The `conditions` table
This table allows you to define conditions for various systems - Gossip, loot etc.
Table Structure
| Field | Type | Null | Key | Default | Extra | Comment |
|---|---|---|---|---|---|---|
| SourceTypeOrReferenceId | MEDIUMINT SIGNED | NO | PRI | 0 | ||
| SourceGroup | MEDIUMINT UNSIGNED | NO | PRI | 0 | ||
| SourceEntry | MEDIUMINT SIGNED | NO | PRI | 0 | ||
| SourceId | INT SIGNED | NO | PRI | 0 | smart_scripts.source_type || 0 for everything else | |
| ElseGroup | MEDIUMINT UNSIGNED | NO | PRI | 0 | ||
| ConditionTypeOrReference | MEDIUMINT SIGNED | NO | PRI | 0 | ||
| ConditionTarget | TINYINT UNSIGNED | NO | PRI | 0 | ||
| ConditionValue1 | INT UNSIGNED | NO | PRI | 0 | ||
| ConditionValue2 | INT UNSIGNED | NO | PRI | 0 | ||
| ConditionValue3 | INT UNSIGNED | NO | PRI | 0 | ||
| NegativeCondition | TINYINT UNSIGNED | NO | 0 | Boolean 0 or 1 (if NegativeCondition) | ||
| ErrorType | MEDIUMINT UNSIGNED | NO | 0 | |||
| ErrorTextId | MEDIUMINT UNSIGNED | NO | 0 | |||
| ScriptName | char(64) SIGNED | NO | ' ' | |||
| Comment | VARCHAR(255) | YES | NULL |
Description of the fields
if negative, then it is a reference template.
| SourceTypeOrReferenceId | ID | SourceGroup | SourceEntry | SourceId | ConditionTarget | Notes |
|---|---|---|---|---|---|---|
| CONDITION_SOURCE_TYPE_NONE | 0 | See REFERENCE TEMPLATES | (REFERENCE TEMPLATES) | Always 0 | (See below) | Only used in Reference Templates! See below. |
| CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE | 1 | creature_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE | 2 | disenchant_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE | 3 | fishing_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE | 4 | gameobject_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE | 5 | item_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE | 6 | mail_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE | 7 | milling_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE | 8 | pickpocketing_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE | 9 | prospecting_loot_template.Entry or reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE | 10 | reference_loot_template.Entry | item id _loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE | 11 | skinning_loot_template.Entry or reference_loot_template.Entry | item id (_loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE | 12 | spell_loot_template.Entry or reference_loot_template.Entry | item id (_loot_template.Item or reference_loot_template.Item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET | 13 | Mask of effects to be affected by condition: 1 = EFFECT_0, 2 = EFFECT_1, 4 = EFFECT_2 |
Spell Id from Spell.dbc | Always 0 | 0 : Potential spell Target 1 : spell Caster |
Don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number. |
| CONDITION_SOURCE_TYPE_GOSSIP_MENU | 14 | gossip_menu.MenuID | gossip_menu.TextID (points to npc_text.ID) | Always 0 | 0 = Player 1 = WorldObject |
The core iterates over all TextIDs for that menu from smallest to largest and keeps overwriting TextID when conditions pass, so the last matching row wins. |
| CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION | 15 | gossip_menu_option.MenuID | gossip_menu_option.OptionID | Always 0 | 0 = Player 1 = WorldObject |
|
| CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE | 16 | Always 0 | creature entry (creature_template.entry) | Always 0 | 0 = Player riding vehicle 1 = Vehicle creature |
|
| CONDITION_SOURCE_TYPE_SPELL | 17 | Always 0 | Spell ID from Spell.dbc | Always 0 | 0 = spell Caster 1 = Explicit Target of the spell (only for spells which take the object selected by caster into account) |
This source type allows you to define caster/explicit target requirements for spell to be cast. Explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead. If you are looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET, use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use). Remember that conditions with the same ElseGroup value will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively. |
| CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT | 18 | creature entry (npc_spellclick_spells.npc_entry) | Spell (npc_spellclick_spells.spell_id) | Always 0 | 0 = Clicker 1 = Spellclick target (clickee) |
|
| CONDITION_SOURCE_TYPE_QUEST_AVAILABLE | 19 | Always 0 | Quest ID | Always 0 | Always 0 | Condition must be met for quest to be available to player. |
| CONDITION_SOURCE_TYPE_GOSSIP_HELLO | 20 | Always 0 | creature entry (creature_template.entry) | Always 0 | 0 = Player 1 = WorldObject |
Prevents opening the gossip menu from an NPC if the condition is not met. |
| CONDITION_SOURCE_TYPE_VEHICLE_SPELL | 21 | creature entry (creature_template.entry) | Spell ID from Spell.dbc | Always 0 | 0 = Player for whom spell bar is shown 1 = Vehicle creature |
This will show or hide spells in vehicle spell bar. |
| CONDITION_SOURCE_TYPE_SMART_EVENT | 22 | ID (smart_scripts.id) + 1 | EntryOrGuid (smart_scripts.entryorguid) | SourceType (smart_scripts.source_type) | 0 = Invoker 1 = Object |
|
| CONDITION_SOURCE_TYPE_NPC_VENDOR | 23 | vendor entry (npc_vendor.entry) | item entry (npc_vendor.item) | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_SPELL_PROC | 24 | Always 0 | Spell ID of aura which triggers the proc | Always 0 | 0 = Actor 1 = ActionTarget |
|
| CONDITION_SOURCE_TYPE_PLAYER_LOOT_TEMPLATE | 28 | player_loot_template.entry | Always 0 | Always 0 | Always 0 | |
| CONDITION_SOURCE_TYPE_CREATURE_RESPAWN | 29 | enum-no-details|29 | enum-no-details|29 | enum-no-details|29 | enum-no-details|29 | |
| CONDITION_SOURCE_TYPE_OBJECT_VISIBILITY | 30 | 0 = Creature, 1 = GameObject | creature entry (creature_template.entry) or gameobject entry (gameobject_template.entry) | 0 = any guid (entry-level), or specific creature/gameobject guid | 0 = Player 1 = WorldObject (creature/gameobject) |
Controls visibility of creatures and game objects. If set by guid (SourceId), conditions take precedence over entry. |
| CONDITION_SOURCE_TYPE_MAX | 31 | (Placeholder) |
See above.
See above.
Allows building grouped conditions - all entries belonging to the same condition (same SourceType, SourceGroup and SourceEntry) that share the same number in ElseGroup, define one group. The entire condition is met when any of its groups is met (logical OR). The group is met when all of its entries are met (logical AND).
Example:
Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, the first one has ElseGroup = 1 and the second has ElseGroup = 2, this creates a Logical OR.
Two conditions with the same SourceType, SourceGroup and SourceEntry but with a different Condition, both has ElseGroup = 1, this creates a Logical AND.
| ConditionTypeOrReference (name) | Value | ConditionValue1 | ConditionValue2 | ConditionValue3 |
|---|---|---|---|---|
| CONDITION_NONE | 0 | (Never used) | (Never used) | (Never used) |
| CONDITION_AURA | 1 | Spell ID from Spell.dbc | Effect index (0-2) | Always 0 |
| CONDITION_ITEM | 2 | item entry (item_template.entry) | item count | 0 = not in bank, 1 = in bank |
| CONDITION_ITEM_EQUIPPED | 3 | item entry (item_template.entry) | Always 0 | Always 0 |
| CONDITION_ZONEID | 4 | Zone ID where this condition will be true. | Always 0 | Always 0 |
| CONDITION_REPUTATION_RANK | 5 | Faction template ID from Faction.dbc | rank: 1 = Hated 2 = Hostile 4 = Unfriendly 8 = Neutral 16 = Friendly 32 = Honored 64 = Revered 128 = Exalted Add the target ranks together for the condition to be true for all those ranks. |
Always 0 |
| CONDITION_TEAM | 6 | Team id :Alliance = 469 / Horde = 67 | Always 0 | Always 0 |
| CONDITION_SKILL | 7 | Required skill. See SkillLine.dbc . | Skill rank value (e.g. from 1 to 450 for the 3.3.5 branch) | Always 0 |
| CONDITION_QUESTREWARDED | 8 | Quest ID - see quest_template.id | Always 0 | Always 0 |
