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Database Structure > World-Database > smart_scripts

smart_scripts

Table Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

entryorguid

int(11)

signed

PRI

NO

NULL



source_type

tinyint(3)

unsigned

PRI

NO

0



id

smallint(5)

unsigned

PRI

NO

0



link

smallint(5)

unsigned

PRI

NO

0



event_type

tinyint(3)

unsigned


NO

0



event_phase_mask

smallint(5)

unsigned


NO

0



event_chance

tinyint(3)

unsigned


NO

100



event_flags

smallint(5)

unsigned


NO

0



event_param1

int(10)

unsigned


NO

0



event_param2

int(10)

unsigned


NO

0



event_param3

int(10)

unsigned


NO

0



event_param4

int(10)

unsigned


NO

0



event_param5

int(10)

unsigned


NO

0



action_type

tinyint(3)

unsigned


NO

0



action_param1

int(10)

unsigned


NO

0



action_param2

int(10)

unsigned


NO

0



action_param3

int(10)

unsigned


NO

0



action_param4

int(10)

unsigned


NO

0



action_param5

int(10)

unsigned


NO

0



action_param6

int(10)

unsigned


NO

0



target_type

tinyint(3)

unsigned


NO

0



target_param1

int(10)

unsigned


NO

0



target_param2

int(10)

unsigned


NO

0



target_param3

int(10)

unsigned


NO

0



target_param4

int(10)

unsigned


NO

0



target_x

float



NO

0



target_y

float



NO

0



target_z

float



NO

0



target_o

float



NO

0



comment

text



NO

NULL


Event Comment

Description of the fields

entryorguid

  • EntryOrGuid > 0: entry of the creature / game object / etc.
  • EntryOrGuid < 0: guid of the creature / game object / etc.
  • Depends on source_type.

source_type

  • Object type: creature, game object, spell. see table below for values

    Name Value
    SMART_SCRIPT_TYPE_CREATURE 0
    SMART_SCRIPT_TYPE_GAMEOBJECT 1
    SMART_SCRIPT_TYPE_AREATRIGGER 2
    SMART_SCRIPT_TYPE_TIMED_ACTIONLIST 9

id

  • Incremental id bound to each entryorguid & source_type (0, 1, 2, …).
  • Simple event linking;
  • Example: if id = 0 and link = 1; id 1 will only be able to occur if id = 0 was triggered (id 1 has to use event_type SMART_EVENT_LINK).
  • Smart_event to be used.

event_phase_mask

When dealing with phases, phase IDs have to be used. There are 13 (12+1) different phases: 1, 2, … 12 and the default 0.

Example: The script is in phase 0 by default - If we want it to go to phase 1, we got two choices:

  • SMART_ACTION_INC_PHASE by 1 or SMART_ACTION_SET_PHASE 1

If the script is in phase 0 and want to skip to phase 2:

  • SMART_ACTION_INC_PHASE by 2 or SMART_ACTION_SET_PHASE 2

If the script is in phase 1 and want to skip to phase 2:

  • SMART_ACTION_INC_PHASE by 1 or SMART_ACTION_SET_PHASE 2
Name Flag Hex Comment
SMART_EVENT_PHASE_ALWAYS_BIT 0 0x000 Means all phases (1 … 12)
SMART_EVENT_PHASE_1 1 0x001 Phase 1 only.
SMART_EVENT_PHASE_2 2 0x002 Phase 2 only.
SMART_EVENT_PHASE_3 4 0x004 Phase 3 only.
SMART_EVENT_PHASE_4 8 0x008 Phase 4 only.
SMART_EVENT_PHASE_5 16 0x010 Phase 5 only.
SMART_EVENT_PHASE_6 32 0x020 Phase 6 only.
SMART_EVENT_PHASE_7 64 0x040 Phase 7 only.
SMART_EVENT_PHASE_8 128 0x080 Phase 8 only.
SMART_EVENT_PHASE_9 256 0x100 Phase 9 only.
SMART_EVENT_PHASE_10 512 0x200 Phase 10 only.
SMART_EVENT_PHASE_11 1024 0x400 Phase 11 only.
SMART_EVENT_PHASE_12 2048 0x800 Phase 12 only.
  • Event will only be able to occur if creature/GO is in this phase.
  • Example: If we want an event to only be able to occure in phase 1 and 4, event_phase_mask = 1+8 = 9

event_chance

This is the probability of the event to occur as a percentage from 0-100. So, if you want the event to occur roughly half of the time, then set this to 50.

event_flags

Name Flag Hex Comment

SMART_EVENT_FLAG_NOT_REPEATABLE

1

0x01

Event can not repeat

SMART_EVENT_FLAG_DIFFICULTY_0

2

0x02

Event only occurs in normal dungeon

SMART_EVENT_FLAG_DIFFICULTY_1

4

0x04

Event only occurs in heroic dungeon

SMART_EVENT_FLAG_DIFFICULTY_2

8

0x08

Event only occurs in normal raid

SMART_EVENT_FLAG_DIFFICULTY_3

16

0x10

Event only occurs in heroic raid

SMART_EVENT_FLAG_RESERVED_5

32

0x20


SMART_EVENT_FLAG_RESERVED_6

64

0x40


SMART_EVENT_FLAG_DEBUG_ONLY

128

0x80

Event only occurs in debug build

SMART_EVENT_FLAG_DONT_RESET

256

0x100

Event will not reset in SmartScript::OnReset()

  • Sets if the event should not repeat or should only happen in a given instance/dungeon difficulty (if applicable);
  • Values can be added together (bitwise math).

event_type

Name

Value

Param1

Param2

Param3

Param4

Param5

Comment

SMART_EVENT_UPDATE_IC

0

InitialMin

InitialMax

RepeatMin

RepeatMax


In combat.

