# quest\_greeting **Table: quest\_greeting** This table add greeting behavior to an NPC or an Gameobject. | Field | Type | Attributes | Key | NULL | Default | Comment | | ------------------ | ---------- | ---------- | --- | ---- | ------- | ------- | | [ID][1] | MEDIUMINT | UNSIGNED | Yes | NO | 0 | | | [Type][2] | TINYINT | UNSIGNED | Yes | NO | 0 | | | [locale][3] | VARCHAR(4) | | NO | NO | | | | [Greeting][5] | TEXT | | NO | YES | NULL | | | [VerifiedBuild][6] | SMALLINT | SIGNED | NO | NO | 0 | | [1]: #id [2]: #type [3]: #greetemotetype [4]: #greetemotedelay [5]: #greeting [6]: #verifiedbuild **Description of the fields:** ### ID Unique ID ([creature_template.entry](creature_template.md#entry) or [gameobject\_template.entry](gameobject_template.md#entry)) ### Type - 0=Creature (The ID is point to creature\_template.entry) - 1=GameObject (The ID is point to gameobject\_template.entry) ### locale Client Locale ### Greeting Text to show ### 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.