPUT_FILTER) will be used to filter the input files when producing source -# files to browse (i.e. when SOURCE_BROWSER is set to YES). - -FILTER_SOURCE_FILES = NO - -#--------------------------------------------------------------------------- -# configuration options related to source browsing -#--------------------------------------------------------------------------- - -# If the SOURCE_BROWSER tag is set to YES then a list of source files will -# be generated. Documented entities will be cross-referenced with these sources. -# Note: To get rid of all source code in the generated output, make sure also -# VERBATIM_HEADERS is set to NO. If you have enabled CALL_GRAPH or CALLER_GRAPH -# then you must also enable this option. If you don't then doxygen will produce -# a warning and turn it on anyway - -SOURCE_BROWSER = YES - -# Setting the INLINE_SOURCES tag to YES will include the body -# of functions and classes directly in the documentation. - -INLINE_SOURCES = NO - -# Setting the STRIP_CODE_COMMENTS tag to YES (the default) will instruct -# doxygen to hide any special comment blocks from generated source code -# fragments. Normal C and C++ comments will always remain visible. - -STRIP_CODE_COMMENTS = YES - -# If the REFERENCED_BY_RELATION tag is set to YES (the default) -# then for each documented function all documented -# functions referencing it will be listed. - -REFERENCED_BY_RELATION = YES - -# If the REFERENCES_RELATION tag is set to YES (the default) -# then for each documented function all documented entities -# called/used by that function will be listed. - -REFERENCES_RELATION = YES - -# If the REFERENCES_LINK_SOURCE tag is set to YES (the default) -# and SOURCE_BROWSER tag is set to YES, then the hyperlinks from -# functions in REFERENCES_RELATION and REFERENCED_BY_RELATION lists will -# link to the source code. Otherwise they will link to the documentstion. - -REFERENCES_LINK_SOURCE = YES - -# If the USE_HTAGS tag is set to YES then the references to source code -# will point to the HTML generated by the htags(1) tool instead of doxygen -# built-in source browser. The htags tool is part of GNU's global source -# tagging system (see http://www.gnu.org/software/global/global.html). You -# will need version 4.8.6 or higher. - -USE_HTAGS = NO - -# If the VERBATIM_HEADERS tag is set to YES (the default) then Doxygen -# will generate a verbatim copy of the header file for each class for -# which an include is specified. Set to NO to disable this. - -VERBATIM_HEADERS = YES - -#--------------------------------------------------------------------------- -# configuration options related to the alphabetical class index -#--------------------------------------------------------------------------- - -# If the ALPHABETICAL_INDEX tag is set to YES, an alphabetical index -# of all compounds will be generated. Enable this if the project -# contains a lot of classes, structs, unions or interfaces. - -ALPHABETICAL_INDEX = YES - -# If the alphabetical index is enabled (see ALPHABETICAL_INDEX) then -# the COLS_IN_ALPHA_INDEX tag can be used to specify the number of columns -# in which this list will be split (can be a number in the range [1..20]) - -COLS_IN_ALPHA_INDEX = 5 - -# In case all classes in a project start with a common prefix, all -# classes will be put under the same header in the alphabetical index. -# The IGNORE_PREFIX tag can be used to specify one or more prefixes that -# should be ignored while generating the index headers. - -IGNORE_PREFIX = - -#--------------------------------------------------------------------------- -# configuration options related to the HTML output -#--------------------------------------------------------------------------- - -# If the GENERATE_HTML tag is set to YES (the default) Doxygen will -# generate HTML output. - -GENERATE_HTML = YES - -# The HTML_OUTPUT tag is used to specify where the HTML docs will be put. -# If a relative path is entered the value of OUTPUT_DIRECTORY will be -# put in front of it. If left blank `html' will be used as the default path. - -HTML_OUTPUT = html - -# The HTML_FILE_EXTENSION tag can be used to specify the file extension for -# each generated HTML page (for example: .htm,.php,.asp). If it is left blank -# doxygen will generate files with .html extension. - -HTML_FILE_EXTENSION = .html - -# The HTML_HEADER tag can be used to specify a personal HTML header for -# each generated HTML page. If it is left blank doxygen will generate a -# standard header. - -HTML_HEADER = - -# The HTML_FOOTER tag can be used to specify a personal HTML footer for -# each generated HTML page. If it is left blank doxygen will generate a -# standard footer. - -HTML_FOOTER = - -# The HTML_STYLESHEET tag can be used to specify a user-defined cascading -# style sheet that is used by each HTML page. It can be used to -# fine-tune the look of the HTML output. If the tag is left blank doxygen -# will generate a default style sheet. Note that doxygen will try to copy -# the style sheet file to the HTML output directory, so don't put your own -# stylesheet in the HTML output directory as well, or it will be erased! - -HTML_STYLESHEET = - -# If the HTML_ALIGN_MEMBERS tag is set to YES, the members of classes, -# files or namespaces will be aligned in HTML using tables. If set to -# NO a bullet list will be used. - -HTML_ALIGN_MEMBERS = YES - -# If the GENERATE_HTMLHELP tag is set to YES, additional index files -# will be generated that can be used as input for tools like the -# Microsoft HTML help workshop to generate a compressed HTML help file (.chm) -# of the generated HTML documentation. - -GENERATE_HTMLHELP = NO - -# If the HTML_DYNAMIC_SECTIONS tag is set to YES then the generated HTML -# documentation will contain sections that can be hidden and shown after the -# page has loaded. For this to work a browser that supports -# JavaScript and DHTML is required (for instance Mozilla 1.0+, Firefox -# Netscape 6.0+, Internet explorer 5.0+, Konqueror, or Safari). - -HTML_DYNAMIC_SECTIONS = NO - -# If the GENERATE_HTMLHELP tag is set to YES, the CHM_FILE tag can -# be used to specify the file name of the resulting .chm file. You -# can add a path in front of the file if the result should not be -# written to the html output directory. - -CHM_FILE = - -# If the GENERATE_HTMLHELP tag is set to YES, the HHC_LOCATION tag can -# be used to specify the location (absolute path including file name) of -# the HTML help compiler (hhc.exe). If non-empty doxygen will try to run -# the HTML help compiler on the generated index.hhp. - -HHC_LOCATION = - -# If the GENERATE_HTMLHELP tag is set to YES, the GENERATE_CHI flag -# controls if a separate .chi index file is generated (YES) or that -# it should be included in the master .chm file (NO). - -GENERATE_CHI = NO - -# If the GENERATE_HTMLHELP tag is set to YES, the BINARY_TOC flag -# controls whether a binary table of contents is generated (YES) or a -# normal table of contents (NO) in the .chm file. - -BINARY_TOC = NO - -# The TOC_EXPAND flag can be set to YES to add extra items for group members -# to the contents of the HTML help documentation and to the tree view. - -TOC_EXPAND = NO - -# The DISABLE_INDEX tag can be used to turn on/off the condensed index at -# top of each HTML page. The value NO (the default) enables the index and -# the value YES disables it. - -DISABLE_INDEX = NO - -# This tag can be used to set the number of enum values (range [1..20]) -# that doxygen will group on one line in the generated HTML documentation. - -ENUM_VALUES_PER_LINE = 4 - -# If the GENERATE_TREEVIEW tag is set to YES, a side panel will be -# generated containing a tree-like index structure (just like the one that -# is generated for HTML Help). For this to work a browser that supports -# JavaScript, DHTML, CSS and frames is required (for instance Mozilla 1.0+, -# Netscape 6.0+, Internet explorer 5.0+, or Konqueror). Windows users are -# probably better off using the HTML help feature. - -GENERATE_TREEVIEW = NO - -# If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be -# used to set the initial width (in pixels) of the frame in which the tree -# is shown. - -TREEVIEW_WIDTH = 250 - -#--------------------------------------------------------------------------- -# configuration options related to the LaTeX output -#--------------------------------------------------------------------------- - -# If the GENERATE_LATEX tag is set to YES (the default) Doxygen will -# generate Latex output. - -GENERATE_LATEX = NO - -# The LATEX_OUTPUT tag is used to specify where the LaTeX docs will be put. -# If a relative path is entered the value of OUTPUT_DIRECTORY will be -# put in front of it. If left blank `latex' will be used as the default path. - -LATEX_OUTPUT = latex - -# The LATEX_CMD_NAME tag can be used to specify the LaTeX command name to be -# invoked. If left blank `latex' will be used as the default command name. - -LATEX_CMD_NAME = latex - -# The MAKEINDEX_CMD_NAME tag can be used to specify the command name to -# generate index for LaTeX. If left blank `makeindex' will be used as the -# default command name. - -MAKEINDEX_CMD_NAME = makeindex - -# If the COMPACT_LATEX tag is set to YES Doxygen generates more compact -# LaTeX documents. This may be useful for small projects and may help to -# save some trees in general. - -COMPACT_LATEX = NO - -# The PAPER_TYPE tag can be used to