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The `broadcast_text` table


This table (ref will have everything you need for your scripts’ texts, such as: gossipscreature texts and npc_texts.

Its purpose is (will be) used as a globalized table containing the texts as mentionned above, and things like their sounds, their emotes and the languages in which the texts should be said.


All the values are from sniffs (ADBVerified) so, don’t add things in it - Kinzcool.


Field Type Attributes Key Null Default Extra Comment
ID int(10) unsigned PRI NO 0    
Language int(11) unsigned   NO 0    
MaleText text signed   YES NULL    
FemaleText text signed   YES NULL    
EmoteID1 int(10) unsigned   NO 0    
EmoteID2 int(10) unsigned   NO 0    
EmoteID3 int(10) unsigned   NO 0    
EmoteDelay1 int(10) unsigned   NO 0    
EmoteDelay2 int(10) unsigned   NO 0    
EmoteDelay3 int(10) unsigned   NO 0    
SoundId int(10) unsigned   NO 0    
UnkEmoteID int(10) unsigned   NO 0    
Type int(10) unsigned   NO 0    
WDBVerified smallint(5) signed   NO 0    

Description of the fields



The unique ID value for the text.


The language in what the text will be broadcasted.

IDs from Languages.dbc


The text that the male creature will broadcast, or male characters can read from gossip menu.


The text that the female creature will broadcast, or female characters can read from gossip menu.


The emotes played when the texts are broadcast.

IDs from Emotes.dbc


The delays of the broadcast emotes.


The sounds played when the texts are broadcast.

IDs from SoundEntries.dbc


An emote.




This field was used to determine whether a template has been verified from WDB files (ADB files for this one).

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.