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		<title>Smart scripts</title>
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		<updated>2022-09-24T11:20:20Z</updated>

		<summary type="html">&lt;p&gt;Whoop: /* target_type */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;smart_scripts - таблица всевозможных действий существ. (ниже только наши &amp;quot;специфические&amp;quot;)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== action_delay ==&lt;br /&gt;
Задержка для запуска экшена(в мс)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== event_type ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ACCEPTED_QUEST          = 19, ====&lt;br /&gt;
При принятии задания игроком. Так же добавлена возможность установки кулдауна для срабатывания ивента.&lt;br /&gt;
 &lt;br /&gt;
questID - id задания&lt;br /&gt;
&lt;br /&gt;
repeatMin;&lt;br /&gt;
&lt;br /&gt;
repeatMax;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_REWARD_QUEST           = 20, ====&lt;br /&gt;
При завершении задания игроком. Так же добавлена возможность установки кулдауна для срабатывания ивента.&lt;br /&gt;
 &lt;br /&gt;
questID - id задания&lt;br /&gt;
&lt;br /&gt;
repeatMin;&lt;br /&gt;
&lt;br /&gt;
repeatMax;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_GOSSIP_SELECT           = 62, ====&lt;br /&gt;
При использовнии госсип меню&lt;br /&gt;
 &lt;br /&gt;
menuID - id меню&lt;br /&gt;
&lt;br /&gt;
optionID - id опции&lt;br /&gt;
&lt;br /&gt;
repeatMin;&lt;br /&gt;
&lt;br /&gt;
repeatMax;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_SPELLCLICK           = 73, ====&lt;br /&gt;
При спеллклике&lt;br /&gt;
&lt;br /&gt;
repeatMin;&lt;br /&gt;
&lt;br /&gt;
repeatMax;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_CHECK_DIST_TO_HOME       = 74, ====&lt;br /&gt;
Проверяет расстояние до позиции &amp;quot;спауна&amp;quot; (home). Если находится в пределах расстояния, указанного в maxDist, то делает действие.&lt;br /&gt;
 &#039;&#039;&#039;maxDist - Максимальная дистанция, при которой будет срабатывать смарт&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param 2; // пустое значение&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMin;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMax;&#039;&#039;&#039;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_EVENTOBJECT_ONTRIGGER       = 75, ====&lt;br /&gt;
При достижении ивент объекта&lt;br /&gt;
 &#039;&#039;&#039;param1; // пустое значение&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMin;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMax;&#039;&#039;&#039;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_EVENTOBJECT_OFFTRIGGER       = 77, ====&lt;br /&gt;
При выходе из ивент объекта&lt;br /&gt;
 &#039;&#039;&#039;param1; // пустое значение&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMin;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;repeatMax;&#039;&#039;&#039;&lt;br /&gt;
Минимальное и максимальное время до повтора.&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_APPLY_OR_REMOVE_AURA       = 78, ====&lt;br /&gt;
При наложении или снятии ауры с нпц&lt;br /&gt;
 &#039;&#039;&#039;param1; // SpellId&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param2; // режим снятия ауры(AURA_REMOVE_NONE = 0, AURA_REMOVE_BY_DEFAULT = 1, AURA_REMOVE_BY_CANCEL= 2,AURA_REMOVE_BY_ENEMY_SPELL, AURA_REMOVE_BY_EXPIRE, AURA_REMOVE_BY_DEATH,AURA_REMOVE_BY_MECHANIC,AURA_REMOVE_BY_DROP_CHARGERS,    AURA_REMOVE_BY_INTERRUPT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param3; // при наложении = 1, при удалении = 0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param4; // КД на возможность повтора в мс&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_FIND_OBJECT_IN_RANGE     = 79, ====&lt;br /&gt;
При обнаружении объекта в радиусе&lt;br /&gt;
 &#039;&#039;&#039;param1; // Радиус&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param2; // Тип(1 - игрок, 2 - НПЦ, 3 - ГО)&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;&#039;param3; // Энтри(НПЦ ИД, ИД ГО, 0 - если игрок) Если игрок, то тут можно указать ид квеста и ивент будет срабатывать только если у найденного игрока взят этот квест&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param4; // Время до повторной проверки&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param5; // Время до повторного срабатывания, если объект был найден&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_SPECIAL_DATA     = 80, ====&lt;br /&gt;
При получении кастом даты. Пример использования: если по квесту суммонит волны аддов и необходимо чтобы только после убийства всех мобов первой волны суммонило следующую, то используйте этот ивент вместе с экшеном SMART_ACTION_SET_SPECIAL_DATA. Когда нпц из волны аддов погибает, то кидается кастом дата мобу, далее при накоплении нужного кол-ва дат происходит нужное вам действие.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param1; // Значение&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;param2; // Повторная проверка в мс&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_OWNER_HAS_QUEST     = 81, ====&lt;br /&gt;
При наличии(отсутствии) квеста у призывателя(овнера). Проверяется по указанному таймеру.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;param1; // Id квеста&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;param2; // Негатив. То есть если указанный квест отсутствует у игрока&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;param3; // Таймер. Интервал с которым будет идти проверка. По дефолту выставлено в ядре 1500 мс(меньше не поставить, чтобы избежать фризов)&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;param4; // Время до повторного срабатывания&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_SPECIAL_DATA_SET = 82, ====&lt;br /&gt;
При получении спешл даты&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_OWNER_HAS_COMPLETED_QUEST = 83, ====&lt;br /&gt;
Если у владельца выполнен квест&lt;br /&gt;
&lt;br /&gt;
парам1 = квест ид&lt;br /&gt;
парам2 = обжектива&lt;br /&gt;
парам3 = кол-во обжектив&lt;br /&gt;
парам4 = таймер проверки в мс&lt;br /&gt;
парам5 = повторная проверка при срабатывании в мс&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_ENTER_VEHICLE  = 84, ====&lt;br /&gt;
При входе в вехикл&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_EXIT_VEHICLE = 85, ====&lt;br /&gt;
При выходе из вехикла&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_RANDOM_DATA = 86, ====&lt;br /&gt;
При случайной дате&lt;br /&gt;
парам1 - значение, полученное при 239 экшине&lt;br /&gt;
&lt;br /&gt;
==== SMART_EVENT_ON_LAST_HIT = 87, ====&lt;br /&gt;
