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AnonXS edited this page Dec 22, 2022 · 27 revisions

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With this table and the new conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest))

Used in:

The `conditions` table

Structure

Field Type Attributes Key Null Default
condition_entry mediumint(8) unsigned PRI YES NULL
type tinyint(3) signed NO 0
value1 mediumint(8) unsigned NO 0
value2 mediumint(8) unsigned NO 0
value3 mediumint(8) unsigned NO 0
value4 mediumint(8) unsigned NO 0
flags tinyint(3) unsigned NO 0

Description of the fields

condition_entry

Identifier
To avoid conflicts between Expansions, please use:

Vanilla: 0 – 9999
TBC: 10000 – 19999
WotLK: 20000 +

type

Type of the condition

value1

data field one for the condition

value2

data field two for the condition

value3

data field three for the condition

value4

data field four for the condition

flags

Flags modifying the condition for an evaluation type such as inverting result or swapping target and source.

Decimal Hex Type Description
0 0×00 DEFAULT no effect
1 0×01 CONDITION_FLAG_REVERSE_RESULT Reverse the evaluation of the condition like requiering an item/aura instead of missing it (not supported by all conditions)
2 0×02 CONDITION_FLAG_SWAP_TARGETS Swap the source and the target when evaluating the condition (not supported by all conditions)
Flags can be cumulated.

Possible condition types

This is a description of the values in type

Value of type Condition Comments
-3 CONDITION_NOT NOT combination of another condition_entry *
-2 CONDITION_OR OR combination of 2 to 4 other condition_entry *
-1 CONDITION_AND AND combination of 2 to 4 other condition_entry *
0 CONDITION_NONE No condition, returns always true
1 CONDITION_AURA Target must have or be missing an aura
2 CONDITION_ITEM Player must have or be missing a number of items in his/her inventory
3 CONDITION_ITEM_EQUIPPED Player must have an item equipped
4 CONDITION_AREAID Player must be in a certain area/zone
5 CONDITION_REPUTATION_RANK_MIN Player must have a certain reputation rank with a certain faction
6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde)
7 CONDITION_SKILL Player must have a certain skill value
8 CONDITION_QUESTREWARDED Player must have completed a quest first
9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet
10 CONDITION_AD_COMMISSION_AURA
11 CONDITION_PVP_RANK Player must have Honor Rank (minrank, maxrank)
12 CONDITION_ACTIVE_GAME_EVENT Event must be active/inactive.
13 CONDITION_AREA_FLAG
14 CONDITION_RACE_CLASS Has special race or class.
15 CONDITION_LEVEL Has special level.
16 UNUSED Deprecated was CONDITION_NOITEM replaced by CONDITION_ITEM + FLAG_REVERSE_RESULT.
17 CONDITION_SPELL Knows some spell.
18 CONDITION_INSTANCE_SCRIPT SD2-Based condition
19 CONDITION_QUESTAVAILABLE Some quest is available.
20 CONDITION_ACHIEVEMENT Has or has no special achievement.
21 CONDITION_ACHIEVEMENT_REALM Realm-wideversion of 20.
22 CONDITION_QUEST_NONE Has not taken a quest yet.
23 CONDITION_ITEM_WITH_BANK Checks presence or absence of required amount of items in inventory or bank.
24 UNUSED Deprecated was CONDITION_NOITEM_WITH_BANK replaced by CONDITION_ITEM_WITH_BANK + FLAG_REVERSE_RESULT.
25 UNUSED Deprecated was CONDITION_NOT_ACTIVE_GAME_EVENT replaced by CONDITION_ACTIVE_GAME_EVENT + FLAG_REVERSE_RESULT.
26 CONDITION_ACTIVE_HOLIDAY
27 UNUSED Deprecated was CONDITION_NOT_ACTIVE_HOLIDAY replaced by CONDITION_ACTIVE_HOLIDAY + FLAG_REVERSE_RESULT.
28 CONDITION_LEARNABLE_ABILITY Checks if the player has high enough skill level and may check if a special item is in the inventory.
29 CONDITION_SKILL_BELOW
30 CONDITION_REPUTATION_RANK_MAX
31 CONDITION_COMPLETED_ENCOUNTER Checks if some encounter is completed
32 UNUSED Deprecated was CONDITION_SOURCE_AURA replaced by CONDITION_AURA + FLAG_SWAP_TARGETS
33 CONDITION_LAST_WAYPOINT Checks the waypoint-state of the source of the condition
34 CONDITION_XP_USER Checks if a player has turned XP earning on/off
35 CONDITION_GENDER Checks the gender of a player
36 CONDITION_DEAD_OR_AWAY
37 CONDITION_CREATURE_IN_RANGE
38 CONDITION_PVP_SCRIPT
39 CONDITION_SPAWN_COUNT Returns if specified count of creature entry exists on map
40 CONDITION_WORLD_SCRIPT Check the state of a given World State
41 UNUSED Deprecated was CONDITION_GENDER_NPC replaced by CONDITION_GENDER + FLAG_SWAP_TARGETS
42 CONDITION_WORLDSTATE Checks the value of a worldstate variable in map