set the paper type that is used -# by the printer. Possible values are: a4, a4wide, letter, legal and -# executive. If left blank a4wide will be used. - -PAPER_TYPE = a4wide - -# The EXTRA_PACKAGES tag can be to specify one or more names of LaTeX -# packages that should be included in the LaTeX output. - -EXTRA_PACKAGES = - -# The LATEX_HEADER tag can be used to specify a personal LaTeX header for -# the generated latex document. The header should contain everything until -# the first chapter. If it is left blank doxygen will generate a -# standard header. Notice: only use this tag if you know what you are doing! - -LATEX_HEADER = - -# If the PDF_HYPERLINKS tag is set to YES, the LaTeX that is generated -# is prepared for conversion to pdf (using ps2pdf). The pdf file will -# contain links (just like the HTML output) instead of page references -# This makes the output suitable for online browsing using a pdf viewer. - -PDF_HYPERLINKS = NO - -# If the USE_PDFLATEX tag is set to YES, pdflatex will be used instead of -# plain latex in the generated Makefile. Set this option to YES to get a -# higher quality PDF documentation. - -USE_PDFLATEX = NO - -# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \\batchmode. -# command to the generated LaTeX files. This will instruct LaTeX to keep -# running if errors occur, instead of asking the user for help. -# This option is also used when generating formulas in HTML. - -LATEX_BATCHMODE = NO - -# If LATEX_HIDE_INDICES is set to YES then doxygen will not -# include the index chapters (such as File Index, Compound Index, etc.) -# in the output. - -LATEX_HIDE_INDICES = NO - -#--------------------------------------------------------------------------- -# configuration options related to the RTF output -#--------------------------------------------------------------------------- - -# If the GENERATE_RTF tag is set to YES Doxygen will generate RTF output -# The RTF output is optimized for Word 97 and may not look very pretty with -# other RTF readers or editors. - -GENERATE_RTF = NO - -# The RTF_OUTPUT tag is used to specify where the RTF docs will be put. -# If a relative path is entered the value of OUTPUT_DIRECTORY will be -# put in front of it. If left blank `rtf' will be used as the default path. - -RTF_OUTPUT = rtf - -# If the COMPACT_RTF tag is set to YES Doxygen generates more compact -# RTF documents. This may be useful for small projects and may help to -# save some trees in general. - -COMPACT_RTF = NO - -# If the RTF_HYPERLINKS tag is set to YES, the RTF that is generated -# will contain hyperlink fields. The RTF file will -# contain links (just like the HTML output) instead of page references. -# This makes the output suitable for online browsing using WORD or other -# programs which support those fields. -# Note: wordpad (write) and others do not support links. - -RTF_HYPERLINKS = NO - -# Load stylesheet definitions from file. Syntax is similar to doxygen's -# config file, i.e. a series of assignments. You only have to provide -# replacements, missing definitions are set to their default value. - -RTF_STYLESHEET_FILE = - -# Set optional variables used in the generation of an rtf document. -# Syntax is similar to doxygen's config file. - -RTF_EXTENSIONS_FILE = - -#--------------------------------------------------------------------------- -# configuration options related to the man page output -#--------------------------------------------------------------------------- - -# If the GENERATE_MAN tag is set to YES (the default) Doxygen will -# generate man pages - -GENERATE_MAN = NO - -# The MAN_OUTPUT tag is used to specify where the man pages will be put. -# If a relative path is entered the value of OUTPUT_DIRECTORY will be -# put in front of it. If left blank `man' will be used as the default path. - -MAN_OUTPUT = man - -# The MAN_EXTENSION tag determines the extension that is added to -# the generated man pages (default is the subroutine's section .3) - -MAN_EXTENSION = .3 - -# If the MAN_LINKS tag is set to YES and Doxygen generates man output, -# then it will generate one additional man file for each entity -# documented in the real man page(s). These additional files -# only source the real man page, but without them the man command -# would be unable to find the correct page. The default is NO. - -MAN_LINKS = NO - -#--------------------------------------------------------------------------- -# configuration options related to the XML output -#--------------------------------------------------------------------------- - -# If the GENERATE_XML tag is set to YES Doxygen will -# generate an XML file that captures the structure of -# the code including all documentation. - -GENERATE_XML = NO - -# The XML_OUTPUT tag is used to specify where the XML pages will be put. -# If a relative path is entered the value of OUTPUT_DIRECTORY will be -# put in front of it. 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If set to NO the values of all tags below this one will be ignored. - -SEARCHENGINE = YES diff --git a/doc/EventAI.txt b/doc/EventAI.txt deleted file mode 100644 index 7d0294da05f..00000000000 --- a/doc/EventAI.txt +++ /dev/null @@ -1,868 +0,0 @@ -============================================= -EventAI documentation: (updated May 19, 2009) -============================================= - -EventAI allows users to create new creature scripts entierly within the database. - -For the AI to be used, you must first make sure to set AIname for each creature that should use this AI. -UPDATE creature_template SET AIName = 'EventAI' WHERE entry IN (...); - - -========================================= -Basic structure of EventAI -========================================= - -EventAI follows a basic if (Event) then do (Action) format. -Below is the list of current fields of the creature_ai_scripts table. - -(Field_Name) (Description) -id This value is merely an incrementing counter of the current Event number. Required for sql queries. -creature_id Creature id which should trigger this event. - -event_type The type of event (see "Event types" below) -event_inverse_phase_mask Mask with phases this event should NOT trigger in* -event_chance Percentage chance of triggering the event (1 - 100) -event_flags Event flags (repeatable, ... (see below)) -event_param1 Variables for the event (depends on event_type) -event_param2 -event_param3 -event_param4 - -action1_type An action to take when the event occurs (see "Action types" below) -action1_param1 Variables used by Action1 (depends on action_type) -action1_param2 -action1_param3 - -action2_type -action2_param1 -action2_param2 -action2_param3 - -action3_type -action3_param1 -action3_param2 -action3_param3 - -All params are signed 32-bit values (+/- 2147483647). Time values are always in milliseconds. -In case of a percentage value, use value/100 (ie. param = 500 then that means 500%, -50 = -50%) - -[*] Phase mask is a bitmask of phases which shouldn't trigger this event. (ie. Phase mask of value 12 (binary 1100) results in triggering this event in phases 0, 1 and all others with exception for phases 2 and 3 (counting from 0). - - -========================================= -Event types -========================================= - -A list of event types EventAI is able to handle. -Each event type has its own specific interpretation of the params that accompany it. -Params are always read in the ascending order (from Param1 to Param3). -Events will not repeat until the creature exits combat or unless EFLAG_REPEATABLE is set. -Some events such as EVENT_T_AGGRO, EVENT_T_DEATH, EVENT_T_SPAWNED, and EVENT_T_EVADE cannot repeat. - -# Internal name Param usage Description -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -0 EVENT_T_TIMER InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then between every (Param3) and (Param4), but only in combat. -1 EVENT_T_TIMER_OOC InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then between every (Param3) and (Param4), but only out of combat. -2 EVENT_T_HP HPMax%, HPMin%, RepeatMin, RepeatMax Expires when HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -3 EVENT_T_MANA ManaMax%,ManaMin% RepeatMin, RepeatMax Expires once Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -4 EVENT_T_AGGRO NONE Expires upon initial aggro (does not repeat). -5 EVENT_T_KILL RepeatMin, RepeatMax Expires upon killing a player. Will repeat between (Param1) and (Param2). -6 EVENT_T_DEATH NONE Expires upon creature death. -7 EVENT_T_EVADE NONE Expires upon creature EnterEvadeMode(). -8 EVENT_T_SPELLHIT SpellID, Schoolmask, RepeatMin, RepeatMax Expires upon a spell hit. When (param1) is set, it will be used as a trigger. With (param2) specified, the expiration is limited to specific spell schools (-1 for all). Will repeat every (Param3) and (Param4). -9 EVENT_T_RANGE MinDist, MaxDist, RepeatMin, RepeatMax Expires when the highest threat target distance is greater than (Param1) and less than (Param2). Will repeat every (Param3) and (Param4). -10 EVENT_T_OOC_LOS Hostile-or-Not, MaxAllowedRange, RepeatMin, RepeatMax Expires when a unit moves within distance (MaxAllowedRange) of a creature. If (Param1) is zero it will expire only when unit is hostile, friendly otherwise (Param1 = 1), depends generally on faction. Will repeat every (Param3) and (Param4). Does not expire when the creature is in combat. -11 EVENT_T_SPAWNED NONE Expires on