При получении смертельного удара. Упрощает использование таргетов: все цели в аггро-листе, 1 цель в аггро-листе и тд. - так как запускается перед киллом нпц&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== event_type ==&lt;br /&gt;
&lt;br /&gt;
    SMART_EVENT_UPDATE_IC                = 0,       // InitialMin, InitialMax, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_UPDATE_OOC               = 1,       // InitialMin, InitialMax, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_HEALT_PCT                = 2,       // HPMin%, HPMax%,  RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_MANA_PCT                 = 3,       // ManaMin%, ManaMax%, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_AGGRO                    = 4,       // NONE&lt;br /&gt;
    SMART_EVENT_KILL                     = 5,       // CooldownMin0, CooldownMax1, playerOnly2, else creature entry3&lt;br /&gt;
    SMART_EVENT_DEATH                    = 6,       // NONE&lt;br /&gt;
    SMART_EVENT_EVADE                    = 7,       // NONE&lt;br /&gt;
    SMART_EVENT_SPELLHIT                 = 8,       // SpellID, School, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_RANGE                    = 9,       // MinDist, MaxDist, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_OOC_LOS                  = 10,      // NoHostile, MaxRnage, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_RESPAWN                  = 11,      // type, MapId, ZoneId&lt;br /&gt;
    SMART_EVENT_TARGET_HEALTH_PCT        = 12,      // HPMin%, HPMax%, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_TARGET_CASTING           = 13,      // RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_FRIENDLY_HEALTH          = 14,      // HPDeficit, Radius, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_FRIENDLY_IS_CC           = 15,      // Radius, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_FRIENDLY_MISSING_BUFF    = 16,      // SpellId, Radius, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_SUMMONED_UNIT            = 17,      // CreatureId(0 all), CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_TARGET_MANA_PCT          = 18,      // ManaMin%, ManaMax%, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_ACCEPTED_QUEST           = 19,      // QuestID(0any), RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_REWARD_QUEST             = 20,      // QuestID(0any)&lt;br /&gt;
    SMART_EVENT_REACHED_HOME             = 21,      // NONE&lt;br /&gt;
    SMART_EVENT_RECEIVE_EMOTE            = 22,      // EmoteId, CooldownMin, CooldownMax, condition, val1, val2, val3&lt;br /&gt;
    SMART_EVENT_HAS_AURA                 = 23,      // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_TARGET_BUFFED            = 24,      // Param1 = SpellID, Param2 = Number of Time STacked, Param3/4 RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_RESET                    = 25,      // Called after combat, when the creature respawn and spawn.&lt;br /&gt;
    SMART_EVENT_IC_LOS                   = 26,      // NoHostile, MaxRnage, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_PASSENGER_BOARDED        = 27,      // CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_PASSENGER_REMOVED        = 28,      // CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_CHARMED                  = 29,      // NONE&lt;br /&gt;
    SMART_EVENT_CHARMED_TARGET           = 30,      // NONE&lt;br /&gt;
    SMART_EVENT_SPELLHIT_TARGET          = 31,      // SpellID, School, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_DAMAGED                  = 32,      // MinDmg, MaxDmg, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_DAMAGED_TARGET           = 33,      // MinDmg, MaxDmg, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_MOVEMENTINFORM           = 34,      // MovementType(any), PointID&lt;br /&gt;
    SMART_EVENT_SUMMON_DESPAWNED         = 35,      // Entry, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_CORPSE_REMOVED           = 36,      // NONE&lt;br /&gt;
    SMART_EVENT_AI_INIT                  = 37,      // NONE&lt;br /&gt;
    SMART_EVENT_DATA_SET                 = 38,      // Id, Value, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_WAYPOINT_START           = 39,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_WAYPOINT_REACHED         = 40,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_TRANSPORT_ADDPLAYER      = 41,      // NONE&lt;br /&gt;
    SMART_EVENT_TRANSPORT_ADDCREATURE    = 42,      // Entry (0 any)&lt;br /&gt;
    SMART_EVENT_TRANSPORT_REMOVE_PLAYER  = 43,      // NONE&lt;br /&gt;
    SMART_EVENT_TRANSPORT_RELOCATE       = 44,      // PointId&lt;br /&gt;
    SMART_EVENT_INSTANCE_PLAYER_ENTER    = 45,      // Team (0 any), CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_AREATRIGGER_ONTRIGGER    = 46,      // TriggerId(0 any), CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_QUEST_ACCEPTED           = 47,      // none&lt;br /&gt;
    SMART_EVENT_QUEST_OBJ_COPLETETION    = 48,      // none&lt;br /&gt;
    SMART_EVENT_QUEST_COMPLETION         = 49,      // none&lt;br /&gt;
    SMART_EVENT_QUEST_REWARDED           = 50,      // none&lt;br /&gt;
    SMART_EVENT_QUEST_FAIL               = 51,      // none&lt;br /&gt;
    SMART_EVENT_TEXT_OVER                = 52,      // GroupId from creature_text,  creature entry who talks (0 any)&lt;br /&gt;
    SMART_EVENT_RECEIVE_HEAL             = 53,      // MinHeal, MaxHeal, CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_JUST_SUMMONED            = 54,      // none&lt;br /&gt;
    SMART_EVENT_WAYPOINT_PAUSED          = 55,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_WAYPOINT_RESUMED         = 56,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_WAYPOINT_STOPPED         = 57,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_WAYPOINT_ENDED           = 58,      // PointId(0any), pathID(0any)&lt;br /&gt;
    SMART_EVENT_TIMED_EVENT_TRIGGERED    = 59,      // id&lt;br /&gt;
    SMART_EVENT_UPDATE                   = 60,      // InitialMin, InitialMax, RepeatMin, RepeatMax&lt;br /&gt;
    SMART_EVENT_LINK                     = 61,      // INTERNAL USAGE, no params, used to link together multiple events, does not use any extra resources to iterate event lists needlessly&lt;br /&gt;
    SMART_EVENT_GOSSIP_SELECT            = 62,      // menuID, actionID, cooldown min, cooldown max&lt;br /&gt;
    SMART_EVENT_JUST_CREATED             = 63,      // none&lt;br /&gt;
    SMART_EVENT_GOSSIP_HELLO             = 64,      // none&lt;br /&gt;
    SMART_EVENT_FOLLOW_COMPLETED         = 65,      // none&lt;br /&gt;