(*) Meta-Condition types CONDITION_AND (-1) and CONDITION_OR (-2) which are used as: value1 (as condition_entry) AND / OR value2 (as condition_entry) AND / OR value3 (as condition_entry) AND / OR value4 (as condition_entry). With these meta-conditions it is possible to create tree like and very complicated combined conditions (like HasAura && (HasItem || HasQuest))

Detailed description of available condition types

The meaning of the values in value1 / value2 / value3 / value4 depend of the type of the condition

  • CONDITION_NOT (-3)
    • value1: condition_entry
    • Must have higher condition_entry than value1
      Returns NOT condition (of value1)
  • CONDITION_OR (-2)
    • value1: condition_entry
    • value2: condition_entry
    • value3: condition_entry (optional)
    • value4: condition_entry (optional)
    • Must have higher condition_entry than value1, value2, value3 and value4
      Returns condition (of value1) OR condition (of value2) OR condition (of value3) OR condition (of value4)
  • CONDITION_AND (-1)
    • value1: condition_entry
    • value2: condition_entry
    • value3: condition_entry (optional)
    • value4: condition_entry (optional)
    • Must have higher condition_entry than value1, value2, value3 and value4
      Returns condition (of value1) AND condition (of value2) AND condition (of value3) AND condition (of value4)
  • CONDITION_NONE (0)
    No condition – is always met
  • CONDITION_AURA (1)
    • value1: The spell ID from where the aura came from.
    • value2: The effect index of the spell that applied the aura (0, 1, or 2)
    • value3: unused
    • value4: unused
    • flags: FLAG_REVERSE_RESULT or FLAG_SWAP_TARGETS
      Returns if the target has an aura. If &FLAG_REVERSE_RESULT: returns if the target has no aura. If &FLAG_SWAP_TARGETS: returns if the source has an aura (or not if &FLAG_REVERSE_RESULT), evaluating the source instead of the target (usually source is a NPC and target is a player)
  • CONDITION_ITEM (2)
    • value1: Item ID
    • value2: Count
    • value3: unused
    • value4: unused
    • flags: FLAG_REVERSE_RESULT
      Returns if a player has Count items in his inventory. If &FLAG_REVERSE_RESULT: returns if a player has not Count items in Inventory
  • CONDITION_ITEM_EQUIPPED (3)
    • value1: Item ID
      Returns if a player has an item equipped
  • CONDITION_AREAID (4)
    • value1: Area ID
    • value2: 0, 1 (0: in (sub)area, 1: not in (sub)area)
      Returns if (or if not depending on value2) a player is in an area/zone
  • CONDITION_REPUTATION_RANK_MIN (5)
    • value1: Faction ID
    • value2: Minimum rank
      Returns if a player has at least (>=) minimum rank at the given faction
ID Rank
0 Hated
1 Hostile
2 Unfriendly
3 Neutral
4 Friendly
5 Honored
6 Revered
7 Exalted
  • CONDITION_TEAM (6)
    • value1: Player team (469 – Alliance, 67 – Horde)
      Returns if a player has the team of value1
  • CONDITION_SKILL (7)
    • value1: Skill ID (SkillLine.dbc)
    • value2: Skill value needed
      Returns if a player has Skill ID of value
  • CONDITION_QUESTREWARDED (8)
    • value1: Quest ID
      Returns if a player already got a quest rewarded
  • CONDITION_QUESTTAKEN (9)
    • value1: Quest ID
    • value2:
0 Returns true if quest is taken, no matter if completed or not
1 Returns true if quest is taken but not completed
2 Returns true if quest is taken and completed
  • CONDITION_AD_COMMISSION_AURA (10)
    Returns if a Player has any Argent Dawn Commission Aura Active (17670,23930,24198,29112,29113)