| CONDITION_QUESTTAKEN | 9 | Quest ID - see quest_template.id | Always 0 | Always 0 |
| CONDITION_DRUNKENSTATE | 10 | Sober=0; Tipsy=1, Drunk=2, Smashed=3 | Always 0 | Always 0 |
| CONDITION_WORLD_STATE | 11 | World state index | World state value | Always 0 |
| CONDITION_ACTIVE_EVENT | 12 | Event entry (game_event.eventEntry) | Always 0 | Always 0 |
| CONDITION_INSTANCE_INFO | 13 | entry (see corresponding source script files for info) | data (see corresponding script source files for more info) | 0=INSTANCE_INFO_DATA 1=INSTANCE_INFO_GUID_DATA 2=INSTANCE_INFO_BOSS_STATE 3=INSTANCE_INFO_DATA64 |
| CONDITION_QUEST_NONE | 14 | Quest ID - see quest_template.id | Always 0 | Always 0 |
| CONDITION_CLASS | 15 | Class mask from ChrClasses.dbc Add flags together for all classes where condition is true. |
Always 0 | Always 0 |
| CONDITION_RACE | 16 | Race mask from ChrRaces.dbc . Add flags together for all races where condition is true. |
Always 0 | Always 0 |
| CONDITION_ACHIEVEMENT | 17 | Achievement ID from Achievement.dbc | Always 0 | Always 0 |
| CONDITION_TITLE | 18 | Title ID from CharTitles.dbc | Always 0 | Always 0 |
| CONDITION_SPAWNMASK | 19 | spawnMask from Creature.spawnMask / Gameobject.spawnMask |
Always 0 | Always 0 |
| CONDITION_GENDER | 20 | 0 = Male, 1 = Female, 2 = None | Always 0 | Always 0 |
| CONDITION_UNIT_STATE | 21 | UnitState (enum from Unit.h) | Always 0 | Always 0 |
| CONDITION_MAPID | 22 | Map entry from Map.dbc (0=Eastern Kingdoms, 1=Kalimdor, - and so on.) |
Always 0 | Always 0 |
| CONDITION_AREAID | 23 | Area ID from AreaTable.dbc | Always 0 | Always 0 |
| CONDITION_CREATURE_TYPE | 24 | Creature type from creature_template.type True if creature_template.type == ConditionValue1 |
Always 0 | Always 0 |
| CONDITION_SPELL | 25 | Spell ID from Spell.dbc | Always 0 | Always 0 |
| CONDITION_PHASEMASK | 26 | phasemask value | Always 0 | Always 0 |
| CONDITION_LEVEL | 27 | Player level (1-80 in 3.3.5) | Optional: 0 = Level must be equal, 1 = Level must be higher, 2 = Level must be lower, 3 = Level must be higher or equal, 4 = Level must be lower or equal. |
Always 0 |
| CONDITION_QUEST_COMPLETE | 28 | Quest ID - see quest_template.id | Always 0 | Always 0 |
| CONDITION_NEAR_CREATURE | 29 | Creature entry from creature_template.entry | Distance in yards | Alive=0 / Dead=1 |
| CONDITION_NEAR_GAMEOBJECT | 30 | Gameobject entry from gameobject_template.entry | Distance in yards | GoState 0 = ignore, 1 = Ready, 2 = Not Ready |
| CONDITION_OBJECT_ENTRY_GUID | 31 | TypeID. Available object types: 3 : TYPEID_UNIT 4 : TYPEID_PLAYER 5 : TYPEID_GAMEOBJECT 7 : TYPEID_CORPSE (player corpse, after spirit release) |
0 = Any object of given TypeID if TypeID = TYPEID_UNIT => Creature entry from creature_template.entry if TypeID = TYPEID_GAMEOBJECT => Gameobject entry from gameobject_template.entry |
0 = Any object of given type 1 - 500k : creature / gameobject GUID |
| CONDITION_TYPE_MASK | 32 | TypeMask - a bitmask of following object types: 0x0008 - TYPEMASK_UNIT (8) 0x0010 - TYPEMASK_PLAYER (16) 0x0020 - TYPEMASK_GAMEOBJECT (32) 0x0080 - TYPEMASK_CORPSE (player corpse after spirit release) (128) |
Always 0 | Always 0 |
| CONDITION_RELATION_TO | 33 | Target to which relation is checked. - one of the ConditionTargets available in current SourceType |
RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1. 0 - RELATION_SELF 1 - RELATION_IN_PARTY 2 - RELATION_IN_RAID_OR_PARTY 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1) 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1) 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1) |
Always 0 |
| CONDITION_REACTION_TO | 34 | Target to which reaction is checked. - one of the ConditionTargets available in current SourceType |
rankMask: This bitmask defines the reaction(s) of the current ConditionTarget to the target specified in ConditionValue1 (which are allowed). Flags for the reactions are: 1 = Hated 2 = Hostile 4 = Unfriendly 8 = Neutral 16 = Friendly 32 = Honored 64 = Revered 128 = Exalted |