    SMART_EVENT_DUMMY_EFFECT             = 66,      // spellId, effectIndex&lt;br /&gt;
    SMART_EVENT_IS_BEHIND_TARGET         = 67,      // cooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_GAME_EVENT_START         = 68,      // game_event.Entry&lt;br /&gt;
    SMART_EVENT_GAME_EVENT_END           = 69,      // game_event.Entry&lt;br /&gt;
    SMART_EVENT_GO_STATE_CHANGED         = 70,      // go state&lt;br /&gt;
    SMART_EVENT_GO_EVENT_INFORM          = 71,      // eventId&lt;br /&gt;
    SMART_EVENT_ACTION_DONE              = 72,      // eventId (SharedDefines.EventId)&lt;br /&gt;
    SMART_EVENT_ON_SPELLCLICK            = 73,      // cooldown min, cooldown max, IsPlayer( 0 / 1) if clicker is player&lt;br /&gt;
    SMART_EVENT_CHECK_DIST_TO_HOME       = 74,      // clicker (unit)&lt;br /&gt;
    SMART_EVENT_EVENTOBJECT_ONTRIGGER    = 75,      // EventObject(0 any), CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_ON_TAXIPATHTO            = 76,      // clicker (unit)&lt;br /&gt;
    SMART_EVENT_EVENTOBJECT_OFFTRIGGER   = 77,      // EventObject(0 any), CooldownMin, CooldownMax&lt;br /&gt;
    SMART_EVENT_ON_APPLY_OR_REMOVE_AURA  = 78,      // SpellId, Mode, ApplyOrRemove(1/0), Cooldown &lt;br /&gt;
    SMART_EVENT_ON_FIND_OBJECT_IN_RANGE  = 79,      // On find nearest object in range. Distance, Type(1 - player, 2 - NPC, 3 - GO), Entry(npcId, goId), RepeatTimer&lt;br /&gt;
    SMART_EVENT_ON_SPECIAL_DATA          = 80,      // On received special data and repeat it on timer&lt;br /&gt;
    SMART_EVENT_ON_OWNER_HAS_QUEST       = 81,      // Misc1 = QuestId, Misc2 = Negative(if owner doesn&#039;t have quest), Misc3 = CheckTimer&lt;br /&gt;
    SMART_EVENT_ON_SPECIAL_DATA_SET      = 82,      // On just set special data&lt;br /&gt;
    SMART_EVENT_ON_OWNER_HAS_COMPLETED_QUEST = 83,  // If owner has completed quest. QuestId, Check timer, Next check timer&lt;br /&gt;
    SMART_EVENT_ON_ENTER_VEHICLE         = 84,      // On enter vehicle&lt;br /&gt;
    SMART_EVENT_ON_EXIT_VEHICLE          = 85,      // On exit vehicle&lt;br /&gt;
    SMART_EVENT_ON_RANDOM_DATA           = 86,      // On random data value. Misc1 - value&lt;br /&gt;
    SMART_EVENT_ON_LAST_HIT              = 87,      // Handle after npc take &amp;gt;= dmg of his health&lt;br /&gt;
    SMART_EVENT_ON_SPELL_FINISH_CAST     = 88,      // Call after finish cast&lt;br /&gt;
    SMART_EVENT_FRIENDLY_HP_PCT          = 89,      // HP deficit pct, radius, repeat min, repeat max, target type(all units = 0, only creature = 1, only player = 2). When find friendly unit with HP pct.&lt;br /&gt;
&lt;br /&gt;
=== action_type ===&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_TALK                               = 1,      // misc1 - groupID из creature_text, misc2 - задержка до срабатывания TEXT_OVER ивента, misc3 - 1 - персональный текст, текст будет виден только таргету(игроку) ====&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_SET_FACTION                        = 2,      // FactionId (or 0 for default) ====&lt;br /&gt;
====	SMART_ACTION_MORPH_TO_ENTRY_OR_MODEL            = 3,      // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to demorph) ====&lt;br /&gt;
====	SMART_ACTION_SOUND                              = 4,      // SoundId, TextRange ====&lt;br /&gt;
====	SMART_ACTION_PLAY_EMOTE                         = 5,      // EmoteId ====&lt;br /&gt;
====	SMART_ACTION_FAIL_QUEST                         = 6,      // QuestID ====&lt;br /&gt;
====	SMART_ACTION_ADD_QUEST                          = 7,      // QuestID ====&lt;br /&gt;
====	SMART_ACTION_SET_REACT_STATE                    = 8,      // state ====&lt;br /&gt;
====	SMART_ACTION_ACTIVATE_GOBJECT                   = 9,      // ====&lt;br /&gt;
====	SMART_ACTION_RANDOM_EMOTE                       = 10,     // EmoteId1, EmoteId2, EmoteId3... ====&lt;br /&gt;
====	SMART_ACTION_CAST                               = 11,     // SpellId, CastFlags ====&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_CREATURE = 12 ==== &lt;br /&gt;
 &#039;&#039;&#039;misc1 = id npc &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2 = тип суммона &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc3 = длительность(мс) &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc4 = добавить в лист суммонов &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc5 = атаковать призывателя &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc6 = взять фазы цели &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_THREAT_SINGLE_PCT                  = 13,     // Threat% ====&lt;br /&gt;
====	SMART_ACTION_THREAT_ALL_PCT                     = 14,     // Threat% ====&lt;br /&gt;
====	SMART_ACTION_CALL_AREAEXPLOREDOREVENTHAPPENS    = 15,     // QuestID ====&lt;br /&gt;
====	SMART_ACTION_SEND_CASTCREATUREORGO              = 16,     // QuestID, SpellId ====&lt;br /&gt;
====	SMART_ACTION_SET_EMOTE_STATE                    = 17,     // emoteID ====&lt;br /&gt;
====	SMART_ACTION_SET_UNIT_FLAG                      = 18,     // Flags (may be more than one field OR&#039;d together), Target ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_UNIT_FLAG                   = 19,     // Flags (may be more than one field OR&#039;d together), Target ====&lt;br /&gt;
====	SMART_ACTION_AUTO_ATTACK                        = 20,     // AllowAttackState (0 = stop attack, anything else means continue attacking) ====&lt;br /&gt;
====	SMART_ACTION_ALLOW_COMBAT_MOVEMENT              = 21,     // AllowCombatMovement (0 = stop combat based movement, anything else continue attacking) ====&lt;br /&gt;
====	SMART_ACTION_SET_EVENT_PHASE                    = 22,     // Phase ====&lt;br /&gt;
====	SMART_ACTION_INC_EVENT_PHASE                    = 23,     // Value (may be negative to decrement phase, should not be 0) ====&lt;br /&gt;
====	SMART_ACTION_EVADE                              = 24,     // No Params ====&lt;br /&gt;
====	SMART_ACTION_FLEE_FOR_ASSIST                    = 25,     // With Emote ====&lt;br /&gt;
====	SMART_ACTION_CALL_GROUPEVENTHAPPENS             = 26,     // QuestID ====&lt;br /&gt;
====	SMART_ACTION_PLAY_SPELL_VISUAL_KIT              = 27,     // KitType ====&lt;br /&gt;
====	SMART_ACTION_REMOVEAURASFROMSPELL               = 28,     // Spellid, 0 removes all auras ====&lt;br /&gt;
====	SMART_ACTION_FOLLOW                             = 29,     // Distance (0 = default), Angle (0 = default), EndCreatureEntry, credit, creditType (0monsterkill, 1event) ====&lt;br /&gt;
====	SMART_ACTION_RANDOM_PHASE                       = 30,     // PhaseId1, PhaseId2, PhaseId3... ====&lt;br /&gt;
