# conditions [<-Back-to:World](database-world.md) **The \`conditions\` table** This table allows you to define conditions for various systems - Gossip, loot etc. **Structure**

Field

Type

Attributes

Key

Null

Default

Extra

Comment

SourceTypeOrReferenceId

MEDIUMINT

SIGNED

PRI

NO

0



SourceGroup

MEDIUMINT

UNSIGNED

PRI

NO

0



SourceEntry

MEDIUMINT

SIGNED

PRI

NO

0



SourceId

INT

SIGNED

PRI

NO

0


smart_scripts.source_type || 0 for everything else

ElseGroup

MEDIUMINT

UNSIGNED

PRI

NO

0



ConditionTypeOrReference

MEDIUMINT

SIGNED

PRI

NO

0



ConditionTarget

TINYINT

UNSIGNED

PRI

NO

0



ConditionValue1

INT

UNSIGNED

PRI

NO

0



ConditionValue2

INT

UNSIGNED

PRI

NO

0



ConditionValue3

INT

UNSIGNED

PRI

NO

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** ### SourceTypeOrReferenceId 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


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_UNUSED_20 20

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 shown1 =  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_MAX 27



(Placeholder)
### SourceGroup See above. ### SourceEntry See above. ### ElseGroup Allows building grouped conditions - all entries belonging to the same condition (same [SourceType](#conditions-SourceTypeOrReferenceId), [SourceGroup](#conditions-SourceGroup) and [SourceEntry](#conditions-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  
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 landNegativeCondition = 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_MAX