  • CONDITION_ACTIVE_GAME_EVENT (12)
    • value1: event
    • value2: unused
    • value3: unused
    • value4: unused
    • flags: FLAG_REVERSE_RESULT
      Returns if a event is active. If &FLAG_REVERSE_RESULT: returns if a game event is not active.
  • CONDITION_AREA_FLAG (13)
    • value1: area_flag
    • value2: not_have_flag
      Returns if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0)
  • CONDITION_RACE_CLASS (14)
    • value1: race_mask
    • value2: class_mask
      Returns if a player is of race (if race_mask set != 0) AND if a player is of class (if class_mask != 0)
Mask Race
1 Human
2 Orc
4 Dwarf
8 Night Elf
16 Undead
32 Tauren
64 Gnome
128 Troll
512 Blood Elf
1024 Draenei
Mask Class
1 Warrior
2 Paladin
4 Hunter
8 Rogue
16 Priest
32 Death Knight
64 Shaman
128 Mage
256 Warlock
1024 Druid
  • CONDITION_LEVEL (15)
    • value1: level
    • value2: 0: equal to, 1: equal or higher than, 2: equal or less than
      Returns if a player is of/ has a higher/ has a lower level
  • CONDITION_SPELL (17)
    • value1: spellid
    • value2: 0: has spell, 1: has no spell
      Returns if a player has (not) learned a spell
  • CONDITION_INSTANCE_SCRIPT (18)
    • value1: instance_condition_id (see InstanceData.h enum InstanceConditionIDs)
      Returns the result of the current instance’s instance-script function CheckConditionCriteriaMeet (which must be implemented for such an instance)
      To ’’communicate’’ with the instance script, there are a few instance_condition_id predefined, which can be used:
      for hard-mode loot (0 normal; 1,2… hard,harder… mode)
      • INSTANCE_CONDITION_ID_NORMAL_MODE = 0,
      • INSTANCE_CONDITION_ID_HARD_MODE = 1,
      • INSTANCE_CONDITION_ID_HARD_MODE_2 = 2,
      • INSTANCE_CONDITION_ID_HARD_MODE_3 = 3,
      • INSTANCE_CONDITION_ID_HARD_MODE_4 = 4,
        to check for which team the instance is doing scripts
      • INSTANCE_CONDITION_ID_TEAM_HORDE = 67,
      • INSTANCE_CONDITION_ID_TEAM_ALLIANCE = 469,
  • CONDITION_QUESTAVAILABLE (19)
    • value1: questid
      Returns if a player could start a quest (ie. if all requirements for accepting like pre-quests are met)
  • CONDITION_ACHIEVEMENT (20)
    • value1: achievementid
    • value2: 0: has achievement, 1: has no achievement
      Returns if a player has (not) earned an achievement
  • CONDITION_ACHIEVEMENT_REALM (21)
    • value1: achievementid
    • value2: 0: has achievement, 1: has no achievement
      Returns if an achivement was (not) already earned by any player on the realm
  • CONDITION_QUEST_NONE (22)
    • value1: questid
      Returns if a player has a quest neither taken nor ever rewarded
  • CONDITION_ITEM_WITH_BANK (23)
    • value1: item_id
    • value2: count
    • value3: unused
    • value4: unused
    • flags: FLAG_REVERSE_RESULT
      Returns if a player has at least count of items (including inventory stored in the bank). if &FLAG_REVERSE_RESULT: returns if a player has less than count of items (including inventory stored in the bank).
  • CONDITION_ACTIVE_HOLIDAY (26)
    • value1: holiday_id
    • value2: unused
    • value3: unused
    • value4: unused
    • flags: FLAG_REVERSE_RESULT
      Returns if a holidy is active. If &FLAG_REVERSE_RESULT: returns if a holiday is not active
  • CONDITION_LEARNABLE_ABILITY (28)
    • value1: spell_id
    • value2: 0 or item_id
      Returns player can learn ability (using min skill value from SkillLineAbility).
      Item_id can be defined in addition, to check if player has one (1) item in inventory or bank.