====	SMART_ACTION_RANDOM_PHASE_RANGE                 = 31,     // PhaseMin, PhaseMax ====&lt;br /&gt;
====	SMART_ACTION_RESET_GOBJECT                      = 32,     //&lt;br /&gt;
====	SMART_ACTION_CALL_KILLEDMONSTER                 = 33,     // CreatureId, ====&lt;br /&gt;
====	SMART_ACTION_SET_INST_DATA                      = 34,     // Field, Data ====&lt;br /&gt;
====	SMART_ACTION_SET_INST_DATA64                    = 35,     // Field, ====&lt;br /&gt;
====	SMART_ACTION_UPDATE_TEMPLATE                    = 36,     // Entry, Team ====&lt;br /&gt;
====	SMART_ACTION_DIE                                = 37,     // No Params ====&lt;br /&gt;
====	SMART_ACTION_SET_IN_COMBAT_WITH_ZONE            = 38,     // No Params ====&lt;br /&gt;
====	SMART_ACTION_CALL_FOR_HELP                      = 39,     // Radius ====&lt;br /&gt;
====	SMART_ACTION_SET_SHEATH                         = 40,     // Sheath (0-unarmed, 1-melee, 2-ranged) ====&lt;br /&gt;
====	SMART_ACTION_FORCE_DESPAWN                      = 41,     // timer ====&lt;br /&gt;
====	SMART_ACTION_SET_INVINCIBILITY_HP_LEVEL         = 42,     // MinHpValue(+pct, -flat) ====&lt;br /&gt;
====	SMART_ACTION_MOUNT_TO_ENTRY_OR_MODEL            = 43,     // Creature_template entry(param1) OR ModelId (param2) (or 0 for both to dismount) ====&lt;br /&gt;
====	SMART_ACTION_SET_INGAME_PHASE_MASK              = 44,     // mask ====&lt;br /&gt;
====	SMART_ACTION_SET_DATA                           = 45,     // Field, Data (only creature TODO) ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;misc1 = data&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;misc2 = value&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;misc3 = передать инвокера цели(целью инвокера станет существо или го, которое кидает дату)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MOVE_FORWARD = 46 ==== &lt;br /&gt;
Движение вперед&lt;br /&gt;
 &#039;&#039;&#039;misc1 = Расстояние &#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2 = 1 вкл бег, 0 выкл бег&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_SET_VISIBILITY                     = 47,     // on/off ====&lt;br /&gt;
====	SMART_ACTION_SET_ACTIVE                         = 48,     // No Params ====&lt;br /&gt;
====	SMART_ACTION_ATTACK_START                       = 49,     // ====&lt;br /&gt;
====	SMART_ACTION_SUMMON_GO                          = 50,     // GameObjectID, DespawnTime in ms, ====&lt;br /&gt;
====	SMART_ACTION_KILL_UNIT                          = 51,     // ====&lt;br /&gt;
====	SMART_ACTION_ACTIVATE_TAXI                      = 52,     // TaxiID ====&lt;br /&gt;
====	SMART_ACTION_WP_START                           = 53,     // run/walk, pathID, canRepeat, quest, despawntime, reactState ====&lt;br /&gt;
====	SMART_ACTION_WP_PAUSE                           = 54,     // time ====&lt;br /&gt;
====	SMART_ACTION_WP_STOP                            = 55,     // despawnTime, quest, fail? ====&lt;br /&gt;
====	SMART_ACTION_ADD_ITEM                           = 56,     // itemID, count ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_ITEM                        = 57,     // itemID, count ====&lt;br /&gt;
====	SMART_ACTION_INSTALL_AI_TEMPLATE                = 58,     // AITemplateID ====&lt;br /&gt;
====	SMART_ACTION_SET_RUN                            = 59,     // 0/1 ====&lt;br /&gt;
====	SMART_ACTION_SET_FLY                            = 60,     // 0/1 ====&lt;br /&gt;
====	SMART_ACTION_SET_SWIM                           = 61,     // 0/1 ====&lt;br /&gt;
====	SMART_ACTION_TELEPORT                           = 62,     // mapID, ====&lt;br /&gt;
====	SMART_ACTION_STORE_VARIABLE_DECIMAL             = 63,     // varID, number ====&lt;br /&gt;
====	SMART_ACTION_STORE_TARGET_LIST                  = 64,     // varID, ====&lt;br /&gt;
====	SMART_ACTION_WP_RESUME                          = 65,     // none ====&lt;br /&gt;
====	SMART_ACTION_SET_ORIENTATION                    = 66,     // ====&lt;br /&gt;
====	SMART_ACTION_CREATE_TIMED_EVENT                 = 67,     // id, InitialMin, InitialMax, RepeatMin(only if it repeats), RepeatMax(only if it repeats), chance ====&lt;br /&gt;
====	SMART_ACTION_PLAYMOVIE                          = 68,     // entry ====&lt;br /&gt;
====	SMART_ACTION_PLAYMOVIE                          = 68,     // entry ====&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MOVE_TO_POS = 69 ==== &lt;br /&gt;
Движение в точку&lt;br /&gt;
 &#039;&#039;&#039;misc1 = pointid(не обязательно)&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2 = 1 вкл бег, 0 выкл бег&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_RESPAWN_TARGET                     = 70,     // ====&lt;br /&gt;
====	SMART_ACTION_EQUIP                              = 71,     // entry, slotmask slot1, slot2, slot3   , 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 entry is set ====&lt;br /&gt;
====	SMART_ACTION_CLOSE_GOSSIP                       = 72,     // none ====&lt;br /&gt;
====	SMART_ACTION_TRIGGER_TIMED_EVENT                = 73,     // id(&amp;gt;1) ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_TIMED_EVENT                 = 74,     // id(&amp;gt;1) ====&lt;br /&gt;
====	SMART_ACTION_ADD_AURA                           = 75,     // spellid,  targets ====&lt;br /&gt;
====	SMART_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT        = 76,     // WARNING: CAN CRASH CORE, do not use if you dont know what you are doing ====&lt;br /&gt;
====	SMART_ACTION_RESET_SCRIPT_BASE_OBJECT           = 77,     // none ====&lt;br /&gt;
====	SMART_ACTION_CALL_SCRIPT_RESET                  = 78,     // none ====&lt;br /&gt;
====	SMART_ACTION_SET_RANGED_MOVEMENT                = 79,     // Distance, angle ====&lt;br /&gt;
====	SMART_ACTION_CALL_TIMED_ACTIONLIST              = 80,     // ID (overwrites already running actionlist), stop after combat?(0/1), timer update type(0-OOC, 1-IC, 2-ALWAYS) ====&lt;br /&gt;
====	SMART_ACTION_SET_NPC_FLAG                       = 81,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_ADD_NPC_FLAG                       = 82,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_NPC_FLAG                    = 83,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_SIMPLE_TALK                        = 84,     // groupID, can be used to make players say groupID, Text_over event is not triggered, whisper can not be used (Target units will say the text) ====&lt;br /&gt;
====	SMART_ACTION_INVOKER_CAST                       = 85,     // spellID, castFlags,   if avaliable, last used invoker will cast spellId with castFlags on targets ====&lt;br /&gt;