SMART_EVENT_UPDATE_OOC

1

InitialMin

InitialMax

RepeatMin

RepeatMax


Out of combat.

SMART_EVENT_HEALTH_PCT

2

HPMin%

HPMax%

RepeatMin

RepeatMax


Health Percentage

SMART_EVENT_MANA_PCT

3

ManaMin%

ManaMax%

RepeatMin

RepeatMax


Mana Percentage

SMART_EVENT_AGGRO

4






On Creature Aggro

SMART_EVENT_KILL

5

CooldownMin

CooldownMax

Player only (0/1)

Creature entry (if param3 is 0)


On Creature Kill

SMART_EVENT_DEATH

6






On Creature Death

SMART_EVENT_EVADE

7






On Creature Evade Attack

SMART_EVENT_SPELLHIT

8

SpellID

School

CooldownMin

CooldownMax


On Creature/Gameobject Spell Hit

SMART_EVENT_RANGE

9

MinDist

MaxDist

RepeatMin

RepeatMax


On Target In Range

SMART_EVENT_OOC_LOS

10

NoHostile

MaxRange

CooldownMin

CooldownMax

0/1 Player Only On Target In Distance Out of Combat

SMART_EVENT_RESPAWN

11

type (None = 0, Map = 1, Area = 2)

MapId

ZoneId



On Creature/Gameobject Respawn

SMART_EVENT_TARGET_HEALTH_PCT

12

HPMin%

HPMax%

RepeatMin

RepeatMax


On Target Health Percentage

SMART_EVENT_VICTIM_CASTING

13

RepeatMin

RepeatMax

Spell id (0 any)



On Target Casting Spell

SMART_EVENT_FRIENDLY_HEALTH

14

HPDeficit

Radius

RepeatMin

RepeatMax


On Friendly Health Deficit

SMART_EVENT_FRIENDLY_IS_CC

15

Radius

RepeatMin

RepeatMax




SMART_EVENT_FRIENDLY_MISSING_BUFF

16

SpellId

Radius

RepeatMin

RepeatMax


On Friendly Lost Buff

SMART_EVENT_SUMMONED_UNIT

17

CretureId (0 all)

CooldownMin

CooldownMax



On Creature/Gameobject Summoned Unit

SMART_EVENT_TARGET_MANA_PCT

18

ManaMin%

ManaMax%

RepeatMin

RepeatMax


On Target Mana Percentage

SMART_EVENT_ACCEPTED_QUEST

19

QuestID (0 any)





On Target Accepted Quest

SMART_EVENT_REWARD_QUEST

20

QuestID (0 any)





On Target Rewarded Quest

SMART_EVENT_REACHED_HOME

21






On Creature Reached Home

SMART_EVENT_RECEIVE_EMOTE

22

EmoteId

CooldownMin

CooldownMax


On Receive Emote.

SMART_EVENT_HAS_AURA

23

SpellID

Stacks

RepeatMin

RepeatMax


On Creature Has Aura

SMART_EVENT_TARGET_BUFFED

24

SpellID

Stacks

RepeatMin

RepeatMax


On Target Buffed With Spell

SMART_EVENT_RESET

25






After Combat, On Respawn or Spawn

SMART_EVENT_IC_LOS

26

NoHostile

MaxRange

CooldownMin

CooldownMax

0/1 Player Only On Target In Distance In Combat

SMART_EVENT_PASSENGER_BOARDED

27

CooldownMin

CooldownMax





SMART_EVENT_PASSENGER_REMOVED

28

CooldownMin

CooldownMax





SMART_EVENT_CHARMED

29






On Creature Charmed

SMART_EVENT_CHARMED_TARGET

30






On Target Charmed

SMART_EVENT_SPELLHIT_TARGET

31

SpellId

School

RepeatMin

RepeatMax


On Target Spell Hit

SMART_EVENT_DAMAGED

32

MinDmg

MaxDmg

RepeatMin

RepeatMax


On Creature Damaged

SMART_EVENT_DAMAGED_TARGET

33

MinDmg

MaxDmg

RepeatMin

RepeatMax


On Target Damaged

SMART_EVENT_MOVEMENTINFORM

34

MovementType (0=any)

PointID




ESCORT_MOTION_TYPE = 17, POINT_MOTION_TYPE = 8

SMART_EVENT_SUMMON_DESPAWNED

35

Entry

CooldownMin

CooldownMax



On Summoned Unit Despawned

SMART_EVENT_CORPSE_REMOVED

36






On Creature Corpse Removed

SMART_EVENT_AI_INIT

37







SMART_EVENT_DATA_SET

38

Field

Value

CooldownMin

CooldownMax


On Creature/Gameobject Data Set, Can be used with SMART_ACTION_SET_DATA

SMART_EVENT_WAYPOINT_START

39

PointId (0 any)

pathId (0 any)