    49


    ### ConditionTarget Allows selecting an object for which conditions will be checked. Available objects are dependant on SourceTypeOrReferenceId, for details see respective source type reference. ### ConditionValue1 See below ### ConditionValue2 See below ### ConditionValue3 See below ### NegativeCondition 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. ### ErrorType Id from [/src/server/game/Miscellaneous/SharedDefines.h#L830](https://github.com/azerothcore/azerothcore-wotlk/blob/97e65bd4479272106bba87364d35233d2e4bd2ef/src/server/game/Miscellaneous/SharedDefines.h#L830). Will be displayed only for the below condition [source type](#conditions-SourceTypeOrReferenceId): CONDITION\_SOURCE\_TYPE\_SPELL = 17 ### ErrorTextId Id from [/src/server/game/Miscellaneous/SharedDefines.h#L1024](https://github.com/azerothcore/azerothcore-wotlk/blob/97e65bd4479272106bba87364d35233d2e4bd2ef/src/server/game/Miscellaneous/SharedDefines.h#L1024). Will be displayed only for the below condition [source type](#conditions-SourceTypeOrReferenceId): CONDITION\_SOURCE\_TYPE\_SPELL = 17 (ErrorType must be SPELL\_FAILED\_CUSTOM\_ERROR (209) otherwise 0) ### ScriptName The ScriptName this condition uses, if any. ### Comment Explanation of this condition or reference ### Explanation of condition types The content of the [SourceGroup](#conditions-SourceGroup) and [SourceEntry](#conditions-SourceEntry) fields depends on the [SourceTypeOrReferenceId](#conditions-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) - - ConditionTarget: always 0 *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** - - SourceGroup: mask of effects to be affected by condition (1 - EFFECT\_0, 2 - EFFECT\_1, 4 - EFFECT\_2 - don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number) - SourceEntry: spell (Spell Id from  [Spell.dbc](Spell).) - ConditionTarget: - 0 - Potential target of the spell - 1 - Caster of the spell Notes: - this condition source type allows to define a filter for possible spell effect targets, so only targets matching condition will be selected as implicit targets of the spell. Only target types: *AREA*, *NEARBY* and *CONE* are allowed to be filtered. This source type affects only targets selected by spell, it doesn't affect spell target selected by player on cast, to affect that target use CONDITION\_SOURCE\_TYPE\_SPELL. - to restrict targets to player's only use CONDITION\_TYPEMASK with TYPEMASK\_PLAYER + TYPEMASK\_CORPSE to allow targeting dead players. - remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively. - if you're looking for old CONDITION\_SOURCE\_TYPE\_SPELL\_SCRIPT\_TARGET - use this condition source type instead \***CONDITION\_SOURCE\_TYPE\_GOSSIP\_MENU = 14** - - SourceGroup: gossip menu entry ([gossip\_menu.MenuID](http://www.azerothcore.org/wiki/gossip_menu#MenuID)) - SourceEntry: gossip menu text id ([gossip\_menu.TextID](http://www.azerothcore.org/wiki/gossip_menu#TextID)) - ConditionTarget: - 0 - Player for which gossip text is shown - 1 - WorldObject providing gossip \***CONDITION\_SOURCE\_TYPE\_GOSSIP\_MENU\_OPTION = 15** - - SourceGroup: gossip menu entry ([gossip\_menu\_option.MenuID](http://www.azerothcore.org/wiki/gossip_menu_option#MenuID)) - SourceEntry: gossip menu option id ([gossip\_menu\_option.OptionID](http://www.azerothcore.org/wiki/gossip_menu_option#OptionID)) - ConditionTarget: - 0 - Player for which gossip text is shown - 1 - WorldObject providing gossip \***CONDITION\_SOURCE\_TYPE\_CREATURE\_TEMPLATE\_VEHICLE = 16** - - SourceGroup: always 0 - SourceEntry: creature entry ([creature\_template.entry](http://www.azerothcore.org/wiki/creature_template#creature_template-entry)) - ConditionTarget: - 0 - Player riding a vehicle - 1 - Vehicle creature 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** - - SourceGroup: always 0 - SourceEntry: spell (Spell Id from [Spell.dbc](Spell)) - ConditionTarget: - 0 - Caster of the spell - 1 - Explicit target of the spell (only for spells which take object selected by caster into account) Notes: - 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're 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 value ElseGroup 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** - - SourceGroup: creature entry ([npc\_spellclick\_spells.npc\_entry](http://www.azerothcore.org/wiki/npc_spellclick_spells#npc_entry)) - SourceEntry: spell ([npc\_spellclick\_spells.spell\_id](http://www.azerothcore.org/wiki/npc_spellclick_spells#spell_id)) - ConditionTarget: - 0 - Clicker - 1 - Spellclick target (clickee) \***CONDITION\_SOURCE\_TYPE\_QUEST\_ACCEPT = 19** - - SourceGroup: ? - SourceEntry: Quest [id](http://www.azerothcore.org/wiki/quest_template#id)) - ConditionTarget: always 0 \***CONDITION\_SOURCE\_TYPE\_QUEST\_SHOW\_MARK = 20** - - SourceGroup: ? - SourceEntry: Quest [id](http://www.azerothcore.org/wiki/quest_template#id)) - ConditionTarget: always 0 \***CONDITION\_SOURCE\_TYPE\_VEHICLE\_SPELL = 21** - - SourceGroup: creature entry ([creature\_template.entry](http://www.azerothcore.org/wiki/creature_template#creature_template-entry)) - SourceEntry: spell (Spell Id from [Spell.dbc](Spell)) - ConditionTarget: - 0 - Player for which spell bar is shown - 1 - Vehicle creature Note: it will show or hide spells in vehicle spell bar. \***CONDITION\_SOURCE\_TYPE\_SMART\_EVENT = 22** - - SourceGroup: Id ([smart\_scripts.id](http://www.azerothcore.org/wiki/smart_scripts#id)) + 1 - SourceEntry: EntryOrGuid ([smart\_scripts.entryorguid](http://www.azerothcore.org/wiki/smart_scripts#entryorguid)) - SourceId: SourceType ([smart\_scripts.source\_type](http://www.azerothcore.org/wiki/smart_scripts#source_type)) - ConditionTarget: - 0 - Invoker - 1 - Object \***CONDITION\_SOURCE\_TYPE\_NPC\_VENDOR = 23** - - SourceGroup: vendor entry ([npc\_vendor.entry](http://www.azerothcore.org/wiki/npc_vendor#entry)) - SourceEntry: item entry ([npc\_vendor.item](http://www.azerothcore.org/wiki/npc_vendor#item)) - SourceId: always 0 \***CONDITION\_SOURCE\_TYPE\_SPELL\_PROC = 24** - - SourceGroup: always 0 - SourceEntry: spell id of aura which triggers the proc - ConditionTarget: - 0 - Actor - 1 - ActionTarget ### Explanation of ConditionValueX fields \***CONDITION\_NONE = 0** **Never used** \***CONDITION\_AURA = 1** - - ConditionValue1: spell (Spell Id from [Spell.dbc](Spell)) - ConditionValue2: effect index (0-2) - ConditionValue3: always 0 \***CONDITION\_ITEM = 2** - - ConditionValue1: item entry ([item\_template.entry](http://www.azerothcore.org/wiki/item_template#entry)) - ConditionValue2: item count - ConditionValue3: in bank? (true=1) \***CONDITION\_ITEM\_EQUIPPED = 3** - - ConditionValue1: item entry ([item\_template.entry](http://www.azerothcore.org/wiki/item_template#entry)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_ZONEID = 4** - - ConditionValue1: zone ID where this condition will be true - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_REPUTATION\_RANK = 5** - - ConditionValue1: faction template ID (from [Faction.dbc](Faction)) - ConditionValue2: rank (Hated - 1, Hostile - 2, Unfriendly - 4, Neutral - 8, Friendly - 16, Honored - 32, Revered - 64, Exalted - 128) Flags can be added together for all ranks the condition should be true in. - ConditionValue3: always 0 \***CONDITION\_TEAM = 6** - - ConditionValue1: team id (469 - Alliance, 67 - Horde) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_SKILL = 7** - - ConditionValue1: skill required, see [SkillLine.dbc](SkillLine) - ConditionValue2: skill value - ConditionValue3: always 0 \***CONDITION\_QUESTREWARDED = 8** - - ConditionValue1: ([quest\_template.id](http://www.azerothcore.org/wiki/quest_template#id)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_QUESTTAKEN = 9** - - ConditionValue1: ([quest\_template.id](http://www.azerothcore.org/wiki/quest_template#id)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_DRUNKENSTATE = 10** - - ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed - ConditionValue2: always 0 - ConditionValue3: always 0 - (Formerly AD\_COMMISSION\_AURA) \***CONDITION\_WORLD\_STATE = 11** - - ConditionValue1: world state index - ConditionValue2: world state value - ConditionValue3: always 0 \***CONDITION\_ACTIVE\_EVENT= 12** - - ConditionValue1: event entry ([game\_event.eventEntry](http://www.azerothcore.org/wiki/game_event#evententry)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_INSTANCE\_INFO = 13** - - ConditionValue1: entry //see corresponding script source files for more info - ConditionValue2: data //see corresponding script source files for more info - ConditionValue3: type: - 0 - INSTANCE\_INFO\_DATA - 1 - INSTANCE\_INFO\_GUID\_DATA - 2 - INSTANCE\_INFO\_BOSS\_STATE - 3 - INSTANCE\_INFO\_DATA64 \***CONDITION\_QUEST\_NONE = 14** - - ConditionValue1: ([quest\_template.id](http://www.azerothcore.org/wiki/quest_template#id)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_CLASS = 15** - - ConditionValue1: class mask. Add flags together for all classes condition should be true for. See [ChrClasses.dbc](chrclasses) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_RACE = 16** - - ConditionValue1: race mask. Add flags together for all races condition should be true for. See [ChrRaces.dbc](chrraces) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_ACHIEVEMENT = 17** - - ConditionValue1: achievement ID from [Achievement.dbc](Achievement) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_TITLE = 18** - - ConditionValue1: title ID from [CharTitles.dbc](CharTitles) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_SPAWNMASK = 19** - - ConditionValue1: spawnMask (see [Gameobject.spawnMask](http://www.azerothcore.org/wiki/gameobject#spawnmask)/[Creature.spawnMask](http://www.azerothcore.org/wiki/creature#spawnmask)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_GENDER = 20** - - ConditionValue1: 0 = Male, 1 = Female, 2 = None - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_UNIT\_STATE = 21** - - ConditionValue1: UnitState ([enum](https://github.com/azerothcore/azerothcore-wotlk/blob/97e65bd4479272106bba87364d35233d2e4bd2ef/src/server/game/Entities/Unit/Unit.h#L451))  - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_MAPID = 22** - - ConditionValue1: Map entry - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_AREAID = 23** - - ConditionValue1: Area ID - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_CREATURE\_TYPE = 24** - - ConditionValue1: Creature type ([creature\_template.type](http://www.azerothcore.org/wiki/creature_template#creature_template-entry)). Condition is true if creature\_template.type == ConditionValue1 - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_SPELL = 25** - - ConditionValue1: spell (Spell Id from [Spell.dbc](Spell)) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_PHASEMASK = 26** - - ConditionValue1: phasemask value - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_LEVEL = 27** - - ConditionValue1: Player level - ConditionValue2: Optional - 0 = Level must be equal - 1 = Level must be higher - 2 = Level must be lesser - 3 = Level must be equal or higher - 4 = Level must be equal or lower - ConditionValue3: always 0 \***CONDITION\_QUEST\_COMPLETE = 28** - - ConditionValue1: Quest [id](http://www.azerothcore.org/wiki/quest_template#id) - ConditionValue2: Always 0 - ConditionValue3: always 0 *Only if player has all quest objectives complete, but not yet rewarded.* \***CONDITION\_NEAR\_CREATURE = 29** - - ConditionValue1: Creature [entry](http://www.azerothcore.org/wiki/creature_template#creature_template-entry) - ConditionValue2: Distance (yd) - ConditionValue3: 0 = Alive , 1 = Dead \***CONDITION\_NEAR\_GAMEOBJECT = 30** - - ConditionValue1: Gameobject [entry](http://www.azerothcore.org/wiki/gameobject_template#entry) - ConditionValue2: Distance (yd) - ConditionValue3: GoState, 0 = ignore, 1 = Ready, 2 = Not Ready \***CONDITION\_OBJECT\_ENTRY\_GUID= 31** - - ConditionValue1: TypeID - available object types: - 3 - TYPEID\_UNIT - 4 - TYPEID\_PLAYER - 5 - TYPEID\_GAMEOBJECT - 7 - TYPEID\_CORPSE (player corpse, after released spirit) - ConditionValue2: Entry - 0 for any object of given type - [Gameobject entry](http://www.azerothcore.org/wiki/gameobject_template#entry) for TypeID = TYPEID\_GAMEOBJECT - [Creature entry](http://www.azerothcore.org/wiki/creature_template#creature_template-entry) for TypeID = TYPEID\_UNIT - ConditionValue3 0 for any object of given type, any other value to match that guid \***CONDITION\_TYPE\_MASK= 32** - - ConditionValue1: TypeMask - a bitmask of following object types: - 0x0008 - TYPEMASK\_UNIT - 0x0010 - TYPEMASK\_PLAYER - 0x0020 - TYPEMASK\_GAMEOBJECT - 0x0080 - TYPEMASK\_CORPSE (player corpse, after released spirit) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_RELATION\_TO= 33** - - ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType. - ConditionValue2: 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) - ConditionValue3: always 0 \***CONDITION\_REACTION\_TO= 34** - - ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType. - ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are: - 1 - Hated - 2 - Hostile - 4 - Unfriendly - 8 - Neutral - 16 - Friendly - 32 - Honored - 64 - Revered - 128 - Exalted - ConditionValue3: always 0 \***CONDITION\_DISTANCE\_TO= 35** - - ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType. - ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1. - ConditionValue3: ComparisionType: - 0 = distance must be equal to ConditionValue2 - 1 = distance must be higher than ConditionValue2 - 2 = distance must be lesser than ConditionValue2 - 3 = distance must be equal or higher than ConditionValue2 - 4 = distance must be equal or lower than ConditionValue2 \***CONDITION\_ALIVE= 36** - - ConditionValue1: always 0 - ConditionValue2: always 0 - ConditionValue3: always 0 - NegativeCondition: - 0 (If target needs to be ALIVE) - 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.* \***CONDITION\_HP\_VAL = 37** - - ConditionValue1: HP - ConditionValue2: 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 - ConditionValue3: always 0 \***CONDITION\_HP\_PCT = 38** - - ConditionValue1: Percentage of max HP - ConditionValue2: ComparisionType: - 0 = Percentage of max HP must be equal - 1 = Percentage of max HP must be higher - 2 = Percentage of max HP must be lesser - 3 = Percentage of max HP must be equal or higher - 4 = Percentage of max HP must be equal or lower - ConditionValue3: always 0 \***CONDITION\_REALM\_ACHIEVEMENT = 39** - - ConditionValue1: achievement ID from [Achievement.dbc](Achievement) - ConditionValue2: always 0 - ConditionValue3: always 0 \***CONDITION\_IN\_WATER = 40** - - ConditionValue1: always 0 - ConditionValue2: always 0 - ConditionValue3: always 0 - NegativeCondition: - 0 (If target needs to be on land) - 1 (If target needs to be in water) **\*CONDITION\_STAND\_STATE **= 42**** - - ConditionValue1: stateType (exact or any) - 0 = Exact state used in ConditionValue2 - 1 = Any type of state in ConditionValue2 - ConditionValue2: Exact stand state, or generic state (stand / sit), or  depending on value 1 - 0 = Standing - 1 = Sitting - ConditionValue3: always 0 ### \***REFERENCE TEMPLATES** - - SourceTypeOrReferenceId : used as negative, for reference ID - SourceGroup  : always 0 - SourceEntry  : always 0 - ElseGroup  : OR modifier - ConditionTypeOrReference: [ConditionTypeOrReference](#conditions-ConditionTypeOrReference) - ConditionValue1  : see above - ConditionValue2  : see above - ConditionValue3  : see above - ErrorType  : see above - ErrorTextId  : see above - Comment  : see above - 0 (If target needs to be on land)