====	SMART_ACTION_CROSS_CAST                         = 86,     // spellID, castFlags, CasterTargetType, CasterTarget param1, CasterTarget param2, CasterTarget param3, ( + the origonal target fields as Destination target),   CasterTargets will cast spellID on all Targets (use with caution if targeting multiple * multiple units) ====&lt;br /&gt;
====	SMART_ACTION_CALL_RANDOM_TIMED_ACTIONLIST       = 87,     // script9 ids 1-9 ====&lt;br /&gt;
====	SMART_ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST = 88,     // script9 id min, max ====&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_RANDOM_MOVE = 89 ==== &lt;br /&gt;
Случайное передвижение&lt;br /&gt;
 &#039;&#039;&#039;misc1 = расстояние&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2 = 1 вкл бег, 0 выкл бег НЕ РАБОТАЕТ. ЮЗАТЬ МИСК 3&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc3 = Random Move Type - RANDOM_MOVE_DEFAULT = 0, RANDOM_MOVE_WALK_AND_RUN = 1, RANDOM_MOVE_WALK_ONLY = 2, RANDOM_MOVE_RUN_ONLY = 3&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_SET_UNIT_FIELD_BYTES_1             = 90,     // bytes, type (UNIT_BYTES_1_OFFSET_STAND_STATE = 0, UNIT_BYTES_1_OFFSET_PET_TALENTS = 1, UNIT_BYTES_1_OFFSET_VIS_FLAG = 2, UNIT_BYTES_1_OFFSET_ANIM_TIER = 3) ====&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_REMOVE_UNIT_FIELD_BYTES_1          = 91,     // bytes, type (UNIT_BYTES_1_OFFSET_STAND_STATE = 0, UNIT_BYTES_1_OFFSET_PET_TALENTS = 1, UNIT_BYTES_1_OFFSET_VIS_FLAG = 2, UNIT_BYTES_1_OFFSET_ANIM_TIER = 3) ====&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_INTERRUPT_SPELL                    = 92, ====&lt;br /&gt;
&lt;br /&gt;
====	SMART_ACTION_SEND_GO_CUSTOM_ANIM                = 93,     // anim id ====&lt;br /&gt;
====	SMART_ACTION_SET_DYNAMIC_FLAG                   = 94,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_ADD_DYNAMIC_FLAG                   = 95,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_DYNAMIC_FLAG                = 96,     // Flags ====&lt;br /&gt;
====	SMART_ACTION_JUMP_TO_POS                        = 97,     // speedXY, speedZ, targetX, targetY, targetZ ====&lt;br /&gt;
====	SMART_ACTION_SEND_GOSSIP_MENU                   = 98,     // menuId, optionId ====&lt;br /&gt;
====	SMART_ACTION_GO_SET_LOOT_STATE                  = 99,     // state ====&lt;br /&gt;
====	SMART_ACTION_SEND_TARGET_TO_TARGET              = 100,    // id ====&lt;br /&gt;
====	SMART_ACTION_SET_HOME_POS                       = 101,    // none ====&lt;br /&gt;
====	SMART_ACTION_SET_HEALTH_REGEN                   = 102,    // 0/1 ====&lt;br /&gt;
====	SMART_ACTION_SET_ROOT                           = 103,    // off/on ====&lt;br /&gt;
====	SMART_ACTION_SET_GO_FLAG                        = 104,    // Flags ====&lt;br /&gt;
====	SMART_ACTION_ADD_GO_FLAG                        = 105,    // Flags ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_GO_FLAG                     = 106,    // Flags ====&lt;br /&gt;
====	SMART_ACTION_SUMMON_CREATURE_GROUP              = 107,    // Group, attackInvoker ====&lt;br /&gt;
====	SMART_ACTION_SET_POWER                          = 108,    // PowerType, newPower ====&lt;br /&gt;
====	SMART_ACTION_ADD_POWER                          = 109,    // PowerType, newPower ====&lt;br /&gt;
====	SMART_ACTION_REMOVE_POWER                       = 110,    // PowerType, newPower ====&lt;br /&gt;
====	SMART_ACTION_GAME_EVENT_STOP                    = 111,    // GameEventId ====&lt;br /&gt;
====	SMART_ACTION_GAME_EVENT_START                   = 112,    // GameEventId ====&lt;br /&gt;
====	SMART_ACTION_START_CLOSEST_WAYPOINT             = 113,    // wp1, wp2, wp3, wp4, wp5, wp6, wp7 ====&lt;br /&gt;
====	SMART_ACTION_RISE_UP                            = 114,    // distance ====&lt;br /&gt;
====	SMART_ACTION_DISABLE_EVADE                      = 117,    // 0/1 (1 = disabled, 0 = enabled) ====&lt;br /&gt;
====	SMART_ACTION_SET_CAN_FLY                        = 119,    // 0/1 (0 = disabled, 1 = enabled) ====&lt;br /&gt;
====	SMART_ACTION_PLAY_ANIMKIT                       = 128,    // id, type (0 = oneShot, 1 = aiAnim, 2 = meleeAnim, 3 = movementAnim) ====&lt;br /&gt;
&lt;br /&gt;
====    SMART_ACTION_DESPAWN_SUMMONS                    = 129,    // timerMs, byEntry ====&lt;br /&gt;
====    SMART_ACTION_SET_CONTROLLED                     = 130,    // state, apply|remove ====&lt;br /&gt;
====    SMART_ACTION_MOVE_TO_POS_TARGET                 = 131,    // pointId ====&lt;br /&gt;
====    SMART_ACTION_EXIT_VEHICLE                       = 132,    // none ====&lt;br /&gt;
====    SMART_ACTION_SET_UNIT_MOVEMENT_FLAGS            = 133,    // flags ====&lt;br /&gt;
====    SMART_ACTION_SET_COMBAT_DISTANCE                = 134,    // combatDistance ====&lt;br /&gt;
====    SMART_ACTION_SET_CASTER_COMBAT_DIST             = 135,    // followDistance, resetToMax ====&lt;br /&gt;
====    SMART_ACTION_SET_LOOT_MODE                      = 136,    // mode mask ====&lt;br /&gt;
&lt;br /&gt;
====    SMART_ACTION_SET_HOVER                          = 141,    // 0/1 ====&lt;br /&gt;
====    SMART_ACTION_ADD_IMMUNITY                       = 142,    // type, id, value ====&lt;br /&gt;
====    SMART_ACTION_REMOVE_IMMUNITY                    = 143,    // type, id, value ====&lt;br /&gt;
====    SMART_ACTION_FALL                               = 144,    //  ====&lt;br /&gt;
====    SMART_ACTION_SET_EVENT_FLAG_RESET               = 145,    // 0/1 ====&lt;br /&gt;
&lt;br /&gt;
====    SMART_ACTION_ZONE_UNDER_ATTACK                  = 149, ====&lt;br /&gt;
====    SMART_ACTION_LOAD_GRID                          = 150, ====&lt;br /&gt;
====    SMART_ACTION_STOP_MOVING                        = 151, ====&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_BOSS_EVADE  = 200 ====&lt;br /&gt;
Заставляет босса эвейднуться. Не имеет параметров.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_BOSS_ANOUNCE = 201 ====&lt;br /&gt;
Делает анонс от лица босса в указанной локации указанного текста&lt;br /&gt;
 &#039;&#039;&#039;tesxid - ид текста из trinity_strings, который будет заанонсен&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;area - арея, в которой будет анонс (по желанию). Если босс не в той арее, то анонса не будет&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;local - локализация&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 idsample - то, что будет указано перед самим текстом, так сказать, автор. Напрмер, если 3, то будет [SERVER]: {текст из &#039;&#039;&#039;tesxid&#039;&#039;&#039;}, если 4, то [Event Message]: {текст из &#039;&#039;&#039;tesxid&#039;&#039;&#039;}&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MOVE_Z  = 202 ====&lt;br /&gt;