On Creature Waypoint ID Started

SMART_EVENT_WAYPOINT_REACHED

40

PointId (0 any)

pathId (0 any)




On Creature Waypoint ID Reached

SMART_EVENT_AREATRIGGER_ONTRIGGER

46

TriggerId (0 any)






SMART_EVENT_TEXT_OVER

52

creature_text.GroupID

creature.id (0 any)




On TEXT_OVER Event Triggered After SMART_ACTION_TALK

SMART_EVENT_RECEIVE_HEAL

53

MinHeal

MaxHeal

CooldownMin

CooldownMax


On Creature Received Healing

SMART_EVENT_JUST_SUMMONED

54






On Creature Just spawned

SMART_EVENT_WAYPOINT_PAUSED

55

PointId (0 any)

pathID (0 any)




On Creature Paused at Waypoint ID

SMART_EVENT_WAYPOINT_RESUMED

56

PointId (0 any)

pathID (0 any)




On Creature Resumed after Waypoint ID

SMART_EVENT_WAYPOINT_STOPPED

57

PointId (0 any)

pathID (0 any)




On Creature Stopped On Waypoint ID

SMART_EVENT_WAYPOINT_ENDED

58

PointId (0 any)

pathID (0 any)




On Creature Waypoint Path Ended

SMART_EVENT_TIMED_EVENT_TRIGGERED

59

Id






SMART_EVENT_UPDATE

60

InitialMin

InitialMax

RepeatMin

RepeatMax



SMART_EVENT_LINK

61






Used to link together multiple events as a chain of events.

SMART_EVENT_GOSSIP_SELECT

62

gossip_menu_option.MenuID

gossip_menu_option.OptionID




On gossip clicked (gossip_menu_option).

SMART_EVENT_JUST_CREATED

63







SMART_EVENT_GOSSIP_HELLO

64






On Right-Click Creature/Gameobject that have gossip enabled.

SMART_EVENT_FOLLOW_COMPLETED

65







SMART_EVENT_UNUSED_66

66






UNUSED

SMART_EVENT_IS_BEHIND_TARGET

67

CooldownMin

CooldownMax




On Creature is behind target.

SMART_EVENT_GAME_EVENT_START

68

game_event.eventEntry





On game_event started.

SMART_EVENT_GAME_EVENT_END

69

game_event.eventEntry





On game_event ended.

SMART_EVENT_GO_STATE_CHANGED

70

State (0 - Active, 1 - Ready, 2 - Active alternative)






SMART_EVENT_GO_EVENT_INFORM

71

EventId






SMART_EVENT_ACTION_DONE

72

EventId






SMART_EVENT_ON_SPELLCLICK 73







SMART_EVENT_FRIENDLY_HEALTH_PCT 74

minHpPct

maxHpPct

repeatMin

repeatMax



SMART_EVENT_DISTANCE_CREATURE 75 database guid database entry distance repeat interval (ms)


On creature guid OR any instance of creature entry is within distance.

SMART_EVENT_DISTANCE_GAMEOBJECT 76 database guid database entry distance repeat interval (ms)


On gameobject guid OR any instance of gameobject entry is within distance.

SMART_EVENT_COUNTER_SET 77 counterID value cooldownMin cooldownMax


If the value of specified counterID is equal to a specified value

action_type

Name

Value

Param1

Param2

Param3

Param4

Param5

Param6

Comment

SMART_ACTION_NONE

0







Do nothing

SMART_ACTION_TALK

1

creature_text.GroupID

Duration to wait before SMART_EVENT_TEXT_OVER is triggered.

0 It will try to trigger talk of the target

1 Set target as talk target (used for $vars in texts and whisper target)




Param2 in Milliseconds.

SMART_ACTION_SET_FACTION

2

FactionID (or 0 for default)






Sets faction to creature.

SMART_ACTION_MORPH_TO_ENTRY_OR_MODEL

3

creature_template.entry(param1)

creature_template.modelidx(param2)





Take DisplayID of creature (param1) OR Turn to DisplayID (param2) OR Both = 0 for Demorph

SMART_ACTION_SOUND

4

SoundId

onlySelf (0/1)





Play Sound; onlySelf = 1 only sends sound to self, onlySelf = 0 sends sound to everyone in visibility range

SMART_ACTION_PLAY_EMOTE

5

EmoteId






Play Emote

SMART_ACTION_FAIL_QUEST

6

QuestID






Fail Quest of Target

SMART_ACTION_OFFER_QUEST

7

quest_template.id

directAdd (0/1)





Add Quest to Target

SMART_ACTION_SET_REACT_STATE

8

ReactState






React State. Can be Passive (0), Defensive (1), Aggressive (2).