Always 0 |
| CONDITION_DISTANCE_TO | 35 | Target to which distance is checked - one of ConditionTargets available in current SourceType |
Distance. Defines distance between current ConditionTarget and target specified in ConditionValue1 |
ComparisionType: 0 = distance must be equal to ConditionValue2 1 = distance must be higher than ConditionValue2 2 = distance must be lower than ConditionValue2 3 = distance must be equal to or higher than ConditionValue2 4 = distance must be equal to or lower than ConditionValue2 |
| CONDITION_ALIVE | 36 | Always 0 - Use NegativeCondition and the following settings: NegativeCondition = 0 if target needs to be ALIVE. NegativeCondition = 1 if target needs to be DEAD. NOTE: A creature corpse and a creature that_looks_dead are two different things. One is actually dead and the other is just using an emote to appear dead. |
Always 0 | Always 0 |
| CONDITION_HP_VAL | 37 | HP value | ComparisionType: 0 = HP must be equal 1 = HP must be higher 2 = HP must be lesser 3 = HP must be equal or higher 4 = HP must be equal or lower |
Always 0 |
| CONDITION_HP_PCT | 38 | Percentage of max HP | ComparisionType: 0 = Percentage of max HP must be equal 1 = Percentage of max HP must be higher 2 = Percentage of max HP must be lower 3 = Percentage of max HP must be equal or higher 4 = Percentage of max HP must be equal or lower |
Always 0 |
| CONDITION_REALM_ACHIEVEMENT | 39 | Achievement ID from Achievement.dbc | Always 0 | Always 0 |
| CONDITION_IN_WATER | 40 | Always 0 - Use NegativeCondition and the following settings: NegativeCondition = 0 If target needs to be on land NegativeCondition = 1 If target needs to be in water | Always 0 | Always 0 |
| CONDITION_STAND_STATE | 42 | stateType (exact or any): 0 = Exact state used in ConditionValue2 1 = Any type of state in ConditionValue2 | Exact stand state, or generic state (stand / sit), depending on value 10 = Standing 1 = Sitting | Always 0 |
| CONDITION_DAILY_QUEST_DONE | 43 | Quest ID - see quest_template.id | Always 0 | Always 0 |
| CONDITION_CHARMED | 44 | Always 0 | Always 0 | Always 0 |
| CONDITION_PET_TYPE | 45 | mask | Always 0 | Always 0 |
| CONDITION_TAXI | 46 | Always 0 | Always 0 | Always 0 |
| CONDITION_QUESTSTATE | 47 | Quest ID - see quest_template.id | state_mask: 1 = Not taken 2 = Completed 8 = In progress 32 = Failed 64 = Rewarded |
Always 0 |
| CONDITION_QUEST_OBJECTIVE_PROGRESS | 48 | Quest ID - see quest_template.id | Quest Objective ID - see quest_template.RequiredNpcOrGo | Quest Objective Count |
| CONDITION_DIFFICULTY_ID | 49 | Difficulty | Always 0 | Always 0 |
| CONDITION_QUEST_SATISFY_EXCLUSIVE | 101 | quest_id | Always 0 | Always 0 |
| CONDITION_HAS_AURA_TYPE | 102 | aura_type | Always 0 | Always 0 |
| CONDITION_WORLD_SCRIPT | 103 | conditionId | state | Always 0 |
| CONDITION_AI_DATA | 104 | dataId (true if AI::GetData(uint32 dataId) returns value) | value | Always 0 |
| CONDITION_RANDOM_DUNGEON | 105 | checkDifficulty | difficulty | Always 0 |
| CONDITION_UNIT_IN_COMBAT | 106 | Always 0 | Always 0 | Always 0 |
Allows selecting an object for which conditions will be checked. Available objects are dependant on SourceTypeOrReferenceId, for details see respective source type reference.
See below
See below
See below
If set to 1, the condition will be "inverted"
Example: CONDITION_AURA with NegativeCondition will be true when the player does NOT have the aura.
Id from /src/server/game/Miscellaneous/SharedDefines.h#L830. Will be displayed only for the below condition source type:
CONDITION_SOURCE_TYPE_SPELL = 17
Id from /src/server/game/Miscellaneous/SharedDefines.h#L1024. Will be displayed only for the below condition source type:
CONDITION_SOURCE_TYPE_SPELL = 17
(ErrorType must be SPELL_FAILED_CUSTOM_ERROR (209) otherwise 0)
The ScriptName this condition uses, if any.
