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gossip_menu_option

Table: gossip_menu_option

This table holds information about menu options a gossip NPC can have. Examples of options: "Train me!", "I want to unlearn my talents"

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

MenuID

smallint(6)

unsigned

PRI

NO

0



OptionID

smallint(6)

unsigned

PRI

NO

0



OptionIcon

smallint(6)

unsigned

PRI

NO

0



OptionText

text

signed


YES

NULL



OptionBroadcastTextID mediumint(6)

NO


OptionType

tinyint(3)

unsigned


NO

0



OptionNpcFlag

int(10)

unsigned


NO

0



ActionMenuID

mediumint(8)

unsigned


NO

0



ActionPoiID

mediumint(8)

unsigned


NO

0



BoxCoded

tinyint(3)

unsigned


NO

0



BoxMoney

int(11)

unsigned


NO

0



BoxText

text

signed


YES

NULL



BoxBroadcastTextID mediumint(6)

NO 0

VerifiedBuild smallint(5)

NO 0

Description of the fields

Gossip entry from Gossip_menu.entry this option is associated with. If this is the default gossip option for the selected NPC, verify that the NPC has this value in it's creature_template.gossip_menu_id .

OptionID

The id associated with this gossip_menu_option. Must be unique for a given menu_id starting from 0 (zero). Value increments by 1 if there are multiple options in the same gossip_menu.

OptionIcon

Name ID Description
GOSSIP_ICON_CHAT 0 White chat bubble
GOSSIP_ICON_VENDOR 1 Brown bag
GOSSIP_ICON_TAXI 2 Flight
GOSSIP_ICON_TRAINER 3 Book
GOSSIP_ICON_INTERACT_1 4 Interaction wheel
GOSSIP_ICON_INTERACT_2 5 Interaction wheel
GOSSIP_ICON_MONEY_BAG 6 Brown bag with yellow dot (gold)
GOSSIP_ICON_TALK 7 White chat bubble with black dots (...)
GOSSIP_ICON_TABARD 8 Tabard
GOSSIP_ICON_BATTLE 9 Two swords
GOSSIP_ICON_DOT 10 Yellow dot

OptionText

This is the text that you want to be displayed in the player selectable option. Examples would be: "Please train me.", "I would like to browse your goods.", "Learn Dual Spec". If OptionBroadcastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the option_text field content.

OptionBroadcastTextID

The ID of the same text in broadcast_text.ID.

OptionType

option_id Name Value npcflag Name (& comment) npcflag value
GOSSIP_OPTION_NONE 0 UNIT_NPC_FLAG_NONE 0
GOSSIP_OPTION_GOSSIP 1 UNIT_NPC_FLAG_GOSSIP 1
GOSSIP_OPTION_QUESTGIVER 2 UNIT_NPC_FLAG_QUESTGIVER 2
GOSSIP_OPTION_VENDOR 3 UNIT_NPC_FLAG_VENDOR (Make sure there is npc_vendor data for this creature) 128
GOSSIP_OPTION_TAXIVENDOR 4 UNIT_NPC_FLAG_TAXIVENDOR 8192
GOSSIP_OPTION_TRAINER 5 UNIT_NPC_FLAG_TRAINER (Remember to set trainer_class in creature_template) 16
GOSSIP_OPTION_SPIRITHEALER 6 UNIT_NPC_FLAG_SPIRITHEALER 16384
GOSSIP_OPTION_SPIRITGUIDE 7 UNIT_NPC_FLAG_SPIRITGUIDE 32768
GOSSIP_OPTION_INNKEEPER 8 UNIT_NPC_FLAG_INNKEEPER 65536
GOSSIP_OPTION_BANKER 9 UNIT_NPC_FLAG_BANKER 131072
GOSSIP_OPTION_PETITIONER 10 UNIT_NPC_FLAG_PETITIONER 262144
GOSSIP_OPTION_TABARDDESIGNER 11 UNIT_NPC_FLAG_TABARDDESIGNER 524288
GOSSIP_OPTION_BATTLEFIELD 12 UNIT_NPC_FLAG_BATTLEFIELDPERSON 1048576
GOSSIP_OPTION_AUCTIONEER 13 UNIT_NPC_FLAG_AUCTIONEER 2097152
GOSSIP_OPTION_STABLEPET 14 UNIT_NPC_FLAG_STABLE 4194304
GOSSIP_OPTION_ARMORER 15 UNIT_NPC_FLAG_ARMORER (not used) 4096
GOSSIP_OPTION_UNLEARNTALENTS 16 UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) 16
GOSSIP_OPTION_UNLEARNPETTALENTS 17 UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) 16
GOSSIP_OPTION_LEARNDUALSPEC 18 UNIT_NPC_FLAG_TRAINER (bonus option for GOSSIP_OPTION_TRAINER) 16
GOSSIP_OPTION_OUTDOORPVP 19 Added by code (option for outdoor PvP creatures)
GOSSIP_OPTION_MAX

OptionNpcFlag

This is the npcflag (Creature_template.npcflag ) that the NPC must have to have this option display. See comments (after //) in previous table)

ActionMenuID

If you want to create a sub-menu, this is the ID (gossip_menu.entry / gossip_menu_option.menu_id) to link to to create that sub-menu.

ActionPoiID

If you want a POI (point of interest) to display on the minimap (like how a city guard places a marker when you ask directions), this is the `entry` from Points_of_interest.entry

BoxCoded

If you want a box to display where you have to enter a code, this is the field you use.

BoxMoney

The amount of money the player has to pay for the selected option, appears in the confirmation box as amount of gold, silver, copper. The DB value you insert here must be given in the number of copper, so 10 gold is entered as 100000 (10g 00s 00c).

BoxText

This is the text of the window that appears that has "Yes" or "No" as clickable buttons. This is useful if you want a Yes/No confirmation window before the script executes. For example: "Are you sure you want to teleport to Dalaran?". If BoxBroadCastTextID contains a valid broadcast_text.ID, it links to broadcast_text so the content from broadcast_text is displayed directly instead of the box_text field content.

BoxBroadcastTextID

The ID of the same text in broadcast_text.ID.

VerifiedBuild

This field was used to determine whether a template has been verified from WDB files.

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.