initial spawn and on creature respawn (useful for setting ranged movement type). -12 EVENT_T_TARGET_HP HPMax%, HPMin%, RepeatMin, RepeatMax Expires when current target's HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -13 EVENT_T_TARGET_CASTING RepeatMin, RepeatatMax Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2). -14 EVENT_T_FRIENDLY_HP HPDeficit, Radius, RepeatMin, RepeatMax Expires when a friendly unit in radius has at least (Param1) HP missing. Will repeat every (Param3) and (Param4). -15 EVENT_T_FRIENDLY_IS_CC DispelType, Radius, RepeatMin, RepeatMax Expires when a friendly unit is crowd controlled within the given radius (Param2). Will repeat every (Param3) and (Param4). -16 EVENT_T_MISSING_BUFF SpellId, Radius, RepeatMin, RepeatMax Expires when a friendly unit is missing aura(s) given by a spell (Param1) within radius (Param2). Will repeat every (Param3) and (Param4). -17 EVENT_T_SUMMONED_UNIT CreatureId, RepeatMin, RepeatMax Expires after creature with entry = (Param1) is spawned (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). -18 EVENT_T_TARGET_MANA ManaMax%, ManaMin%, RepeatMin, RepeatMax -21 EVENT_T_REACHED_HOME NONE Expires when a creature reach it's home(spawn) location after evade. -22 EVENT_T_RECEIVE_EMOTE EmoteId, Condition, CondValue1, CondValue2 Expires when a creature receives an emote with emote text id (enum TextEmotes) in (Param1). Conditions can be defined (Param2) with optional values (Param3,Param4), see enum ConditionType. -23 EVENT_T_BUFFED SpellID, AmmountInStack, RepeatMin, RepeatMax Expires when a creature has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). -24 EVENT_T_TARGET_BUFFED SpellID, AmmountInStack, RepeatMin, RepeatMax Expires when a target unit has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). -35 EVENT_T_RESET NONE Expires when creature leaves combat, spawns or respawns. - -========================================= -Action Types -========================================= - -A list of action types that EventAI can handle. -Each event type has its own specific interpretation of it's params, like every event type. - -# Internal name Param usage Description -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -0 ACTION_T_NONE No Action Does nothing. -1 ACTION_T_TEXT -TextId1, -TextId2, -TextId3 Simply displays the specified -TextId. When -TextId2 and -TextId3 are specified, the selection will be randomized. Text types are defined, along with other options for the text, in a table below. All values needs to be negative. -2 ACTION_T_SET_FACTION FactionId Changes faction for a creature. When param1 is zero, creature will revert to it's default faction. -3 ACTION_T_MORPH_TO_ENTRY_OR_MODEL CreatureEntry, ModelId Set either model from creature_template.entry (Param1) OR explicit modelId (Param2). If (Param1) AND (Param2) are both 0, demorph and revert to the default model. -4 ACTION_T_SOUND SoundId Plays a sound -5 ACTION_T_EMOTE EmoteId Does an emote -6 ACTION_T_RANDOM_SAY UNUSED -7 ACTION_T_RANDOM_YELL UNUSED -8 ACTION_T_RANDOM_TEXTEMOTE UNUSED -9 ACTION_T_RANDOM_SOUND SoundId1, SoundId2, SoundId3 Plays a random sound * -10 ACTION_T_RANDOM_EMOTE EmoteId1, EmoteId2, EmoteId3 Emotes a random emote -11 ACTION_T_CAST SpellId, Target, CastFlags Casts spell (Param1) on a target (Param2) using cast flags (specified below). -12 ACTION_T_SUMMON CreatureID, Target, Duration Summons a creature (Param1) for (Param3) duration and orders it to attach (Param2) target. Spawns on top of current creature. -13 ACTION_T_THREAT_SINGLE_PCT Threat%, Target Modifies a threat by (Param1) percent on a target (Param2). -14 ACTION_T_THREAT_ALL_PCT Threat% Modifies a threat by (Param1) on all targets in the threat list (using -100% here will result in full aggro dump). -15 ACTION_T_QUEST_EVENT QuestID, Target Calls AreaExploredOrEventHappens with (Param1) for a target in (Param2). -16 ACTION_T_QUEST_CASTCREATUREGO CreatureID, SpellId, Target Sends CastCreatureOrGo for a creature specified by CreatureId (Param1) with provided spell id (Param2) for a target in (Param3). -17 ACTION_T_SET_UNIT_FIELD Field_Number, Value, Target Sets a unit field (Param1) to provided value (Param2) on a target in (Param3). -18 ACTION_T_SET_UNIT_FLAG Flags, Target Sets flag (flags can be used together to modify multiple flags at once) on a target (Param2). -19 ACTION_T_REMOVE_UNIT_FLAG Flags, Target Removes flag on a target (Param2). -20 ACTION_T_AUTO_ATTACK AllowAutoAttack Stop melee attack when (Param1) is zero, otherwise continue attacking / allow melee attack. -21 ACTION_T_COMBAT_MOVEMENT AllowCombatMovement Stop combat based movement when (Param1) is zero, otherwise continue/allow combat based movement (targeted movement generator). -22 ACTION_T_SET_PHASE Phase Sets the current phase to (Param1). -23 ACTION_T_INC_PHASE Value Increments the phase by (Param1). May be negative to decrement, but should not be zero. -24 ACTION_T_EVADE No Params Forces the creature to evade, wiping all threat and dropping combat. -25 ACTION_T_FLEE_FOR_ASSIST No Params Causes the creature to flee for assistence (often at low health). -26 ACTION_T_QUEST_EVENT_ALL QuestId Calls GroupEventHappens with (Param1). Only used if it's _expected_ event should call quest completion for all players in a current party. -27 ACTION_T_CASTCREATUREGO_ALL QuestId, SpellId Calls CastedCreatureOrGo for all players on the threat list with quest id specified in (Param1) and spell id in (Param2). -28 ACTION_T_REMOVEAURASFROMSPELL Target, Spellid Removes all auras on a target (Param1) caused by a spell (Param2). -29 ACTION_T_RANGED_MOVEMENT Distance, Angle Changes the movement generator to a ranged type. (note: default melee type can still be set by using 0 as angle and 0 as distance). -30 ACTION_T_RANDOM_PHASE PhaseId1, PhaseId2, PhaseId3 Sets a phase to a specified id(s)* -31 ACTION_T_RANDOM_PHASE_RANGE PhaseMin, PhaseMax Sets a phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). PhaseMax must be greater than PhaseMin. -32 ACTION_T_SUMMON CreatureID, Target, SummonID Summons a creature (Param1) to attack target (Param2) at location specified by EventAI_Summons (Param3). -33 ACTION_T_KILLED_MONSTER CreatureID, Target Calls KilledMonster (Param1) for a target (Param2). -34 ACTION_T_SET_INST_DATA Field, Data Calls ScriptedInstance::SetData with field (Param1) and data (Param2). -35 ACTION_T_SET_INST_DATA64 Field, Target Calls ScriptedInstance::SetData64 with field (Param1) and target's GUID (Param2). -36 ACTION_T_UPDATE_TEMPLATE TemplateId, Team Changes a creature's template to (Param1) with team = Alliance or Horde when (Param2) is either false or true respectively. -37 ACTION_T_DIE No Params Kills the creature -38 ACTION_T_ZONE_COMBAT_PULSE No Params Puts all players within an instance into combat with the creature. Only works when a creature is already in combat. Doesn't work outside instances. -39 ACTION_T_CALL_FOR_HELP Radius Call any friendly out-of-combat creatures in a radius (Param1) to attack current creature's target. -40 ACTION_T_SET_SHEATH Sheath Sets sheath state for a creature (0 = no weapon, 1 = melee weapon, 2 = ranged weapon). -41 ACTION_T_FORCE_DESPAWN No Params Despawns the creature -42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL hp_level, is_percent Set min. health level for creature that can be set at damage as flat value or percent from max health - -* = Use -1 where the param is expected to do nothing. Random constant is generated for each event, so if you have a random yell and a random sound, they will be linked up with each other (ie. param2 with param2). - - -========================================= -Event Types -========================================= -Note: -COMBAT ONLY - Means that this event will only trigger durring combat. -OUT OF COMBAT ONLY - Means that this event will only trigger while out of combat. -BOTH - This event can trigger both in and out of combat. - -Events that do not have lables on them are events that are directly involved with the in and out of combat state. - ------------------- -0 = EVENT_T_TIMER: ------------------- -Parameter 1: InitialMin - Minumum Time used to calculate Random Initial Expire -Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on. -This is commonly used for spells that repeat cast during combat (Simulate Spell Cooldown). - ----------------------- -1 = EVENT_T_TIMER_OOC: ----------------------- -Parameter 1: InitialMin - Minumum Time used to calculate Random Initial Expire -Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -OUT OF COMBAT ONLY! - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on. -This is commonly used for events that occur and repeat outside of combat. - ---------------- -2 = EVENT_T_HP: ---------------- -Parameter 1: HPMax% - Maximum HP% That this Event will Expire -Parameter 2: HPMin% - Minimum HP% That this Event will Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -BOTH - Expires when HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -This is commonly used for events that trigger at a specific HP% (Such as Heal/Enrage Spells or NPC's that Flee). - ------------------ -3 = EVENT_T_MANA: ------------------ -Parameter 1: ManaMax% - Maximum Mana% That this Event will Expire -Parameter 2: ManaMin% - Minimum Mana% That this Event will Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -BOTH - Expires once Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -This is commonly used for events where an NPC low on Mana will do something (Such as stop casting spells and switch to melee). - ------------------- -4 = EVENT_T_AGGRO: ------------------- -This Event Expires upon initial aggro (does not repeat). - ------------------ -5 = EVENT_T_KILL: ------------------ -Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires upon killing a player. Will repeat every (Param1) and (Param2). -This Event Expires upon killing a player. It is commonly used for NPC's who yell or do something after killing a player. - ------------------- -6 = EVENT_T_DEATH: ------------------- -This Event Expires upon Death of the Scripted NPC. -This is commonly used for NPC's who have a yell on death or cast some kind if summon spell when they die. - ------------------- -7 = EVENT_T_EVADE: ------------------- -This Event Expires upon the creature EnterEvadeMode(). -This is commonly used for NPC's who use phases, allows you to reset their phase to 0 upon evade to prevent possible strange behavior. - ---------------------- -8 = EVENT_T_SPELLHIT: ---------------------- -Parameter 1: SpellID - The Spell ID that will trigger the event to occur (NOTE: If you use Spell School as the trigger set this value to 0) -Parameter 2: School - Spell School to trigger the event (NOTE: If you use a SpellID then set this value to -1) - *See Below for Spell School Bitmask Values* -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -BOTH - Expires upon Spell hit. If (param1) is set will only expire on that spell OR If (param2) is set it will only expire on spells of that school. Will repeat every (Param3) and (Param4). -This Event is commonly used for NPC's who can do special things when you cast a spell (Or specific spell) on them. - -(name, school, schoolmask) -SPELL_SCHOOL_NORMAL = 0, ==> 1 -SPELL_SCHOOL_HOLY = 1, ==> 2 -SPELL_SCHOOL_FIRE = 2, ==> 4 -SPELL_SCHOOL_NATURE = 3, ==> 8 -SPELL_SCHOOL_FROST = 4, ==> 16 -SPELL_SCHOOL_SHADOW = 5, ==> 32 -SPELL_SCHOOL_ARCANE = 6, ==> 64 -Use These Values For Schoolmask (Param2) or Any Combinations Of These Schoolmasks for Multiple Schools. - ------------------- -9 = EVENT_T_RANGE: ------------------- -Parameter 1: MinDist - This Distance is the Minimum Distance between the NPC and it's target to allow this Event to Expire -Parameter 2: MaxDist - This Distance is the Maximum Distance between the NPC and it's target to allow this Event to Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires when the highest threat target distance is greater than (Param1) and less than (Param2). Will repeat every (Param3) and (Param4). -This Event is commonly used for NPC's who have Ranged Combat and will Throw/Shoot between a certian distance. - ---------------------- -10 = EVENT_T_OOC_LOS: ---------------------- -Parameter 1: Hostile-or-Not - This will expire if Unit are hostile. If Param1=1 it will only expire if Unit are not Hostile(generally determined by faction) -Parameter 2: MaxAllowedRange - Expires when a Unit moves within this distance to creature -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -OUT OF COMBAT! -This Event is commonly used for NPC's who do something or say something to you when you walk past them Out of Combat. - ---------------------- -11 = EVENT_T_SPAWNED: ---------------------- -Expires at initial spawn and at creature respawn. -This Event is commonly used for setting ranged movement type or Summoning a Pet on Spawn -Parameter 1: 0: works always, 1: works on map in Parameter 2, 2: works on zone/subzone in Parameter 2 -Parameter 2: depends on Parameter 1: for 1 it is map ID, for 2 it is area ID to check - ------------------------ -12 = EVENT_T_TARGET_HP: ------------------------ -Parameter 1: HPMax% - Maximum HP% That this Event will Expire -Parameter 2: HPMin% - Minimum HP% That this Event will Expire -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires when Current NPC's Target's HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). -This Event is commonly used for NPC's who have a special ability (Like Execute) that only casts when a Player HP is low. - ----------------------------- -13 = EVENT_T_TARGET_CASTING: ----------------------------- -Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2). -This event is commonly used for NPC's who will cast a counter spell when their target starts to cast a spell. - -------------------------- -14 = EVENT_T_FRIENDLY_HP: -------------------------- -Parameter 1: HPDeficit - This is the Amount of HP Missing from Full HP to trigger this event (You would need to calculate the amount of HP the event happens and subtract that from Full HP Value to get this number) -Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing amount of HP in Param1. -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires when a friendly unit in radius(param2) has at least (param1) hp missing. Will repeat every (Param3) and (Param4). -This is commonly used when an NPC in Combat will heal a nearby Friendly NPC in Combat with a Heal/Renew Spell. - ----------------------------- -15 = EVENT_T_FRIENDLY_IS_CC: ----------------------------- -Parameter 1: DispelType - Dispel Type to trigger the event - *See Below for Dispel Bitmask Values* -Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies being Crowd Controlled -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -COMBAT ONLY! - Expires when a friendly unit is Crowd controlled within the given radius (param2). Will repeat every (Param3) and (Param4). -This is commonly used for NPC's who can come to the resule of other Friendly NPC's if being Crowd Controlled - --------------------------- -16 = EVENT_T_MISSING_BUFF: --------------------------- -Parameter 1: SpellId - This is the SpellID That the Aura Check will look for (If it is missing this Aura) -Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing Aura. -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -BOTH - Expires when a friendly unit is missing aura's given by spell (param1) within radius (param2). Will repeat every (Param3) and (Param4). -This is commonly used for NPC's who watch friendly units for a debuff to end so they can recast it on them again. - ---------------------------- -17 = EVENT_T_SUMMONED_UNIT: ---------------------------- -Parameter 1: CreatureId - The CreatureID that the NPC is watching to spawn to trigger this event -Parameter 2: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 3: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -BOTH - Expires after creature with entry(Param1) is spawned or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) . -This is commonly used for NPC's who will do something special once another NPC is summoned. Usually used is Complex Scripts or Special Events. - ---------------------------- -21 = EVENT_T_REACHED_HOME: ---------------------------- -Expires only when creature has returned to it's home location after Evade. Out of combat event. -Most commonly used to cast spells that can not be casted in EVENT_T_EVADE and other effects that does not fit in while still running back to spawn/home location. - ---------------------------- -22 = EVENT_T_RECEIVE_EMOTE: ---------------------------- -Expires only when creature receive emote from player. Valid text emote id's are in Mangos source (enum TextEmotes) -Event does not require any conditions to process, however many are ecpected to have condition. - ---------------------------- -23 = EVENT_T_BUFFED : ---------------------------- -Parameter 1: SpellId - This is the SpellID That the Aura Check will look for -Parameter 2: Amount - This is the amount of SpellID's auras at creature required for event expire. -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - ---------------------------- -24 = EVENT_T_TARGET_BUFFED: ---------------------------- -Parameter 1: SpellId - This is the SpellID That the Aura Check will look for -Parameter 2: Amount - This is the amount of SpellID's auras at target unit required for event expire. -Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire -Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire - -EventAI use conditions from available in Mangos (enum ConditionType) -Current implemented conditions: -CONDITION_NONE (0) 0 0 -CONDITION_AURA (1) spell_id effindex -CONDITION_ITEM (2) item_id count -CONDITION_ITEM_EQUIPPED (3) item_id count -CONDITION_ZONEID (4) zone_id 0 -CONDITION_REPUTATION_RANK (5) faction_id min_rank -CONDITION_TEAM (6) player_team 0 (469-Alliance / 67-Horde) -CONDITION_SKILL (7) skill_id min_skill_value -CONDITION_QUESTREWARDED (8) quest_id 0, if quest are rewarded -CONDITION_QUESTTAKEN (9) quest_id 0, while quest active(incomplete) -CONDITION_ACTIVE_EVENT (12) event_id 0, note this is id from dbc, also defined in Mangos source(enum HolidayIds) NOT id of game_event in database - -========================================= -Action Types -========================================= - ------------------ -1 = ACTION_T_TEXT: ------------------ -Parameter 1: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts). - Entry are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote) - Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc). - In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale. - -Parameter 2: Optional. TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two. -Parameter 3: Optional, if Parameter 2 exist. In this case, eventAI will randomize between