Своего рода передвижение &amp;quot;по воздуху&amp;quot;, то есть, полёт или движение в указанную точку&lt;br /&gt;
 &#039;&#039;&#039;target X&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;target Y&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;target Z&#039;&#039;&#039;&lt;br /&gt;
Координаты, куда переместится моб&lt;br /&gt;
 &#039;&#039;&#039;flymode &#039;&#039;&#039;если 1 - полетит, если 0 - побежит.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_KD = 203 ====&lt;br /&gt;
&amp;quot;Вручает&amp;quot; игрокам в инсте, где происходят событие, КД на этот инст. Не имеет параметров&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_SCENATIO_ID = 204 ====&lt;br /&gt;
Если в первом параметре выставить ид нужного сценария и использовать на игрока (таргет), то при попадании игроком в инст, где должен происходить указанный сценарий, сценарий запустится автоматически.&lt;br /&gt;
 Как найти ИД сценарий?&lt;br /&gt;
# В снифах в пакете &#039;&#039;&#039;SMSG_SCENARIO_STATE&#039;&#039;&#039; идет его &#039;&#039;&#039;ИД&#039;&#039;&#039;&lt;br /&gt;
# В дбц &#039;&#039;&#039;LfgDungeons.db2&#039;&#039;&#039;(но тут сложнее так как там их много)&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_UPDATE_ACHIEVEMENT_CRITERIA = 205 ====&lt;br /&gt;
Активирует обновление критерия ачивки. Эту штуку можно использовать посути вообще для всего: как засчет шагов в сценарии, так и комплит каких-либо других критериев.&lt;br /&gt;
&lt;br /&gt;
===== Параметры: =====&lt;br /&gt;
 &#039;&#039;&#039;&#039;&#039;uint32 type;&#039;&#039;&#039;&#039;&#039; - &#039;&#039;&#039;&#039;&#039;тип критерия&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_UPGRADE_GARRISON_BUILDING        = 168,&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_CONSTRUCT_GARRISON_BUILDING   = 169,&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_UPGRADE_GARRISON                           = 170,&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_START_GARRISON_MISSION                = 171,&#039;&#039;&#039;&lt;br /&gt;
Или которые используются иногда для сценариев, если там нету засчета по килу моба или касту спела&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_SCRIPT_EVENT                                      = 73&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;ACHIEVEMENT_CRITERIA_TYPE_SCRIPT_EVENT_2                                  = 92&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc1;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc2;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc3;&#039;&#039;&#039;&lt;br /&gt;
Это всевозможные параметры засчета. В основном &#039;&#039;&#039;misc1 -&#039;&#039;&#039; это количество, например &#039;&#039;убито мобов 1, 2 или 3&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_CONVERSATION = 206 ====&lt;br /&gt;
Принудительно-кастомный сумон конверсейшина. Как показала практика, не все они сумонятся из спелов.&lt;br /&gt;
&lt;br /&gt;
===== Параметры: =====&lt;br /&gt;
 &#039;&#039;&#039;uint32 id&#039;&#039;&#039;; ид конверсейшина. Берется только из снифов&lt;br /&gt;
Координаты, куда суммонить конверсейшин. Если они не указаны, то суммон идет под игрока (таргет).&lt;br /&gt;
 &#039;&#039;&#039;int32 targetX;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;int32 targetY;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;int32 targetZ;&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Зачем координаты?&#039;&#039;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
В инсте суммон идет строго в одну точку. (вдруг близы забыли про спелл))) Если это всплывающая табличка, то координаты лучше не указывать, тогда будет суммон под игрока.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_ADD_PLR_PERSONNAL_VISIBILE  = 207 ====&lt;br /&gt;
добавляет игрока в персональную фазу для этого моба. Иначе говоря, если использовать этот смарт на игрока, то ТОЛЬКО этот игрок сможет видеть данного моба.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_ARIATRIGGER  = 208 ====&lt;br /&gt;
Параметры такие же, что и в 206 (конверсатион)&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_JOIN_LFG  = 209 ====&lt;br /&gt;
Присоеденить игрока к лфг&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_IGNORE_PATHFINDING    = 219, ==== &lt;br /&gt;
&lt;br /&gt;
Вкл/откл игнорирование поиска путей&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_CREATURE_IN_PERS_VISIBILITY  = 220 ====&lt;br /&gt;
Суммон моба с инстантным добавлением игрока(суммонера) в персональную видимость.&lt;br /&gt;
&#039;&#039;&#039;Важно!&#039;&#039;&#039; Таргет у данного смарта всегда 7(т.е. игрок). Моб суммонится строго по координатам из данных - targetX, targetY, targetZ, targetO.&lt;br /&gt;
===== Параметры: =====&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc1&#039;&#039;&#039;; id npc&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc2&#039;&#039;&#039;; тип призыва. пример: TEMPSUMMON_TIMED_DESPAWN&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc3&#039;&#039;&#039;; таймер(в мс).&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc4&#039;&#039;&#039;; добавить в лист суммонов&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc5&#039;&#039;&#039;; взять фазы призывателя при суммоне. вряд ли пригодится, так как суммон находится в персональной фазе с игроком.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;uint32 misc6&#039;&#039;&#039;; 1 - суммонить в точку где стоит нпц. 0 - будут браться координаты из 7 таргета&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_START_TIMED_ACHIEVEMENT   = 221, ====&lt;br /&gt;
&lt;br /&gt;
Запуск таймера у ачивмента&lt;br /&gt;
&lt;br /&gt;
misc1 = Тип таймед критерии&lt;br /&gt;
&lt;br /&gt;
misc2 - id критерии&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SEND_GO_VISUAL_ID   = 222, ====&lt;br /&gt;
&lt;br /&gt;
Отправка GO визуала по ид&lt;br /&gt;
&lt;br /&gt;
misc1 = visual id&lt;br /&gt;
&lt;br /&gt;
misc1 - misc6 = quest ID&#039;s&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_COMPLETE_QUEST   = 223, ====&lt;br /&gt;
&lt;br /&gt;
Выполнить квест(условия). Больше нужно для комплита хайден квестов.&lt;br /&gt;
&lt;br /&gt;
misc1 - misc6 = quest ID&#039;s&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_HEALTH_IN_PERCENT   = 224, ====&lt;br /&gt;
Установить значение ХП от максимального в процентах&lt;br /&gt;
 &lt;br /&gt;
misc1 = значение&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_UPDATE_PLAYER_PHASES  = 225, ==== &lt;br /&gt;
Принудительное обновление фаз у игрока. Например для применение кондишена для какой-то фазы, которая еще не применена у игрока, но условия(например есть аура) для ее применения выполнены.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_SPECIAL_DATA  = 226, ==== &lt;br /&gt;