      When player has spell or has item (when defined), condition return false.
  • CONDITION_SKILL_BELOW (29)
    • value1: skill_id
    • value2: skill_value
      Returns if player has skill skill_id and skill less than (and not equal) skill_value (for skill_value > 1)
      If skill_value == 1, then true if player has not skill skill_id
  • CONDITION_REPUTATION_RANK_MAX (30)
    value1: faction_id
    value2: max_rank
    Returns if a player has at most (<=) max_rank with a faction
ID Rank
0 Hated
1 Hostile
2 Unfriendly
3 Neutral
4 Friendly
5 Honored
6 Revered
7 Exalted
  • CONDITION_COMPLETED_ENCOUNTER (31)
    • value1: encounter_id (DungeonEncounter(dbc).id)
    • value2: encounter_id2 (DungeonEncounter(dbc).id)
      Returns if encounter_id is complete (if encounter_id2 provided it will return if encounter_id is completed OR if encounter_id2 is completed)
  • CONDITION_LAST_WAYPOINT (33)
    • value1: waypointId
    • value2: 0 = exact, 1: wp <= waypointId, 2: wp > waypointId
      Returns if the source of the condition is on/ has reached/ has passed a waypoint
  • CONDITION_XP_USER (34)
    • value1: 0, 1 (0: XP off, 1: XP on)
      Returns if a player has his XP earning turned off/on
  • CONDITION_GENDER (35)
    • value1: 0=male, 1=female, 2=none (see enum Gender)
    • value2: unused
    • value3: unused
    • value4: unused
    • flags: FLAG_SWAP_TARGETS
      Returns if a player is male or female (none cannot happen). If &FLAG_SWAP_TARGETS: returns true if source NPC model has gender equal to value1. Model gender is defined in creature_model_info.gender.
  • CONDITION_DEAD_OR_AWAY (36)
    • value1: 0=player dead, 1=player is dead (with group dead), 2=player in instance are dead, 3=creature is dead
    • value2: optional_range
      Returns if a player / a player’s group / all players in an instance / or a creature is dead or left the map.
      If the optional_range is provided the condition will also fail if the player[s] are out of range
  • CONDITION_CREATURE_IN_RANGE (37)
    • value1: creatureEntry
    • value2: range
      Returns if the creature of the given entry is found in the given range
  • CONDITION_PVP_SCRIPT (38)
    • value1: area_id of the outdoor PvP script
    • value2: opvp_condition_id (defined in the actual script)
      Returns the result of the outdoor PvP script function IsConditionFulfilled (which must be implemented for the required scripts)
  • CONDITION_SPAWN_COUNT (39)
    • value1: creature_template.entry
    • value2: Minimum amount of specified creature to exist on map for condition to return true
      Condition returns true if there are more than or equal amounts of creature on map.
      Note: The creature specified in value1 must have ExtraFlags CREATURE_EXTRA_FLAG_COUNT_SPAWNS!
  • CONDITION_WORLD_SCRIPT (40)
    • value1: transport WorldState from WorldState.h enum Conditions
    • value2: event state value from WorldState.cpp enum
      Condition returns true if WorldState for given transport is equals to the expected event state
  • CONDITION_WORLDSTATE (42)
    • value1: worldstate variable Id – must have worldstate_name table entry defined – also see src/Game/World/WorldStateDefines.h for official variables
    • value2: sign for operation from enum WorldStateConditionSign in src/Game/Globals/Conditions.h
    • value3: other operand
      Condition returns true if WorldState variable operation for given map is true
      Example: 10000; =; 0 – true when 10000 is zero
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