diff options
Diffstat (limited to 'src/bindings/scripts/docs/EventAI.txt')
-rw-r--r-- | src/bindings/scripts/docs/EventAI.txt | 156 |
1 files changed, 78 insertions, 78 deletions
diff --git a/src/bindings/scripts/docs/EventAI.txt b/src/bindings/scripts/docs/EventAI.txt index c759d40c5cd..ade6ec7fe1e 100644 --- a/src/bindings/scripts/docs/EventAI.txt +++ b/src/bindings/scripts/docs/EventAI.txt @@ -42,7 +42,7 @@ action3_param3 All params are signed 32 bit values (+/- 2147483647). If param specifies time then time is in milliseconds. If param specifies percentage then percentages are value/100 (ex: if param = 500 then that means 500%, -50 = -50%) -*Phase mask is a bit mask of which phases this event should not trigger in. Example: Phase mask value of 12 (1100) would mean that this event would trigger 0, 1 and all other phases except for 2 and 3 (0 counts as the first phase). +*Phase mask is a bit mask of which phases this event should not trigger in. Example: Phase mask value of 12 (1100) would mean that this event would trigger 0, 1 and all other phases except for 2 and 3 (0 counts as the first phase). ========================================= Event Types @@ -56,17 +56,17 @@ Events will not repeat until the creature exits combat unless EFLAG_REPEATABLE i ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 0 EVENT_T_TIMER InitialMin, InitialMax, RepeatMin, RepeatMax Expires 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 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). +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 every (Param1) and (Param2). -6 EVENT_T_DEATH NONE Expires upon Death of the Creature. +6 EVENT_T_DEATH NONE Expires upon Death of the Creature. 7 EVENT_T_EVADE NONE Expires upon creature EnterEvadeMode(). 8 EVENT_T_SPELLHIT SpellID, School, RepeatMin, RepeatMax Expires upon Spell hit. If (param1) is set will only expire on that spell. If (param2) will only expire on spells of that school (-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) to creature. If Param1=0 it will expire if Unit are Hostile. If Param1=1 it will only expire if Unit are not Hostile(generally determined by faction). Will repeat every (Param3) and (Param4). Does not expire when the creature is in combat. 11 EVENT_T_SPAWNED NONE Expires at initial spawn and at 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) . +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) . @@ -95,7 +95,7 @@ Params are always read from Param1, then Param2, then Param3. 9 ACTION_T_RANDOM_SOUND SoundId1, SoundId2, SoundId3 Plays random sound between 3 params* 10 ACTION_T_RANDOM_EMOTE EmoteId1, EmoteId2, EmoteId3 Emotes random emote between 3 params 11 ACTION_T_CAST SpellId, Target, CastFlags Casts spell (param1) on target type (param2). Uses Cast Flags (specified below target types) -12 ACTION_T_SUMMON CreatureID, Target, Duration Summons creature (param1) to attack target (param2) for (param3) duration. Spawns on top of current creature. +12 ACTION_T_SUMMON CreatureID, Target, Duration Summons creature (param1) to attack target (param2) for (param3) duration. Spawns on top of current creature. 13 ACTION_T_THREAT_SINGLE_PCT Threat%, Target Modifies threat by (param1) on target type (param2) 14 ACTION_T_THREAT_ALL_PCT Threat% Modifies threat by (param1) on all targets (using -100% on all will result in full aggro dump) 15 ACTION_T_QUEST_EVENT QuestID, Target Calls AreaExploredOrEventHappens with (param1) for target type (Param2) @@ -115,7 +115,7 @@ Params are always read from Param1, then Param2, then Param3. 29 ACTION_T_RANGED_MOVEMENT Distance, Angle Changes the movement generator type to a ranged type. Note: Default melee type can still be done with this. Specify 0 angle and 0 distance. 30 ACTION_T_RANDOM_PHASE PhaseId1, PhaseId2, PhaseId3 Sets the phase to the id between 3 params* 31 ACTION_T_RANDOM_PHASE_RANGE PhaseMin, PhaseMax Sets the phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). PhaseMax must be greater than PhaseMin. -32 ACTION_T_SUMMON CreatureID, Target, SummonID Summons creature (param1) to attack target (param2) at location specified by EventAI_Summons (param3). +32 ACTION_T_SUMMON CreatureID, Target, SummonID Summons creature (param1) to attack target (param2) at location specified by EventAI_Summons (param3). 33 ACTION_T_KILLED_MONSTER CreatureID, Target Calls KilledMonster (param1) for target of type (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 data (param2) target's GUID. @@ -136,7 +136,7 @@ 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: +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 @@ -154,7 +154,7 @@ 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. +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. --------------- @@ -165,7 +165,7 @@ 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). +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). ----------------- @@ -176,7 +176,7 @@ 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). +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). ------------------ @@ -190,7 +190,7 @@ This Event Expires upon initial aggro (does not repeat). 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). +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. ------------------ @@ -202,7 +202,7 @@ This is commonly used for NPC's who have a yell on death or cast some kind if su ------------------ 7 = EVENT_T_EVADE: ------------------ -This Event Expires upon the creature EnterEvadeMode(). +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. --------------------- @@ -225,7 +225,7 @@ 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. +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: @@ -235,7 +235,7 @@ Parameter 2: NoFriendly - This Value is to Prevent this Action from Expiring Whe 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 when a Player moves within visible distance to the NPC. Does not expire for Hostile Players if (Param1) is not 0. Does not expire for Friendly Players if (Param2) is not 0. Will repeat every (Param3) and (Param4). Does not expire for creatures or pets when they are in combat. +OUT OF COMBAT ONLY! - Expires when a Player moves within visible distance to the NPC. Does not expire for Hostile Players if (Param1) is not 0. Does not expire for Friendly Players if (Param2) is not 0. Will repeat every (Param3) and (Param4). Does not expire for creatures or pets when they are in combat. This Event is commonly used for NPC's who Do Something or Say Something when you walk past them Out of Combat. --------------------- @@ -252,7 +252,7 @@ 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). +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. ---------------------------- @@ -261,7 +261,7 @@ This Event is commonly used for NPC's who have a special ability (Like Execute) 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). +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. ------------------------- @@ -283,7 +283,7 @@ Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Fr 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). +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 -------------------------- @@ -304,7 +304,7 @@ Parameter 1: CreatureId - The CreatureID that the NPC is watching to spawn to tr 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) . +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. --------------------------- @@ -380,16 +380,16 @@ UNUSED Can be reused to create new action type -------------------------- 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. +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. +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. +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. @@ -400,26 +400,26 @@ Parameter 1: SpellId - The Spell ID to use for the NPC to cast. The value used i 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. +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. +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. +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. +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. +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. @@ -427,7 +427,7 @@ 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. +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. @@ -437,10 +437,10 @@ 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. +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 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. ----------------------------- @@ -448,9 +448,9 @@ This is commonly used for Quests where only ONE player will gain credit for the ----------------------------- 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. +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 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. ----------------------------- @@ -458,7 +458,7 @@ This is commonly used for NPC's who have a special requirement to have a Spell c ----------------------------- 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. +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) @@ -466,31 +466,31 @@ When activated, this action can change the target's unit field values. More info 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. +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. +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. +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. +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. +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. +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 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. 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) @@ -499,7 +499,7 @@ This is commonly used with EVENT_T_RANGE and ACTION_T_AUTO_ATTACK for NPC's who ------------------------ 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. +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. @@ -509,20 +509,20 @@ This is commonly used for complex scripts with several phases and you need to sw ------------------------ 23 = ACTION_T_INC_PHASE: ------------------------ -Parameter 1: Value - The number of phases to increase or decrease. Use negative values to decrease the current 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. +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. +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: +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 but will take time before it is implimented. NOTE: All Param Values Are 0 for this Action. @@ -530,47 +530,47 @@ 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. +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. +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. +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. +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. +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 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. +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. +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. +Parameter 3: PhaseId3 - A possible random phase choice. -Randomly sets the phase to one from the three parameter choices. +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. @@ -579,9 +579,9 @@ This is commonly used for Spellcasting NPC's who on Aggro may select at random a 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. +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). +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. @@ -591,9 +591,9 @@ This is commonly used for Spellcasting NPC's who on Aggro may select at random a --------------------- 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 eventai_summons table controlling the position (and spawntime) where the summoned mob should be spawned at. +Parameter 3: SummonID - The summon ID from the eventai_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 EventAI_Summons (param3). +Summons creature (param1) to attack target (param2) at location specified by EventAI_Summons (param3). NOTE: Param3 Value is the ID Value used for the entry used in EventAI_Summons for this action. You MUST have an EventAI_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) @@ -601,9 +601,9 @@ This is commonly used for NPC's who need to Summon a creature at a specific loca 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. +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). +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) @@ -613,7 +613,7 @@ This is commonly used for giving the player Quest Credits for NPC kills (Many NP 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. +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. NOTE: Param1 Value is located in "def_<instance name>.h" SD2 File and Param2 value is generally found in the "sc_instance.h" file in SD2 This is commonly used to link an ACID script with a SD2 C++ Script. You make make things happen like opening doors on specific events that happen. ACID Just triggers the C++ Script to function. @@ -621,30 +621,30 @@ This is commonly used to link an ACID script with a SD2 C++ Script. You make mak 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. +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. +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). +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. +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. +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. +Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances. ========================================= @@ -678,7 +678,7 @@ Another example: the number "5" (101 in Binary, selecting first and third option 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. +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). ========================================= @@ -696,4 +696,4 @@ Below is the list of current Event Flags that EventAI can handle. Event flags ar 6 64 7 128 EFLAG_DEBUG_ONLY Prevents events from occuring on Release builds of ScriptDev2. Useful for testing new features. -NOTE: You can add the numbers in the decimal column to combine flags.
\ No newline at end of file +NOTE: You can add the numbers in the decimal column to combine flags.
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