Описание в 80 ивенте&lt;br /&gt;
 &#039;&#039;&#039;misc1; // значение&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2; // добавить +1 к текущему значению кастом даты у таргета&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SEND_LAST_INVOKER  = 227, ==== &lt;br /&gt;
отправить последнего инвокера указанной цели. пример: вы берете квест у нпц Х и вам необходимо, чтобы нпц У мог юзать вас в качестве таргета #7. Соответственно вы юзаете 227 экшн при взятии квеста у нпц Х и указываете в качестве таргета нпц У.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_KILLCREDIT_GO  = 228, ==== &lt;br /&gt;
Засчитать в квест использование ГО. Пример квеста: q38934&lt;br /&gt;
 &#039;&#039;&#039;misc1; // ИД ГО&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MAKE_CASTER_AND_CAST_SPELL  = 229, ====&lt;br /&gt;
на данный момент бесполезен&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MEET_QUEST_OBJECTIVE_AREATRIGGER  = 230, ====&lt;br /&gt;
Использовать вместо устаревшего 15 экшена.&lt;br /&gt;
 &#039;&#039;&#039;misc1; // Id квеста&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SUMMON_GO_IN_PERSONAL_VISIBILITY = 231, ====&lt;br /&gt;
суммон го в персональную видимость&lt;br /&gt;
 &#039;&#039;&#039;misc1; // Id GO&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2; // despawn timer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_PET_MODE = 232, ====&lt;br /&gt;
Set pet mode. Movement speed like player speed and creature can assist in fight&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_ADD_PHASE_ID = 233, ====&lt;br /&gt;
Добавить фазу PhaseId.&lt;br /&gt;
 &#039;&#039;&#039;misc1; // PhaseId&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_REMOVE_PHASE_ID = 234, ====&lt;br /&gt;
Удалить фазу PhaseId.&lt;br /&gt;
 &#039;&#039;&#039;misc1; // PhaseId&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_EJECT_PASSENGER = 235, ====&lt;br /&gt;
Высадить пассажира.&lt;br /&gt;
 &#039;&#039;&#039;misc1; // Ид пассажирского места&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_MOVE_FALL = 236, ====&lt;br /&gt;
Начать падение&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_HIDE_FOR_PLAYER = 237, ====&lt;br /&gt;
Исчезнуть для игрока&lt;br /&gt;
 &#039;&#039;&#039;misc1; // Время до появления в мс&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_SCENARIO_STEP = 238, ====&lt;br /&gt;
Перейти на этап сценария&lt;br /&gt;
 &#039;&#039;&#039;misc1; // ид этапа&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_RUN_RANDOM_DATA = 239, ====&lt;br /&gt;
Отправить случайную дату от 1 до ...&lt;br /&gt;
 &#039;&#039;&#039;misc1; // значение 1&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2; // значение 2&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_QUEST_COMPLETITION_PHASE = 240, ====&lt;br /&gt;
Вкл\выкл опцию для применения CONDITION_QUEST_COMPLETITION для фазировок квестов. При отмене квеста автоматически сбрасывает эту опцию.&lt;br /&gt;
 &#039;&#039;&#039;misc1; // квест ид&#039;&#039;&#039;&lt;br /&gt;
 &#039;&#039;&#039;misc2; // 1 - вкл, 0 - выкл&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_RESET_DELAYED_ACTIONS = 241, ====&lt;br /&gt;
Сброс всех дэлэй операций&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_RESET_TIMED_ACTIONLIST = 242, ====&lt;br /&gt;
Выполнить сброс time action листов&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_ESCORT_MODE = 243, ====&lt;br /&gt;
 &#039;&#039;&#039;misc1; // радиус&#039;&#039;&#039;&lt;br /&gt;
Включить эскорт режим. Нпц будет делать паузу на вэйпоинтах до тех пор, пока игрока нет в установленном радиусе.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_UPD_NON_AUTOMATIC_PHASE_TIMER = 244, ====&lt;br /&gt;
 &#039;&#039;&#039;misc1; // таймер в мс&#039;&#039;&#039;&lt;br /&gt;
Смотреть описание 128 флага в Phase_definitions&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_SET_IGNORE_PHASE_QUEST_UPDATE_MASK = 245, ====&lt;br /&gt;
 &#039;&#039;&#039;misc1; // 1 вкл - 0 выкл&#039;&#039;&#039;&lt;br /&gt;
Вкл выкл игнорирование изменения статуса задания при обновлении фаз. Например: включаете этот параметр, у фазы 1234 условием является выполненный квест 9000, выполняете задание и фаза 1000 не наложится пока включен параметр. Если необходимо применить фазы, то отключаем параметр и принудительно обновляем фазы в ядре, смарт экшеном или спеллом.&lt;br /&gt;
&lt;br /&gt;
==== SMART_ACTION_GO_TO_POINT_NEAR_OBJECT            = 246, ====    &lt;br /&gt;
&#039;&#039;&#039; // Go to point near object. Range, Walk(0 walk, 1 run) &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
    SMART_ACTION_SET_TRACK_OWNER_QUEST_FOR_DESPAWN  = 247,    // QuestId(there may be a several ids), AddOrRemove(1 - add, 0 - remove).&lt;br /&gt;
    SMART_ACTION_SET_SCALE                          = 248,    // Set object scale. Value in action_param_float column&lt;br /&gt;
    SMART_ACTION_MOD_SCALE                          = 249,    // Mod object scale. Value in action_param_float column&lt;br /&gt;
    SMART_ACTION_SET_CAN_DESPAWN_WHEN_LEAVE_VEHICLE = 250,    // Creature can despawn when owner leave vehicle. 1 - can / 0 - can&#039;t despawn&lt;br /&gt;
    SMART_ACTION_SET_PLAYER_CAN_ENTER_VEHICLE_ON_SUM= 251,    // When player summons that vehicle he can instantly enter it. Can be used by event JUST_SUMMONED. 1 - can / 0 - can&#039;t insta enter&lt;br /&gt;
    SMART_ACTION_SET_PAUSE_ON_WAYPOINT_DATA         = 252,    // Make pause on waypoints_data. 1 - can / 0 - can&#039;t move. param 2 pause time ms&lt;br /&gt;
    SMART_ACTION_SET_PLAYER_CAN_UPDATE_PHASE        = 253,    // ZoneId. PhaseId. 0 - can&#039;t update, 1 - can update&lt;br /&gt;
    SMART_ACTION_PLAY_EMOTE_PERSONAL                = 254,    // EmoteId, EmoteId, EmoteId, EmoteId, EmoteId, EmoteId. Play personal emote for targets. If more than emote id = play random emote&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== target_type ==&lt;br /&gt;
&lt;br /&gt;
    SMART_TARGET_NONE                           = 0,    // NONE, defaulting to invoket&lt;br /&gt;
    SMART_TARGET_SELF                           = 1,    // Self cast&lt;br /&gt;
    SMART_TARGET_VICTIM                         = 2,    // Our current target (ie: highest aggro)&lt;br /&gt;
    SMART_TARGET_HOSTILE_SECOND_AGGRO           = 3,    // Second highest aggro&lt;br /&gt;
    SMART_TARGET_HOSTILE_LAST_AGGRO             = 4,    // Dead last on aggro&lt;br /&gt;
    SMART_TARGET_HOSTILE_RANDOM                 = 5,    // Just any random target on our threat list&lt;br /&gt;