three. - -Read at bottom for documentation of creature_ai_texts-table. - ------------------- -2 = ACTION_T_SET_FACTION: ------------------- -Parameter 1: FactionId from Faction.dbc OR 0. Changes faction for creature. If 0, creature will revert to it's default faction if previously changed. - ------------------------ -3 = ACTION_T_MORPH_TO_ENTRY_OR_MODEL: ------------------------ -Parameter 1: Creature entry from creature_template. Action will then change to the model this creature are using. -Parameter 2: If parameter 1 is 0, then this modelId will be used (in case parameter 1 exist, parameter 2 will not be used) - -If both parameter 1 and 2 is 0, the creature will DeMorph, and use it's default model. - -------------------- -4 = ACTION_T_SOUND: -------------------- -Parameter 1: The Sound ID to be played. (Sound IDs are contained in the DBC files.) - -The creature will play the specified sound. -This is commonly used for Bosses who Yell and then also have a Voice for the same thing. - -------------------- -5 = ACTION_T_EMOTE: -------------------- -Parameter 1: The Emote ID that the creature should perform. (Emote IDs are also contained in the DBC but they can be found in the mangos source as well). - -The creature will perform a visual emote. Unlike a text emote, a visual emote is one where the creature will actually move or perform a gesture. -This is commonly used for NPC's who may perform a special action (Salute, Roar, ect...). Not all player emotes work for creature models. - ------------------------- -6 = ACTION_T_RANDOM_SAY: ------------------------- -UNUSED Can be reused to create new action type - -------------------------- -7 = ACTION_T_RANDOM_YELL: -------------------------- -UNUSED Can be reused to create new action type - ------------------------------- -8 = ACTION_T_RANDOM_TEXTEMOTE: ------------------------------- -UNUSED Can be reused to create new action type - --------------------------- -9 = ACTION_T_RANDOM_SOUND: --------------------------- -Parameter 1: The Sound ID to be played as Random Choice #1. -Parameter 2: The Sound ID to be played as Random Choice #2. -Parameter 3: The Sound ID to be played as Random Choice #3. - -Similar to the ACTION_T_SOUND action, it will choose at random a sound to play. - ---------------------------- -10 = ACTION_T_RANDOM_EMOTE: ---------------------------- -Parameter 1: The Emote ID to be played as Random Choice #1. -Parameter 2: The Emote ID to be played as Random Choice #2. -Parameter 3: The Emote ID to be played as Random Choice #3. - -Similar to the ACTION_T_EMOTE action, it will choose at random an Emote to Visually Perform. - -------------------- -11 = ACTION_T_CAST: -------------------- -Parameter 1: SpellId - The Spell ID to use for the NPC to cast. The value used in this field needs to be a valid Spell ID. -Parameter 2: Target - The Target Type defining who the creature should cast the spell at. The value in this field needs to be a valid Target Type as specified in the reference tables below. -Parameter 3: CastFlags - See Table Below for Cast Flag Bitmask Values. If you are unsure what to set this value at leave it at 0. - -The creature will cast a spell specified by a spell ID on a target specified by the target type. -This is commonly used for NPC's who cast spells. - ---------------------- -12 = ACTION_T_SUMMON: ---------------------- -Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID. -Parameter 2: Target - The Target Type defining who the Summoned creature will attack once spawned. The value in this field needs to be a valid Target Type as specified in the reference tables below. -Parameter 3: Duration - The duration until the summoned creature should be unsummoned AFTER Combat ends. The value in this field is in milliseconds or 0. - -The NPC will Summon another creature at the same spot as itself that will attack the specified target. -NOTE: Almost all Creature Summons have proper Summon Spells that should be used when possible. This Action is a powerful last resort option only to be used if nothing else works. -NOTE: Using Target Type 0 will cause the Summoned creature to not attack anyone. -NOTE: If Duration is set at 0, then the summoned creature will not despawn until it has died. -This is used as a manual way to force an NPC to Summon. --------------------------------- -13 = ACTION_T_THREAT_SINGLE_PCT: --------------------------------- -Parameter 1: Threat% - Threat percent that should be modified. The value in this field can range from -100 to +100. If it is negative, threat will be taken away and if positive, threat will be added. -Parameter 2: Target - The Target Type defining on whom the threat change should occur. The value in this field needs to be a valid target type as specified in the reference tables below. - -This action will modify the threat of a target in the creature's threat list by the specified percent. -This is commonly used to allow an NPC to adjust the Threat to a single player. - ------------------------------ -14 = ACTION_T_THREAT_ALL_PCT: ------------------------------ -Parameter 1: Threat% - The percent that should be used in modifying everyone's threat in the creature's threat list. The value here can range from -100 to +100. - -This action will modify the threat for everyone in the creature's threat list by the specified percent. -NOTE: Using -100 will cause the creature to reset everyone's threat to 0 so that everyone has the same amount of threat. It will NOT remove anyone from the threat list. -This is commonly used to allow an NPC to drop threat for all players to zero. - --------------------------- -15 = ACTION_T_QUEST_EVENT: --------------------------- -Parameter 1: QuestID - The Quest Template ID. The value here must be a valid quest template ID. Furthermore, the quest should have SpecialFlags | 2 as it would need to be completed by an external event which is the activation of this action. -Parameter 2: Target - The Target Type defining whom the quest should be completed for. The value in this field needs to be a valid target type as specified in the reference tables below. - -This action will satisfy the external completion requirement for the quest for the specified target defined by the target type. -NOTE: This action can only be used with player targets so it must be ensured that the target type will point to a player. -This is commonly used for Quests where only ONE player will gain credit for the quest. - ------------------------------ -16 = ACTION_T_CASTCREATUREGO: ------------------------------ -Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID. -Parameter 2: SpellId - The Spell ID to use to simulate the cast. The value used in this field needs to be a valid Spell ID. -Parameter 3: Target - The Target Type defining whom the quest credit should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. - -This action will call CastedCreatureOrGO() function for the player. It can be used to give quest credit for casting a spell on the creature. -This is commonly used for NPC's who have a special requirement to have a Spell cast on them to complete a quest. - ------------------------------ -17 = ACTION_T_SET_UNIT_FIELD: ------------------------------ -Parameter 1: Field_Number - The index of the Field Number to be changed. Use (http://wiki.udbforums.org/index.php/Character_data) for a list of indeces and what they control. Creatures only contain the OBJECT_FIELD_* and UNIT_FIELD_* fields. They do not contain the PLAYER_FIELD_* fields. -Parameter 2: Value - The new value to be put in the field. -Parameter 3: Target - The Target Type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. - -When activated, this action can change the target's unit field values. More information on the field value indeces can be found at (http://wiki.udbforums.org/index.php/Character_data) - ----------------------------- -18 = ACTION_T_SET_UNIT_FLAG: ----------------------------- -Parameter 1: Flags - The flag(s) to be set. Multiple flags can be set by using bitwise-OR on them (adding them together). -Parameter 2: Target - The Target Type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below. - -When activated, this action changes the target's flags by adding (turning on) more flags. For example, this action can make the creature unattackable/unselectable if the right flags are used. - -------------------------------- -19 = ACTION_T_REMOVE_UNIT_FLAG: -------------------------------- -Parameter 1: Flags - The flag(s) to be removed. Multiple flags can be set by using bitwise-OR on them (adding them together). -Parameter 2: Target - The target type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below. - -When activated, this action changes the target's flags by removing (turning off) flags. For example, this action can make the creature normal after it was unattackable/unselectable if the right flags are used. - --------------------------- -20 = ACTION_T_AUTO_ATTACK: --------------------------- -Parameter 1: AllowAutoAttack - If zero, then the creature will stop its melee attacks. If non-zero, then the creature will either continue its melee attacks (the action would then have no effect) or it will start its melee attacks on the target with the top threat if its melee attacks were previously stopped. - -This action controls whether or not the creature should stop or start the auto melee attack. -NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values (0 = Stop Melee, 1 = Start Melee). -This is commonly used in combination with EVENT_T_RANGE and ACTION_T_COMBAT_MOVEMENT for Ranged Combat for Mages and Spell Casters. - ------------------------------- -21 = ACTION_T_COMBAT_MOVEMENT: ------------------------------- -Parameter 1: If zero, then the creature will stop moving towards its victim (if its victim gets out of melee range) and will be stationary. If non-zero, then the creature will either continue to follow its victim (the action would have no effect) or it will start to follow the target with the top threat if its movement was disabled before. -Parameter 2: If non-zero, then stop melee combat state (if param1=0) or start melee combat state (if param1!