SMART_ACTION_ACTIVATE_GOBJECT

9







Activate Object

SMART_ACTION_RANDOM_EMOTE

10

EmoteId1

EmoteId2

EmoteId3

EmoteId4

EmoteId5

EmoteId6

Play Random Emote

SMART_ACTION_CAST

11

SpellId

castFlags

limitTargets (0 = all targets)




Cast Spell ID at Target(s)

SMART_ACTION_SUMMON_CREATURE

12

creature_template.entry

Summon type

duration in ms

attackInvoker (0/1/2)

attackScriptOwner (0/1)


Summon Unit; attackInvoker 1: attack target; attackInvoker 2: attack actual invoker

SMART_ACTION_THREAT_SINGLE_PCT

13

Threat% inc

Threat% dec





Change Threat Percentage for Single Target

SMART_ACTION_THREAT_ALL_PCT

14

Threat% inc

Threat% dec





Change Threat Percentage for All Enemies

SMART_ACTION_CALL_AREAEXPLOREDOREVENTHAPPENS

15

quest_template.id







SMART_ACTION_RESERVED_16

16







For 4.3.4 + only

SMART_ACTION_SET_EMOTE_STATE

17

EmoteId






Play Emote Continuously

SMART_ACTION_SET_UNIT_FLAG

18

(may be more than one field OR'd together)

type

If false set creature_template.unit_flags

If true set creature_template.unit_flags2





Can set Multi-able flags at once

SMART_ACTION_REMOVE_UNIT_FLAG

19

(may be more than one field OR'd together)

type

If false set creature_template.unit_flags

If true set creature_template.unit_flags2





Can Remove Multi-able flags at once

SMART_ACTION_AUTO_ATTACK

20

AllowAttackState (0 = Stop attack, anything else means continue attacking)






Stop or Continue Automatic Attack.

SMART_ACTION_ALLOW_COMBAT_MOVEMENT

21

AllowCombatMovement (0 = Stop combat based movement, anything else continue attacking)






Allow or Disable Combat Movement

SMART_ACTION_SET_EVENT_PHASE

22

event_phase_mask






Set event phase 0-12 (the actual values, no bit mask!)

SMART_ACTION_INC_EVENT_PHASE

23

Increment

Decrement





Set param1 OR param2 (not both). Value 0 has no effect.

SMART_ACTION_EVADE

24







Evade Incoming Attack

SMART_ACTION_FLEE_FOR_ASSIST

25

0/1 (If you want the fleeing NPC to say attempts to flee text on flee, use 1 on param1. For no message use 0.)






If you want the fleeing NPC to say '%s attempts to run away in fear' on flee, use 1 on param1. 0 for no message.

SMART_ACTION_CALL_GROUPEVENTHAPPENS

26

quest_template.id







SMART_ACTION_COMBAT_STOP

27








SMART_ACTION_REMOVEAURASFROMSPELL

28

Spellid (0 removes all auras)

charges (0 removes aura)






SMART_ACTION_FOLLOW

29

Distance (0 = Default value)

Angle (0 = Default value)

End creature_template.entry

credit

creditType (0 monsterkill, 1 event)


Follow Target

SMART_ACTION_RANDOM_PHASE

30

event_phase_mask 1

event_phase_mask 2

event_phase_mask 3

event_phase_mask 4

event_phase_mask 5

event_phase_mask 6


SMART_ACTION_RANDOM_PHASE_RANGE

31

event_phase_mask minimum

event_phase_mask maximum






SMART_ACTION_RESET_GOBJECT

32







Reset Gameobject

SMART_ACTION_CALL_KILLEDMONSTER

33

creature_template.entry






This is the ID from quest_template.RequiredNpcOrGo

SMART_ACTION_SET_INST_DATA

34

Field

Data





Set Instance Data

SMART_ACTION_SET_INST_DATA64

35

Field






Set Instance Data uint64

SMART_ACTION_UPDATE_TEMPLATE

36

creature_template.entry

Update Level





Updates creature_template to given entry

SMART_ACTION_DIE

37







Kill Target

SMART_ACTION_SET_IN_COMBAT_WITH_ZONE

38








SMART_ACTION_CALL_FOR_HELP

39

Radius in yards that other creatures must be to acknowledge the cry for help.

0/1 (say calls for help text)





If you want the NPC to say '%s calls for help!'. Use 1 on param1, 0 for no message.

SMART_ACTION_SET_SHEATH

40

Sheath (0-unarmed, 1-melee, 2-ranged)







SMART_ACTION_FORCE_DESPAWN

41

Despawn timer "ms"






Despawn Target after param1 in Milliseconds.

SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL

42

flat hp value

percent hp value





If you use both params, only percent will be used.

SMART_ACTION_MOUNT_TO_ENTRY_OR_MODEL

43

creature_template.entry

creature_template.modelidx





Mount to Creature Entry (param1) OR Mount to Creature Display (param2) Or both = 0 for Unmount

SMART_ACTION_SET_INGAME_PHASE_MASK

44

creature.phaseMask







SMART_ACTION_SET_DATA

45

Field

Data





Set Data For Target, can be used with SMART_EVENT_DATA_SET

SMART_ACTION_MOVE_FORWARD

46

distance






move self forward for the specified distance (point movement)

SMART_ACTION_SET_VISIBILITY

47

0/1






Makes creature Visible = 1 or Invisible = 0

SMART_ACTION_SET_ACTIVE

48

0/1






If a creature or GO is set active it will stay active even if no player is near. Take care, though, as it needs additional ressources (CPU/RAM) to keep them active (other objects/creatures nearby stay active).

SMART_ACTION_ATTACK_START

49







Allows basic melee swings to creature.

SMART_ACTION_SUMMON_GO

50

gameobject_template.entry

De-spawn time in seconds.

targetSummon (0/1)




Spawns Gameobject, use target_type to set spawn position; if an entity is specified as target and also coordinates are set (target x,y,z) those coordinates are handled as offset from the target's position; if targetSummon is 1 then the target will summon the GO on the position of the actor

SMART_ACTION_KILL_UNIT

51







Kills Creature.

