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Npc_spellclick_spells
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This table holds information about spells to be casted upon receiving CMSG_SPELLCLICK. That opcode is sent for quests in which you have to loot creatures, who are already dead at spawning. Examples are Planning for the Future and Rifle the bodies.
Field | Type | Null | Key | Default | Extra |
npc_entry | int(10) unsigned | NO | |||
spell_id | int(10) unsigned | NO | |||
quest_start | mediumint(8) unsigned | NO | 0 | ||
quest_start_active | tinyint(1) unsigned | NO | 0 | ||
quest_end | mediumint(3) unsigned | NO | 0 | ||
cast_flags | tinyint(3) unsigned | NO | |||
condition_id | mediumint(8) unsigned | NO | 0 |
Note: The fields quest_* are obsolete and will be removed
Reference to Creature_template#entry
The spell which should be casted.
Note that for several quests there are more than one spell per click. Planing for the Future for example has Planning for the Future: Create Snowfall Glade Pup which will create the item in the player’s inventory and Planning for the Future: Create Snowfall Glade Pup Cover which despawns the creature.
This creates the illusion that the creature has been looted.
Same as Spell_area#quest_start..
Same as Spell_area#quest_start_active..
Same as Spell_area#quest_end..
On every spellclick event a player and a creature "participate". This field defines who casts the spell on who.
Lower bit defines caster: 1=player, 0=creature; higher bit defines target, same mapping as caster bit.
You can use that table for the actual value:
cast_flags value | Caster | Target |
0 | Creature | Creature |
1 | Player | Creature |
2 | Creature | Player |
3 | Player | Player |
Value that represents a condition that must be met in order for the item to drop.
See Conditions table for detailed description.
Note: If set != 0 it will override any meaning within the quest_* fields.