=0) and creature in combat with selected target. - -This action controls whether or not the creature will always move towards its target. -NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values. (0 = Stop Movement, 1 = Start Movement) -This is commonly used with EVENT_T_RANGE and ACTION_T_AUTO_ATTACK for NPC's who engage in Ranged Comabt (Either Spells or Ranged Attacks) -Parameter 2 specialy used for ranged combat proper client side visual show ranged weapon in proper state. - ------------------------- -22 = ACTION_T_SET_PHASE: ------------------------- -Parameter 1: The new phase to set the creature in. This number must be an integer between 0 and 31. Numbers outside of that range will result in an error. - -When activated, this action sets the creature's event to the specified value. -NOTE: The creature's current Phase is NOT reset at creature evade. You must manually set the phase back to 0 at EVENT_T_RESET. -NOTE: The value used for the Param is the actual Phase Number (Not The Event_Inverse_Phase_Mask) -This is commonly used for complex scripts with several phases and you need to switch to a different phase. - ------------------------- -23 = ACTION_T_INC_PHASE: ------------------------- -Parameter 1: Value - The number of phases to increase or decrease. Use negative values to decrease the current phase. - -When activated, this action will increase (or decrease) the current creature's phase. -NOTE: After increasing or decreasing the phase by this action, the current phase must NOT be lower than 0 or exceed 31. -This can be used instead of ACTION_T_SET_PHASE to change phases in scripts. Just a user friendly option for changing phases. - --------------------- -24 = ACTION_T_EVADE: --------------------- -When activated, the creature will immediately exit out of combat, clear its threat list, and move back to its spawn point. Basically, this action will reset the whole encounter. -NOTE: All Param Values Are 0 for this Action. - -------------------- -25 = ACTION_T_FLEE: -------------------- -When activated, the creature will try to flee from combat. Currently this is done by it casting a fear-like spell on itself called "Run Away". -A Better Flee system is in Development. -NOTE: All Param Values Are 0 for this Action. - ------------------------------- -26 = ACTION_T_QUEST_EVENT_ALL: ------------------------------- -Parameter 1: QuestId - The quest ID to finish for everyone. - -This action does the same thing as the ACTION_T_QUEST_EVENT does but it does it for all players in the creature's threat list. -NOTE: If a player is not in the NPC's threat list for whatever reason, he/she won't get the quest completed. - ---------------------------------- -27 = ACTION_T_CASTCREATUREGO_ALL: ---------------------------------- -Parameter 1: QuestId - The quest template ID. -Parameter 2: SpellId - The spell ID used to simulate the cast. - -This action does the same thing as the ACTION_T_CASTCREATUREGO does but it does it for all players in the creature's threat list. -NOTE: If a player is not in its threat list for whatever reason, he/she won't receive the cast emulation. - ------------------------------------ -28 = ACTION_T_REMOVEAURASFROMSPELL: ------------------------------------ -Parameter 1: Target - The target type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. -Parameter 2: SpellId - The spell ID whose auras will be removed. - -This action will remove all auras from a specific spell from the target. -This is commonly used for NPC's who have an OOC Aura that is removed at combat start or a similar idea (Like Stealth or Shape Shift) - ------------------------------- -29 = ACTION_T_RANGED_MOVEMENT: ------------------------------- -Parameter 1: Distance - The distance the mob should keep between it and its target. -Parameter 2: Angle - The angle the mob should use. - -This action changes the movement type generator to ranged type using the specified values for angle and distance. -NOTE: Specifying zero angle and distance will make it just melee instead. -This is commonly used for NPC's who always attack at range and you can specify the distance they will maintain from the target. - ---------------------------- -30 = ACTION_T_RANDOM_PHASE: ---------------------------- -Parameter 1: PhaseId1 - A possible random phase choice. -Parameter 2: PhaseId2 - A possible random phase choice. -Parameter 3: PhaseId3 - A possible random phase choice. - -Randomly sets the phase to one from the three parameter choices. -NOTE: Use -1 to specify that if this param is picked to do nothing. Random is constant between actions within an event. So if you have a random Yell and a random Sound they will match up (ex: param2 with param2) -NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE. -This is commonly used for Spellcasting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have up to 3 phases used, otherwise use Action 31 for more then 3 phases. - ---------------------------------- -31 = ACTION_T_RANDOM_PHASE_RANGE: ---------------------------------- -Parameter 1: PhaseMin - The minimum of the phase range. -Parameter 2: PhaseMax - The maximum of the phase range. The number here must be greater than PhaseMin. - -Randomly sets the phase between a range of phases controlled by the parameters. Sets the phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). -NOTE: PhaseMax must be greater than PhaseMin. -NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE. -This is commonly used for Spellcasting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have MORE then 3 phases used, otherwise use Action 30. - ---------------------- -32 = ACTION_T_SUMMON: ---------------------- -Parameter 1: CreatureID - The creature template ID to be summoned. The value here needs to be a valid creature template ID. -Parameter 2: Target - The target type defining who the summoned creature will attack. The value in this field needs to be a valid target type as specified in the reference tables below. NOTE: Using target type 0 will cause the summoned creature to not attack anyone. -Parameter 3: SummonID - The summon ID from the creature_ai_summons table controlling the position (and spawntime) where the summoned mob should be spawned at. - -Summons creature (param1) to attack target (param2) at location specified by creature_ai_summons (param3). -NOTE: Param3 Value is the ID Value used for the entry used in creature_ai_summons for this action. You MUST have an creature_ai_summons entry to use this action. -This is commonly used for NPC's who need to Summon a creature at a specific location. (Normally used for complex events) - ------------------------------ -33 = ACTION_T_KILLED_MONSTER: ------------------------------ -Parameter 1: CreatureID - The creature template ID. The value here must be a valid creature template ID. -Parameter 2: Target - The target type defining whom the quest kill count should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. - -When activated, this action will call KilledMonster() function for the player. It can be used to give creature credit for killing a creature. In general if the quest is set to be accompished on different creatures (e.g. "Credit" templates). -NOTE: It can be ANY creature including certain quest specific triggers -This is commonly used for giving the player Quest Credits for NPC kills (Many NPC's may use the same CreatureID for the Kill Credit) - ----------------------------- -34 = ACTION_T_SET_INST_DATA: ----------------------------- -Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script. -Parameter 2: Data - The value to put at that field index. - -Sets data for the instance. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. -This is commonly used to link an EventAI script with a existing Script Library C++ Script. You make make things happen like opening doors on specific events that happen. - ------------------------------- -35 = ACTION_T_SET_INST_DATA64: ------------------------------- -Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script. -Parameter 2: Target - The target type to use to get the GUID that will be stored at the field index. The value in this field needs to be a valid target type as specified in the reference tables below. - -Sets GUID (64 bits) data for the instance based on the target. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. -Calls ScriptedInstance::SetData64 with field (param1) and data (param2) target's GUID. - ------------------------------- -36 = ACTION_T_UPDATE_TEMPLATE: ------------------------------- -Parameter 1: TemplateId - The creature template ID. The value here must be a valid creature template ID. -Parameter 2: Team - Use model_id from team : Alliance(0) or Horde (1). - -This function temporarily changes creature entry to new entry, display is changed, loot is changed, but AI is not changed. At respawn creature will be reverted to original entry. -Changes the creature to a new creature template of (param1) with team = Alliance if (param2) = false or Horde if (param2) = true - ------------------- -37 = ACTION_T_DIE: ------------------- -Kills the creature -This is commonly used if you need to Instakill the creature for one reason or another. - --------------------------------- -38 = ACTION_T_ZONE_COMBAT_PULSE: --------------------------------- -Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances. - ----------------------------- -39 = ACTION_T_CALL_FOR_HELP: ----------------------------- -Parameter 1: Radius - All friendly (not only same faction) creatures will go to help - -Call any friendly creatures (if its not in combat/etc) in radius attack creature target. -Mostly used when call to help more wide that normal aggro radius or auto-used call for assistance, and need apply at some event. - -------------------------- -40 ACTION_T_SET_SHEATH: -------------------------- -Parameter 1: Sheath state -0 SHEATH_STATE_UNARMED not prepared weapon show (not used mostly by creatures) -1 SHEATH_STATE_MELEE melee weapon prepared show -2 SHEATH_STATE_RANGED ranged weapon prepared show - -Let set sheath state for creature. -Note: SHEATH_STATE_RANGED case work in combat state only if combat not start as melee commands. -This possible setup by set ar event AI start (single used EVENT_T_TIMER_OOC set ACTION_T_COMBAT_MOVEMENT 0 for creature that prefered ranged attack) - -------------------------- -41 ACTION_T_FORCE_DESPAWN -------------------------- -Despawns the creature (in or out of combat) -No parameters - -------------------------- -42 ACTION_T_SET_INVINCIBILITY_HP_LEVEL -------------------------- -Parameter 1: min. health level for creature that can be set at damage, 0 used as absent min. health value for apply damage. -Parameter 2: format of paramater 1 value -0 paramater 1 used as flat value -1 paramater 1 used as percent (0..100) from creature max health - -========================================= -Target Types -========================================= -Below is the list of current Target types that EventAI can handle. -Target types are used by certain actions and may effect actions differently - -(# Internal Name Discription) -0 TARGET_T_SELF Self cast -1 TARGET_T_HOSTILE Our current target (ie: highest aggro) -2 TARGET_T_HOSTILE_SECOND_AGGRO Second highest aggro (generaly used for cleaves and some special attacks) -3 TARGET_T_HOSTILE_LAST_AGGRO Dead last on aggro (no idea what this could be used for) -4 TARGET_T_HOSTILE_RANDOM Just any random target on our threat list -5 TARGET_T_HOSTILE_RANDOM_NOT_TOP Any random target except top threat -6 TARGET_T_ACTION_INVOKER Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP) - -========================================= -Cast Flags -========================================= -Below is the list of current Cast Flags that EventAI's spell casting can handle. -Cast flags are handled bitwise. Bit 0 is Interrupt Previous, bit 1 is triggered, etc. -So for example the number "3" (11 in Binary, selecting first 2 options) would mean that this cast has both CAST_INTURRUPT_PREVIOUS and CAST_TRIGGERED. -Another example: the number "5" (101 in Binary, selecting first and third options) would mean that this cast has CAST_INTURRUPT_PREVIOUS and CAST_FORCE_CAST. - -(bit# Decimal Internal Name Discription) -0 1 CAST_INTURRUPT_PREVIOUS Interrupts any previous spell casting (basicaly makes sure that this spell goes off) -1 2 CAST_TRIGGERED Forces the spell to be instant cast and require no mana/reagents. -2 4 CAST_FORCE_CAST Forces spell to cast even if the target is possibly out of range or the creature is possibly out of mana -3 8 CAST_NO_MELEE_IF_OOM Prevents creature from entering melee if out of mana or out of range -4 16 CAST_FORCE_TARGET_SELF Forces the target to cast this spell on itself -5 32 CAST_AURA_NOT_PRESENT Only casts the spell on the target if the target does not have the aura from that spell on itself already. - -NOTE: You can add the numbers in the decimal column to combine flags. - For example if you wanted to use CAST_NO_MELEE_IF_OOM(8) and CAST_TRIGGERED(2) you would simply use 10 in the cast flags field (8 + 2 = 10). - -========================================= -Event Flags -========================================= -Below is the list of current Event Flags that EventAI can handle. Event flags are handled bitwise. - -(bit# Decimal Internal Name Discription) -0 1 EFLAG_REPEATABLE Event repeats (Does not repeat if this flag is not set) -1 2 EFLAG_NORMAL Event occurs in Normal instance difficulty (will not occur in Normal if not set) -2 4 EFLAG_HEROIC Event occurs in Heroic instance difficulty (will not occur in Heroic if not set) -3 8 -4 16 -5 32 -6 64 -7 128 EFLAG_DEBUG_ONLY Prevents events from occuring on Release builds. Useful for testing new features. - -NOTE: You can add the numbers in the decimal column to combine flags. - - -========================================= -Basic Structure of creature_ai_texts -========================================= -Below is a the list of current fields within the texts tables. - -Field_Name Description ------------------------------------------------------------ -entry This value is mearly an NEGATIVE identifier of the current text number. Required for sql queries. Valid range are -1 to -999999 -content_default This is the actual text presented in the default language (English). - -content_loc1 This is the actual text presented in the Localization #1 Clients (Korean) -content_loc2 This is the actual text presented in the Localization #2 Clients (French) -content_loc3 This is the actual text presented in the Localization #3 Clients (German) -content_loc4 This is the actual text presented in the Localization #4 Clients (Chinese) -content_loc5 This is the actual text presented in the Localization #5 Clients (Taiwanese) -content_loc6 This is the actual text presented in the Localization #6 Clients (Spanish) -content_loc7 This is the actual text presented in the Localization #7 Clients (Spanish Mexico) -content_loc8 This is the actual text presented in the Localization #8 Clients (Russian) - -sound This value is the Sound ID that corresponds to the actual text used. -type Variables used to define type of text (Say/Yell/Textemote/Whisper). -language This value is the Language that the text is native in. -emote Value from enum Emote. Only source of text will play this emote (not target, if target are defined in DoScriptText) -comment This is a comment regarding the text entry - -Note: Fields `content_loc1` to `content_loc8` are NULL values by default and are normally handled by seperate localization projects. - -========================================= -Text Types (type) -========================================= -Below is the list of current Text types that texts tables can handle. These were previously seperate Actions in ACID. - -# Internal Name Description ------------------------------------------------------------ -0 CHAT_TYPE_SAY This type sets the text to be displayed as a Say (Speech Bubble). -1 CHAT_TYPE_YELL This type sets the text to be displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID. -2 CHAT_TYPE_TEXT_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log. -3 CHAT_TYPE_BOSS_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log (Used only for specific Bosses). -4 CHAT_TYPE_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log. -5 CHAT_TYPE_BOSS_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log (Used only for specific Bosses). -6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone. - -========================================= -Language Types (language) -========================================= -Below is the list of current Language types that are allowed. -This is the Race Language that the text is native to (So it will display properly) - -# Internal Name Description ------------------------------------------------------------ -0 UNIVERSAL Text in this language is understood by ALL Races. -1 ORCISH Text in this language is understood ONLY by Horde Races. -2 DARNASSIAN Text in this language is understood ONLY by the Night Elf Race. -3 TAURAHE Text in this language is understood ONLY by the Tauren Race. -6 DWARVISH Text in this language is understood ONLY by the Dwarf Race. -7 COMMON Text in this language is understood ONLY by Alliance Races. -8 DEMONIC Text in this language is understood ONLY by the Demon Race (Not Implimented). -9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented). -10 THALASSIAN Text in this language is understood ONLY by the Blood Elf Race. -11 DRACONIC Text in this language is understood ONLY by the Dragon Race. -12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals) -13 GNOMISH Text in this language is understood ONLY by the Gnome Race. -14 TROLL Text in this language is understood ONLY by the Troll Race. -33 GUTTERSPEAK Text in this language is understood ONLY by the Undead Race. -35 DRAENEI Text in this language is understood ONLY by the Draenai Race. -36 ZOMBIE (not currently used?) -37 GNOMISH BINARY Binary language used by Alliance when drinking Binary Brew -38 GOBLIN BINARY Binary language used by Horce when drinking Binary Brew diff --git a/doc/HowToScript.txt b/doc/HowToScript.txt deleted file mode 100644 index 73968a08b19..00000000000 --- a/doc/HowToScript.txt +++ /dev/null @@ -1,27 +0,0 @@ - -** HOW TO SCRIPT IN C++ ** - -1 - create a file myscript.cpp in scripts folder. -2 - copy the content of script_default.cpp, it as the structure on how the scripting fuctions are organized. - dont forget to change the name of fuctions, like GossipHello_default to GossipHello_myscript. - -3 - in fuction AddSC_default change to AddSC_myscript. -4 - newscript->Name="default"; change the string to "myscript" this name is the one to be called from the db -5 - dont forget to change the name in here to newscript->pGossipHello = &GossipHello_default; this is where the scripted fuctions are stored. -6 - and last thing is in ScriptMgr.cpp - -add your AddSC_myscript in here - -// -- Scripts to be added -- -extern void AddSC_default(); -// ------------------- - -and here - -// -- Inicialize the Scripts to be Added -- - AddSC_default(); -// ---------------------------------------- - -now start using the player fuctions to script ;) - -hope it helps, any question use our forum.