SMART_ACTION_ACTIVATE_TAXI

52

TaxiID






Sends player to flight path. You have to be close to Flight Master, which gives Taxi ID you need.

SMART_ACTION_WP_START

53

0 = walk / 1 = run

waypoints.entry

canRepeat

quest_template.id

despawntime

reactState

Creature starts Waypoint Movement. Use waypoints table to create movement.

SMART_ACTION_WP_PAUSE

54

time (in ms)






Creature pauses its Waypoint Movement for given time.

SMART_ACTION_WP_STOP

55

despawnTime

quest_template.id

fail (0/1)




Creature stops its Waypoint Movement.

SMART_ACTION_ADD_ITEM

56

item_template.entry

count





Adds item(s) to player.

SMART_ACTION_REMOVE_ITEM

57

item_template.entry

count





Removes item(s) from player.

SMART_ACTION_INSTALL_AI_TEMPLATE

58

TemplateID (see Predefined SAI templates below)







SMART_ACTION_SET_RUN

59

0 = Off / 1 = On







SMART_ACTION_SET_FLY

60

fly (0/1)

speed

disable gravity (0/1)




Only works for creatures with inhabit air.

SMART_ACTION_SET_SWIM

61

0 = Off / 1 = On







SMART_ACTION_TELEPORT

62

MapID






Continue this action with the TARGET_TYPE column. Use any target_type (except 0), and use target_x, target_y, target_z, target_o as the coordinates

SMART_ACTION_SET_COUNTER

63

counterID

value

reset (0/1)




If reset is 0 the counter with the specified ID is increased by the given value; if reset is 1 the counter is set to the value.

SMART_ACTION_STORE_TARGET_LIST

64

varID







SMART_ACTION_WP_RESUME

65







Creature continues in its Waypoint Movement.

SMART_ACTION_SET_ORIENTATION

66

Depends on the script target. If SMART_TARGET_SELF, facing will be the same as in HomePosition, For SMART_TARGET_POSITION you need to set target_o : 0 = North, West = 1.5, South = 3, East = 4.5







SMART_ACTION_CREATE_TIMED_EVENT

67

id

InitialMin

InitialMax

RepeatMin(only if it repeats)

RepeatMax(only if it repeats)

chance


SMART_ACTION_PLAYMOVIE

68

entry







SMART_ACTION_MOVE_TO_POS

69

PointId

isTransport (0 or 1)

controlled (0 or 1)

ContactDistance



PointId is called by SMART_EVENT_MOVEMENTINFORM. Continue this action with the TARGET_TYPE column. Use any target_type, and use target_x, target_y, target_z as the coordinates; if an entity is specified as target and also coordinates are set (target x,y,z) those coordinates are handled as offset from the target's position

SMART_ACTION_RESPAWN_TARGET

70

Respawntime in seconds







SMART_ACTION_EQUIP

71

creature_equip_template.ID

Slotmask

Slot1 (item_template.entry)

Slot2 (item_template.entry)

Slot3 (item_template.entry)


only slots with mask set will be sent to client, bits are 1, 2, 4, leaving mask 0 is defaulted to mask 7 (send all), Slots1-3 are only used if no Param1 is set

SMART_ACTION_CLOSE_GOSSIP

72







Closes gossip window.

SMART_ACTION_TRIGGER_TIMED_EVENT

73

id(>1)







SMART_ACTION_REMOVE_TIMED_EVENT

74

id(>1)







SMART_ACTION_ADD_AURA

75

SpellId






Adds aura to player(s). Use target_type 17 to make AoE aura.

SMART_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT

76







WARNING: CAN CRASH CORE, do not use if you dont know what you are doing

SMART_ACTION_RESET_SCRIPT_BASE_OBJECT

77








SMART_ACTION_CALL_SCRIPT_RESET

78








SMART_ACTION_SET_RANGED_MOVEMENT

79

attackDistance

attackAngle





Sets movement to follow at a specific range to the target.

SMART_ACTION_CALL_TIMED_ACTIONLIST

80

EntryOrGuid * 100 (entryorguid with 00 added after the entry, or 01, 02, 03 etc. for multiple action lists)

timer update type(0 OOC, 1 IC, 2 ALWAYS)






SMART_ACTION_SET_NPC_FLAG

81

creature_template.npcflag







SMART_ACTION_ADD_NPC_FLAG

82

creature_template.npcflag







SMART_ACTION_REMOVE_NPC_FLAG

83

creature_template.npcflag







SMART_ACTION_SIMPLE_TALK

84

creature_text.GroupID






Makes a player say text. SMART_EVENT_TEXT_OVER is not triggered and whispers can not be used.

SMART_ACTION_INVOKER_CAST

85

SpellID

castFlags

triggeredFlags




if avaliable, last used invoker will cast spellId with castFlags on targets (warning: TC 3.3.5 uses another action here: SMART_ACTION_SELF_CAST)

SMART_ACTION_CROSS_CAST

86

SpellID

castFlags

CasterTargetType (caster is selected here, use it as target_type)

CasterTarget (target_param1)

CasterTarget (target_param2)

CasterTarget (target_param3)

This action is used to make selected caster (in CasterTargetType) to cast spell. Actual target is entered in target_type as normally.

