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-rw-r--r--doc/EventAI.txt2
-rw-r--r--doc/HowToScript.txt27
-rw-r--r--doc/Text-tables.txt87
3 files changed, 115 insertions, 1 deletions
diff --git a/doc/EventAI.txt b/doc/EventAI.txt
index cf385643ba0..7d0294da05f 100644
--- a/doc/EventAI.txt
+++ b/doc/EventAI.txt
@@ -84,7 +84,7 @@ Some events such as EVENT_T_AGGRO, EVENT_T_DEATH, EVENT_T_SPAWNED, and EVENT_T_E
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
diff --git a/doc/HowToScript.txt b/doc/HowToScript.txt
new file mode 100644
index 00000000000..73968a08b19
--- /dev/null
+++ b/doc/HowToScript.txt
@@ -0,0 +1,27 @@
+
+** 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/Text-tables.txt b/doc/Text-tables.txt
new file mode 100644
index 00000000000..eac63384785
--- /dev/null
+++ b/doc/Text-tables.txt
@@ -0,0 +1,87 @@
+=========================================
+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