\ No newline at end of file diff --git a/doc/TextTables.txt b/doc/TextTables.txt deleted file mode 100644 index eac63384785..00000000000 --- a/doc/TextTables.txt +++ /dev/null @@ -1,87 +0,0 @@ -========================================= -Texts Documentation -========================================= - -Scriptdev2 Revision 695 introduces a new format for using texts in EventAI and SD2 Scripts. -This information relates to the *_texts tables located in the ScriptDev Database. - -Any script can at any time access and use text from any of the three text tables, as long as the entry does in fact exist. -Custom scripters are adviced to store their text data in custom_texts. - -The different tables has ranges of entries allowed for that table. -Reserved EventAI in Mangos entry -1 -> -999999 -script_texts: entry -1000000 -> -1999999 -custom_texts: entry -2000000 -> -2999999 -Any entry out of range for that table will display a startup error. - - -========================================= -Basic Structure of script_texts and custom_texts -========================================= -Below is a the list of current fields within the texts tables. - -Field_Name Description ------------------------------------------------------------ -entry This value is mearly an NEGATIVE identifier of the current text number. Required for sql queries. -content_default This is the actual text presented in the default language (English). - -content_loc1 This is the actual text presented in the Localization #1 Clients (Korean) -content_loc2 This is the actual text presented in the Localization #2 Clients (French) -content_loc3 This is the actual text presented in the Localization #3 Clients (German) -content_loc4 This is the actual text presented in the Localization #4 Clients (Chinese) -content_loc5 This is the actual text presented in the Localization #5 Clients (Taiwanese) -content_loc6 This is the actual text presented in the Localization #6 Clients (Spanish) -content_loc7 This is the actual text presented in the Localization #7 Clients (Spanish Mexico) -content_loc8 This is the actual text presented in the Localization #8 Clients (Russian) - -sound This value is the Sound ID that corresponds to the actual text used (Defined in SoundEntries.dbc). -type Variables used to define type of text (Say/Yell/Textemote/Whisper). -language This value is the Language that the text is native in (Defined in Languages.dbc). -emote Value from enum Emote (defined in Emotes.dbc). Only source of text will play this emote (not target, if target are defined in DoScriptText) -comment This is a comment regarding the text entry (For ACID, accepted format is to use Creature ID of NPC using it). - -Note: Fields `content_loc1` to `content_loc8` are NULL values by default and are handled by seperate localization projects. - - -========================================= -Text Types (type) -========================================= -Below is the list of current Text types that texts tables can handle. These were previously seperate Actions in ACID. - -# Internal Name Description ------------------------------------------------------------ -0 CHAT_TYPE_SAY This type sets the text to be displayed as a Say (Speech Bubble). -1 CHAT_TYPE_YELL This type sets the text to be displayed as a Yell (Red Speech Bubble) and usually has a matching Sound ID. -2 CHAT_TYPE_TEXT_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log. -3 CHAT_TYPE_BOSS_EMOTE This type sets the text to be displayed as a text emote in orange in the chat log (Used only for specific Bosses). -4 CHAT_TYPE_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log. -5 CHAT_TYPE_BOSS_WHISPER This type sets the text to be displayed as a whisper to the player in the chat log (Used only for specific Bosses). -6 CHAT_TYPE_ZONE_YELL Same as CHAT_TYPE_YELL but will display to all players in current zone. - - -========================================= -Language Types (language) -========================================= -Below is the list of current Language types that are allowed. -This is the Race Language that the text is native to (So it will display properly) - -# Internal Name Description ------------------------------------------------------------ -0 UNIVERSAL Text in this language is understood by ALL Races. -1 ORCISH Text in this language is understood ONLY by Horde Races. -2 DARNASSIAN Text in this language is understood ONLY by the Night Elf Race. -3 TAURAHE Text in this language is understood ONLY by the Tauren Race. -6 DWARVISH Text in this language is understood ONLY by the Dwarf Race. -7 COMMON Text in this language is understood ONLY by Alliance Races. -8 DEMONIC Text in this language is understood ONLY by the Demon Race (Not Implimented). -9 TITAN This language was used by Sargeras to speak with other Titians (Not Implemented). -10 THALASSIAN Text in this language is understood ONLY by the Blood Elf Race. -11 DRACONIC Text in this language is understood ONLY by the Dragon Race. -12 KALIMAG Text will display as Kalimag (not readable by players, language of all elementals) -13 GNOMISH Text in this language is understood ONLY by the Gnome Race. -14 TROLL Text in this language is understood ONLY by the Troll Race. -33 GUTTERSPEAK Text in this language is understood ONLY by the Undead Race. -35 DRAENEI Text in this language is understood ONLY by the Draenai Race. -36 ZOMBIE (not currently used?) -37 GNOMISH BINARY Binary language used by Alliance when drinking Binary Brew -38 GOBLIN BINARY Binary language used by Horce when drinking Binary Brew
\ No newline at end of file diff --git a/doc/UnixInstall.txt b/doc/UnixInstall.txt deleted file mode 100644 index a0bd7e07715..00000000000 --- a/doc/UnixInstall.txt +++ /dev/null @@ -1,61 +0,0 @@ -= TrinityCore -- Linux installation = - -Copyright (C) Trinity Core (http://www.trinitycore.org) - -CHECK http://www.trinitycore.info/w/Linux_Build_HOWTO FOR FURTHER HELP - -Installing Trinity Core is fairly simple on a Linux machine, assuming -you have all required applications - -The most important ones are: - - g++ - gcc - make - cmake version 2.6.x or greater - libmysql++-dev - subversion (for checking out Trinity Database) - mercurial (for checking out the core) - openssl - libssl-dev - zlib1g-dev - libtool - libmysqlclient15-dev - patch - build-essential - mysql-client - -Most of these are included on common Linux distros, others you may have to install by your self. -Please check your distro's repos. - -Make a directory to build in, you can call it anything you want like build or bin etc, then go into -the directory and cmake and make. E.G. you created a dir named build ad want to have your final - compiled product installed in /home/trinity/server, an example sequence of commands can be : - - cmake ../ -DPREFIX=/home/trinity/server - make - make install - -Thats just about all thats needed. You can however tweak more settings than where to install using flags built into our cmake files. Just open up CMakeLists.txt in the main folder and take a look at some of the flags like - - DO_MYSQL --mysql database support (enabled or disabled by a 1 or 0, enabled by default) - DO_SCRIPTS --enable or disable trinity script (enabled or disabled by a 1 or 0, enabled by default) - DO_RA --remote administration (enabled or disabled by a 1 or 0) - DO_DEBUG --enable debugging (enabled or disabled by a 1 or 0) - DO_CLI --enable command line support (enabled or disabled by a 1 or 0, enabled by default) - LARGE_CELL --enable large cells (enabled or disabled by a 1 or 0, disabled by default, enabling can cause CPU spikes) - SHORT_SLEEP --changes sleep time from 100ms to 50ms - PREFIX --prefix directory for install (see example for use) - CONF_DIR --location for your trinity config files - CMAKE_C_FLAGS --advanced users only - CMAKE_CXX_FLAGS --advanced users only - - -Of course, replace the paths in prefix, conf_dir with the directories you wish to install -Trinity Core to. The datadir is where maps, DBCs, and SQLs are stored. The sysconfdir -is where configuration files are stored. - -Once Trinity Core is installed you will need to -apply database updates where necessary. Furthermore, you must -configure your installation by editing the config files in the -sysconfdir. |