SMART_ACTION_CALL_RANDOM_TIMED_ACTIONLIST

87

EntryOrGuid 1 (entryorguid * 100 + n)

EntryOrGuid 2 (entryorguid * 100 + n)

EntryOrGuid 3 (entryorguid * 100 + n)

EntryOrGuid 4 (entryorguid * 100 + n)

EntryOrGuid 5 (entryorguid * 100 + n)

EntryOrGuid 6 (entryorguid * 100 + n)

Will select one entry from the ones provided. 0 is ignored.

SMART_ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST

88

EntryOrGuid 1 (entryorguid * 100 + n)

EntryOrGuid 2 (entryorguid * 100 + n)





0 is ignored.

SMART_ACTION_RANDOM_MOVE

89

Radius






Creature moves to random position in given radius.

SMART_ACTION_SET_UNIT_FIELD_BYTES_1

90

Value

Type






SMART_ACTION_REMOVE_UNIT_FIELD_BYTES_1

91

Value

Type





SMART_ACTION_INTERRUPT_SPELL

92

With delay (0/1)

SpellId

Instant (0/1)




This action allows you to interrupt the current spell being cast. If you do not set the spellId, the core will find the current spell depending on the withDelay and the withInstant values.

SMART_ACTION_SEND_GO_CUSTOM_ANIM

93

animprogress (0-255)







SMART_ACTION_SET_DYNAMIC_FLAG

94

creature_template.dynamicflags







SMART_ACTION_ADD_DYNAMIC_FLAG

95

creature_template.dynamicflags







SMART_ACTION_REMOVE_DYNAMIC_FLAG

96

creature_template.dynamicflags







SMART_ACTION_JUMP_TO_POS

97

Speed XY

Speed Z

selfJump (0/1)




If selfJump is 1 the actor will jump to the target (you can add an offset from the target's position by also specifying target coordinates); if selfJump is 0 the targeted creature will jump to the target position

SMART_ACTION_SEND_GOSSIP_MENU

98

gossip_menu.entry

gossip_menu.text_id
(same value as npc_text.ID)





Can be used together with 'SMART_EVENT_GOSSIP_HELLO' to set custom gossip.

SMART_ACTION_GO_SET_LOOT_STATE

99

LootState (0 - Not ready, 1 - Ready, 2 - Activated, 3 - Just deactivated)







SMART_ACTION_SEND_TARGET_TO_TARGET

100

Id






Send targets previously stored with SMART_ACTION_STORE_TARGET, to another npc/go, the other npc/go can then access them as if it was its own stored list

SMART_ACTION_SET_HOME_POS

101

0: if the target is a creature, set it's current position as it's new home position; if the target is SMART_TARGET_POSITION, use this position as new home position for the actor

1: if the target is a creature, reset it's home position to the one from the DB; if the target is SMART_TARGET_POSITION, reset the actor's home position to the one from the DB (the actual values of the target position are ignored)







SMART_ACTION_SET_HEALTH_REGEN

102

0/1






Sets the current creatures health regen on or off.

SMART_ACTION_SET_ROOT

103

0/1






Enables or disables creature movement

SMART_ACTION_SET_GO_FLAG

104

gameobject_template_addon.flags






oldFlag = newFlag

SMART_ACTION_ADD_GO_FLAG

105

gameobject_template_addon.flags






oldFlag |= newFlag

SMART_ACTION_REMOVE_GO_FLAG

106

gameobject_template_addon.flags






oldFlag &= ~newFlag

SMART_ACTION_SUMMON_CREATURE_GROUP

107

creature_summon_groups.groupId

attackInvoker (0/1)

attackScriptOwner (0/1)




Use creature_summon_groups table. SAI target has no effect, use 0

SMART_ACTION_SET_POWER

108

Power type

New power






SMART_ACTION_ADD_POWER

109

Power type

Power to add






SMART_ACTION_REMOVE_POWER

110

Power type

Power to remove






SMART_ACTION_GAME_EVENT_STOP

111

game_event.eventEntry







SMART_ACTION_GAME_EVENT_START

112

game_event.eventEntry







SMART_ACTION_START_CLOSEST_WAYPOINT

113

wp1

wp2

wp3

wp4

wp5

wp6

Make target follow closest waypoint to its location

SMART_ACTION_RISE_UP

114

distance






move up for the specified distance (warning: TC 3.3.5 uses another action here: SMART_ACTION_MOVE_OFFSET)

SMART_ACTION_RANDOM_SOUND

115

soundId1

soundId2

soundId3

soundId4

onlySelf (0/1)