Explanation of this condition or reference
The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId
CONDITION_SOURCE_TYPE_NONE = 0
Only used in Reference Templates! See below.
CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12 *SourceGroup: loot entry (_loot_template.Entry or Reference_loot_template.Entry) *SourceEntry: item id (_loot_template.Item or Reference_loot_template.Item)
example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table
CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13
Notes:
CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14
CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15
CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16
Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted from the vehicle if the mounted player leaves that area.
CONDITION_SOURCE_TYPE_SPELL = 17
Notes:
CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18
CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19
CONDITION_SOURCE_TYPE_GOSSIP_HELLO = 20
Note: This condition prevents opening the gossip menu from an NPC if the condition is not met.
CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21
Note: it will show or hide spells in vehicle spell bar.
CONDITION_SOURCE_TYPE_SMART_EVENT = 22
CONDITION_SOURCE_TYPE_NPC_VENDOR = 23
CONDITION_SOURCE_TYPE_SPELL_PROC = 24
CONDITION_SOURCE_TYPE_OBJECT_VISIBILITY = 30
Note: This condition controls visibility of creatures and game objects based on conditions evaluated against the player. If conditions are set by guid (SourceId), they take precedence over entry-level conditions.
CONDITION_NONE = 0
Never used
CONDITION_AURA = 1
CONDITION_ITEM = 2
CONDITION_ITEM_EQUIPPED = 3
CONDITION_ZONEID = 4
CONDITION_REPUTATION_RANK = 5
CONDITION_TEAM = 6
CONDITION_SKILL = 7
CONDITION_QUESTREWARDED = 8
CONDITION_QUESTTAKEN = 9
CONDITION_DRUNKENSTATE = 10
CONDITION_WORLD_STATE = 11
CONDITION_ACTIVE_EVENT= 12
CONDITION_INSTANCE_INFO = 13
CONDITION_QUEST_NONE = 14
CONDITION_CLASS = 15
CONDITION_RACE = 16
CONDITION_ACHIEVEMENT = 17
CONDITION_TITLE = 18
CONDITION_SPAWNMASK = 19
CONDITION_GENDER = 20
CONDITION_UNIT_STATE = 21
CONDITION_MAPID = 22
CONDITION_AREAID = 23
CONDITION_CREATURE_TYPE = 24
CONDITION_SPELL = 25
CONDITION_PHASEMASK = 26
CONDITION_LEVEL = 27
CONDITION_QUEST_COMPLETE = 28
Only if player has all quest objectives complete, but not yet rewarded.
CONDITION_NEAR_CREATURE = 29
CONDITION_NEAR_GAMEOBJECT = 30
CONDITION_OBJECT_ENTRY_GUID= 31
CONDITION_TYPE_MASK= 32
CONDITION_RELATION_TO= 33
CONDITION_REACTION_TO= 34
CONDITION_DISTANCE_TO= 35
CONDITION_ALIVE= 36
CONDITION_HP_VAL = 37
CONDITION_HP_PCT = 38
CONDITION_REALM_ACHIEVEMENT = 39
CONDITION_IN_WATER = 40
CONDITION_STAND_STATE = 42
CONDITION_WORLD_SCRIPT = 103
CONDITION_AI_DATA = 104
Returns true when AI::GetData(ConditionValue1) returns the value specified in ConditionValue2. Works on both creatures and gameobjects using SmartAI. Data is stored via SMART_ACTION_SET_DATA.
AI::GetData()CONDITION_RANDOM_DUNGEON = 105
Returns true when the player is queued for a random dungeon via the LFG/RDF system.
ConditionValue1: 0 = do not check difficulty; 1 = check difficulty (ConditionValue2).ConditionValue2: if ConditionValue1 = 1, compares against the player's current map difficulty. Value must be less than MAX_DIFFICULTYConditionValue3: always 0CONDITION_UNIT_IN_COMBAT = 106
Returns true when the target unit is currently engaged in combat.
Can be used with CONDITION_SOURCE_TYPE_GOSSIP_HELLO (type 20) and NegativeCondition = 1 (ConditionTarget = 1 to target the creature) to prevent players from opening the gossip menu of specific creatures while they are in combat.