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=========================================
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