SMART_ACTION_SET_SIGHT_DIST

121

SightDistance







SMART_ACTION_FLEE

122

FleeTime







SMART_ACTION_ADD_THREAT

123

+threat

-threat






SMART_ACTION_LOAD_EQUIPMENT

124

Id

force






SMART_ACTION_TRIGGER_RANDOM_TIMED_EVENT

125

id min range

id max range






SMART_ACTION_REMOVE_ALL_GAMEOBJECTS

126








SMART_ACTION_MOVE_TO_POS_TARGET

201

pointId







SMART_ACTION_SET_GO_STATE

202

state







SMART_ACTION_EXIT_VEHICLE

203








SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS

204

flags







SMART_ACTION_SET_COMBAT_DISTANCE

205

combatDistance







SMART_ACTION_SET_CASTER_COMBAT_DIST

206

followDistance

resetToMax






SMART_ACTION_SET_HOVER

207

0/1







SMART_ACTION_ADD_IMMUNITY

208

type

id

value





SMART_ACTION_REMOVE_IMMUNITY

209

type

id

value





SMART_ACTION_FALL

210








SMART_ACTION_SET_EVENT_FLAG_RESET

211

0/1







SMART_ACTION_STOP_MOTION

212

stopMoving

movementExpired






SMART_ACTION_NO_ENVIRONMENT_UPDATE

213








SMART_ACTION_ZONE_UNDER_ATTACK

214








SMART_ACTION_LOAD_GRID

215








SMART_ACTION_MUSIC

216

SoundId

onlySelf

type




Plays the specified sound file as music. Type can be one of these values:
0: Play music for the specified target(s)
1: Play music for all players in the entire zone
2: Play music for all players in the area

SMART_ACTION_RANDOM_MUSIC

217

SoundId1

SoundId2

SoundId3

SoundId4

onlySelf

type

Plays randomly one of the specified sound files as music. Type can be one of these values:
0: Play music for the specified target(s)
1: Play music for all players in the entire zone
2: Play music for all players in the area

Predefined SAI templates

Description Name

Value (Param1)

Param2

Param3

Param4

Param5

Param6

Comment

SMARTAI_TEMPLATE_BASIC

0







SMARTAI_TEMPLATE_CASTER

1

spellid

repeatMin

repeatMax

range

manaPCT

+JOIN: target_param1 as castFlag

SMARTAI_TEMPLATE_TURRET

2

spellid

repeatMin

repeatMax

range

manaPCT

+JOIN: target_param1 as castflag

SMARTAI_TEMPLATE_PASSIVE

3







SMARTAI_TEMPLATE_CAGED_GO_PART

4

creatureID

give credit at point end (0/1)





SMARTAI_TEMPLATE_CAGED_NPC_PART

5

gameObjectID

despawntime

run (0/1)

dist

TextGroupID


target_type

Name

Value

target_param1

target_param2

target_param3

target_param4

target_x

target_y

target_z

target_o

Comment

SMART_TARGET_NONE

0









None.

SMART_TARGET_SELF

1









Self cast.

SMART_TARGET_VICTIM

2









Our current target. (ie: highest aggro)

SMART_TARGET_HOSTILE_SECOND_AGGRO

3









Second highest aggro.

SMART_TARGET_HOSTILE_LAST_AGGRO

4









Dead last on aggro.

SMART_TARGET_HOSTILE_RANDOM

5









Just any random target on our threat list.

SMART_TARGET_HOSTILE_RANDOM_NOT_TOP

6









Any random target except top threat.

SMART_TARGET_ACTION_INVOKER

7









Unit who caused this Event to occur.

SMART_TARGET_POSITION

8





x

y

z

o

Use xyz from event params.

SMART_TARGET_CREATURE_RANGE

9

creature_template.entry (0 any)

minDist

maxDist

alive state (1 alive, 2 dead, 0 both)





All creatures with the specified ID within the specified range and the specified alive state.

SMART_TARGET_CREATURE_GUID

10

creature.guid

creature_template.entry

getFromHashMap (0/1, this does not work in instances!)






Creature with specified GUID and/or specified creature template ID.

SMART_TARGET_CREATURE_DISTANCE

11

creature_template.entry (0 any)

maxDist

alive state (1 alive, 2 dead, 0 both)






All creatures with the specified ID within the specified distance and the specified alive state.

SMART_TARGET_STORED

12

id








Uses pre-stored target(list)

SMART_TARGET_GAMEOBJECT_RANGE

13

gameobject_template.entry (0 any)

minDist

maxDist






All game objects with the specified ID within the specified range.

SMART_TARGET_GAMEOBJECT_GUID

14

gameobject.guid

gameobject_template.entry

getFromHashMap (0/1, this does not work in instances!)






Object with specified GUID and/or specified game object template ID.

SMART_TARGET_GAMEOBJECT_DISTANCE

15

gameobject_template.entry (0 any)

maxDist







All objects with the specified ID within the specified distance.

SMART_TARGET_INVOKER_PARTY

16









Invoker's party members

SMART_TARGET_PLAYER_RANGE

17

minDist

maxDist

maxCount






All players up to maxCount within the specified range.

SMART_TARGET_PLAYER_DISTANCE

18

maxDist








All players within the specified distance.

SMART_TARGET_CLOSEST_CREATURE

19

creature_template.entry (0 any)

maxDist (Can be from 0-100 yards)

dead? (0/1)






Closest creature with the specified ID within the specified range.

SMART_TARGET_CLOSEST_GAMEOBJECT

20

gameobject_template.entry (0 any)

maxDist (Can be from 0-100 yards)







Closest object with specified ID within specified range.

SMART_TARGET_CLOSEST_PLAYER

21

maxDist








Closest player within specified range.

