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Schmoozerd edited this page Apr 14, 2013 · 2 revisions

Back to creature_ai_scripts tables.

The `creature_ai_texts` table

This table holds all the texts used within the eventai (ACID) scripts. This table handles the actual text, display type (say/yell/emote) and corresponding sounds or emote (if any).

Structure

Field Type Attributes Can be null Default Comments
entry int(11) signed NO 0 Text Entry
content_default text YES NULL Default Locale Text
content_loc1 text YES NULL Locale 1 Text
content_loc2 text YES NULL Locale 2 Text
content_loc3 text YES NULL Locale 3 Text
content_loc4 text YES NULL Locale 4 Text
content_loc5 text YES NULL Locale 5 Text
content_loc6 text YES NULL Locale 6 Text
content_loc7 text YES NULL Locale 7 Text
content_loc8 text YES NULL Locale 8 Text
sound int(11) unsigned NO 0 Sound Id
type int(11) unsigned NO 0 Text Type
language int(11) unsigned NO 0 Text Language
emote int(11) unsigned NO 0 Emote Id
comment text YES NULL Comment

Description of the fields

entry

This is the entry of the text. It corresponds to a script using Action 1 (ACTION_T_SAY) in the eventai_scripts table. This number is always negative.

content_default

This is the actual text presented in the default language (English).

content_loc

This is the actual text presented in the Localization #(1-8) Clients

Value Localization
1 Korean
2 French
3 German
4 Chinese
5 Taiwanese
6 Spanish
7 Spanish Mexico
8 Russian

sound

This is the sound Id that will play with along with the corresponding text. All sounds are from sounds.dbc.

type

This is the method the text is displayed.

Value Type
0 Say
1 Yell
2 Text Emote
3 Boss Emote
4 Whisper
5 Boss Whisper

language

This is the ingame language of the text. Languages are from Languages.dbc..

emote

This is the emote that the creature performs along with the corresponding text.

comment

This field allows you to label a text entry.

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