SMART_TARGET_ACTION_INVOKER_VEHICLE

22









Unit's vehicle who caused this Event to occur

SMART_TARGET_OWNER_OR_SUMMONER

23

use owner of owner (0/1)








Unit's owner or summoner

SMART_TARGET_THREAT_LIST

24

maxDist (0 any)








All units on creature's threat list within the specified distance if maxDist > 0

SMART_TARGET_CLOSEST_ENEMY 25 maxDist playerOnly (0/1)







Any attackable target (creature or player) within maxDist
SMART_TARGET_CLOSEST_FRIENDLY 26 maxDist playerOnly (0/1)







Any friendly unit (creature, player or pet) within maxDist
SMART_TARGET_FARTHEST 28 maxDist playerOnly (0/1) isInLos (0/1)






Farthest unit on the threat list

comment

Commenting on SAI uses a template which is the following: (with an example)

“Creature name - Event - Action”

“Minion of Gurok - On spawn - Set Random Movement”

Quick notes:

  • Always update creature_template,gameobject_template or areatrigger_scripts with:
UPDATE `creature_template` SET `AIName` = 'SmartAI' WHERE `entry` = y;

UPDATE `gameobject_template` SET `AIName` = 'SmartGameObjectAI' WHERE `entry` = y;

INSERT INTO `areatrigger_scripts` (`entry`, `ScriptName`) VALUES (y, 'SmartTrigger');
  • If the creature or GO is inside a dungeon, set event_flags accordingly to the instance difficulty (heroic, 25 man, etc.).

In case of doubt about an Event, Action_or _Target,_check source code (_src/server/game/AI/SmartScripts files; mainly *SmartScript.cpp)

Cast Flags

Name Flag Hex Comment
SMARTCAST_INTERRUPT_PREVIOUS 1 0x01 Interrupt any spell casting
SMARTCAST_TRIGGERED 2 0x02 Triggered (this makes spell cost zero mana and have no cast time)
CAST_AURA_NOT_PRESENT 32 0x20 Only casts the spell if the target does not have an aura from the spell
SMARTCAST_COMBAT_MOVE 64 0x40 Prevent combat movement on cast, allow on fail range, mana, LOS

React States

Name Value Comment
REACT_PASSIVE 0 Does not defend or attack at all. Does nothing.
REACT_DEFENSIVE 1 Only attacks back when attacked.
REACT_AGGRESSIVE 2 Will attack if on threat list and in threat radius. (default)

Summon Types

Name Value Comment
TEMPSUMMON_TIMED_OR_DEAD_DESPAWN 1 Despawns after a specified time OR when the creature disappears.
TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN 2 Despawns after a specified time OR when the creature dies.
TEMPSUMMON_TIMED_DESPAWN 3 Despawns after a specified time.
TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT 4 Despawns after a specified time after the creature is out of combat.
TEMPSUMMON_CORPSE_DESPAWN 5 Despawns instantly after death.
TEMPSUMMON_CORPSE_TIMED_DESPAWN 6 Despawns after a specified time after death.
TEMPSUMMON_DEAD_DESPAWN 7 Despawns when the creature disappears.
TEMPSUMMON_MANUAL_DESPAWN 8 Despawns when UnSummon() (or Force Despawn action) is called.

Invoker:

 
// white list of events that actually have an invoker passed to them

Actions like SMART_ACTION_INVOKER_CAST and targets like SMART_TARGET_ACTION_INVOKER will work only if the event is in this list:

SMART_EVENT_AGGRO

SMART_EVENT_DEATH

SMART_EVENT_KILL

SMART_EVENT_SUMMONED_UNIT

SMART_EVENT_SPELLHIT

SMART_EVENT_SPELLHIT_TARGET

SMART_EVENT_DAMAGED

SMART_EVENT_RECEIVE_HEAL

SMART_EVENT_RECEIVE_EMOTE

SMART_EVENT_JUST_SUMMONED

SMART_EVENT_DAMAGED_TARGET

SMART_EVENT_SUMMON_DESPAWNED

SMART_EVENT_PASSENGER_BOARDED

SMART_EVENT_PASSENGER_REMOVED

SMART_EVENT_GOSSIP_HELLO

SMART_EVENT_GOSSIP_SELECT

SMART_EVENT_ACCEPTED_QUEST

SMART_EVENT_REWARD_QUEST

SMART_EVENT_FOLLOW_COMPLETED

SMART_EVENT_ON_SPELLCLICK

SMART_EVENT_GO_LOOT_STATE_CHANGED

SMART_EVENT_AREATRIGGER_ONTRIGGER

SMART_EVENT_IC_LOS

SMART_EVENT_OOC_LOS

SMART_EVENT_DISTANCE_CREATURE

SMART_EVENT_FRIENDLY_HEALTH

SMART_EVENT_FRIENDLY_HEALTH_PCT

SMART_EVENT_FRIENDLY_IS_CC

SMART_EVENT_FRIENDLY_MISSING_BUFF

SMART_EVENT_ACTION_DONE

SMART_EVENT_TARGET_HEALTH_PCT

SMART_EVENT_TARGET_MANA_PCT

SMART_EVENT_RANGE

SMART_EVENT_VICTIM_CASTING

SMART_EVENT_TARGET_BUFFED

SMART_EVENT_IS_BEHIND_TARGET

SMART_EVENT_INSTANCE_PLAYER_ENTER

SMART_EVENT_TRANSPORT_ADDCREATURE

SMART_EVENT_DATA_SET