    SMART_TARGET_HOSTILE_RANDOM_NOT_TOP         = 6,    // Any random target except top threat&lt;br /&gt;
    SMART_TARGET_ACTION_INVOKER                 = 7,    // Unit who caused this Event to occur&lt;br /&gt;
    SMART_TARGET_POSITION                       = 8,    // use xyz from event params&lt;br /&gt;
    SMART_TARGET_CREATURE_RANGE                 = 9,    // CreatureEntry(0any), minDist, maxDist, Number of target (0 = all targets)&lt;br /&gt;
    SMART_TARGET_CREATURE_GUID                  = 10,   // guid, entry&lt;br /&gt;
    SMART_TARGET_CREATURE_DISTANCE              = 11,   // CreatureEntry(0any), maxDist&lt;br /&gt;
    SMART_TARGET_STORED                         = 12,   // id, uses pre-stored target(list)&lt;br /&gt;
    SMART_TARGET_GAMEOBJECT_RANGE               = 13,   // entry(0any), minDist, maxDist, Number of target (0 = all targets)&lt;br /&gt;
    SMART_TARGET_GAMEOBJECT_GUID                = 14,   // guid, entry&lt;br /&gt;
    SMART_TARGET_GAMEOBJECT_DISTANCE            = 15,   // entry(0any), maxDist&lt;br /&gt;
    SMART_TARGET_INVOKER_PARTY                  = 16,   // invoker&#039;s party members&lt;br /&gt;
    SMART_TARGET_PLAYER_RANGE                   = 17,   // min, max&lt;br /&gt;
    SMART_TARGET_PLAYER_DISTANCE                = 18,   // maxDist&lt;br /&gt;
    SMART_TARGET_CLOSEST_CREATURE               = 19,   // CreatureEntry(0any), maxDist, dead?&lt;br /&gt;
    SMART_TARGET_CLOSEST_GAMEOBJECT             = 20,   // entry(0any), maxDist&lt;br /&gt;
    SMART_TARGET_CLOSEST_PLAYER                 = 21,   // maxDist&lt;br /&gt;
    SMART_TARGET_ACTION_INVOKER_VEHICLE         = 22,   // Unit&#039;s vehicle who caused this Event to occur&lt;br /&gt;
    SMART_TARGET_OWNER_OR_SUMMONER              = 23,   // Unit&#039;s owner or summoner&lt;br /&gt;
    SMART_TARGET_THREAT_LIST                    = 24,   // All units on creature&#039;s threat list&lt;br /&gt;
    SMART_TARGET_CLOSEST_ENEMY                  = 25,   // maxDist&lt;br /&gt;
    SMART_TARGET_CLOSEST_FRIENDLY               = 26,   // maxDist&lt;br /&gt;
    SMART_TARGET_HOSTILE_RANDOM_PLAYER          = 125,   // Just any random target on our threat list player&lt;br /&gt;
    SMART_TARGET_HOSTILE_RANDOM_NOT_TOP_PLAYER  = 126,   // Any random target except top threat player&lt;br /&gt;
    SMART_TARGET_HOSTILE_RANDOM_AURA            = 127,   // Any random target with aura (entry, dist, topornot)&lt;br /&gt;
    SMART_TARGET_RANDOM_POSITION                = 128,   // Any random position (range, angle, distance)&lt;br /&gt;
    SMART_TARGET_TARGETUNIT                     = 129,   // Target unit by GetTargetUnit()&lt;br /&gt;
    SMART_TARGET_INVOKERS_OWNER                 = 130,   // Owner of unit who caused this event to occur&lt;br /&gt;
    SMART_TARGET_INVOKERS_SUMMON_WITH_ENTRY     = 131,   // NPC Id. Invokers summon with entry&lt;br /&gt;
    SMART_TARGET_INVOKERS_PASSENGER             = 132,   // SeatId.&lt;br /&gt;
    SMART_TARGET_SUMMONERS_SUMMON_WITH_ENTRY    = 133,   // NPC Id. Summoners summon with entry&lt;br /&gt;
    SMART_TARGET_SUMMON_WITH_ENTRY              = 134,   // NPC Id. Target summon with entry&lt;br /&gt;
    SMART_TARGET_VEHICLE_ACCESSORY              = 135,   // Seat id&lt;br /&gt;
    SMART_TARGET_ALL_PLAYERS_IN_MAP             = 136,   // All players in map&lt;br /&gt;
    SMART_TARGET_RANDOM_CREATURE_BY_ENTRY       = 137,   // Select random creature by entry in range. entry, distance, searchType( SEARCH_ALL = 0, SEARCH_ALIVE = 1,  SEARCH_DEAD = 2)&lt;br /&gt;
&lt;br /&gt;
==== SMART_TARGET_INVOKER_OWNER   = 130, ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Пример использования: если призванный игроком нпц(Х) суммонит нпц(У) и необходимо, чтобы нпц(У) взаимодействовало напрямую с игроком-призывателем нпц(Х), то юзается этот таргет.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_TARGET_INVOKERS_SUMMON_WITH_ENTRY   = 131, ====&lt;br /&gt;
Таргет суммон инвокера по энтри(ид нпц)&lt;br /&gt;
&#039;&#039;&#039;target_param1 = id NPC&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_TARGET_INVOKERS_PASSENGER   = 132, ====&lt;br /&gt;
Таргет пассажир инвокера&lt;br /&gt;
&#039;&#039;&#039;target_param1 = id сиденья&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_TARGET_SUMMONERS_SUMMON_WITH_ENTRY   = 133, ====&lt;br /&gt;
Таргет нпц-суммон призывателя по энтри&lt;br /&gt;
&#039;&#039;&#039;target_param1 = id нпц&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== SMART_TARGET_SUMMON_WITH_ENTRY   = 134, ====&lt;br /&gt;
Таргет нпц-суммон по энтри&lt;br /&gt;
&#039;&#039;&#039;target_param1 = id нпц&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    MovementType&lt;br /&gt;
{&lt;br /&gt;
    IDLE_MOTION_TYPE      = 0,                              // IdleMovementGenerator.h&lt;br /&gt;
    RANDOM_MOTION_TYPE    = 1,                              // RandomMovementGenerator.h&lt;br /&gt;
    WAYPOINT_MOTION_TYPE  = 2,                              // WaypointMovementGenerator.h&lt;br /&gt;
    MAX_DB_MOTION_TYPE    = 3,                              // *** this and below motion types can&#039;t be set in DB.&lt;br /&gt;
    ANIMAL_RANDOM_MOTION_TYPE = MAX_DB_MOTION_TYPE,         // AnimalRandomMovementGenerator.h&lt;br /&gt;
    CONFUSED_MOTION_TYPE  = 4,                              // ConfusedMovementGenerator.h&lt;br /&gt;
    CHASE_MOTION_TYPE     = 5,                              // TargetedMovementGenerator.h&lt;br /&gt;
    HOME_MOTION_TYPE      = 6,                              // HomeMovementGenerator.h&lt;br /&gt;
    FLIGHT_MOTION_TYPE    = 7,                              // WaypointMovementGenerator.h&lt;br /&gt;
    POINT_MOTION_TYPE     = 8,                              // PointMovementGenerator.h&lt;br /&gt;
    FLEEING_MOTION_TYPE   = 9,                              // FleeingMovementGenerator.h&lt;br /&gt;
    DISTRACT_MOTION_TYPE  = 10,                             // IdleMovementGenerator.h&lt;br /&gt;
    ASSISTANCE_MOTION_TYPE= 11,                             // PointMovementGenerator.h (first part of flee for assistance)&lt;br /&gt;
    ASSISTANCE_DISTRACT_MOTION_TYPE = 12,                   // IdleMovementGenerator.h (second part of flee for assistance)&lt;br /&gt;
    TIMED_FLEEING_MOTION_TYPE = 13,                         // FleeingMovementGenerator.h (alt.second part of flee for assistance)&lt;br /&gt;
    FOLLOW_MOTION_TYPE    = 14,&lt;br /&gt;
    FETCH_MOTION_TYPE     = 15,&lt;br /&gt;
    ROTATE_MOTION_TYPE    = 16,&lt;br /&gt;
    EFFECT_MOTION_TYPE    = 17,&lt;br /&gt;
    NULL_MOTION_TYPE      = 18,&lt;br /&gt;
    MAX_MOTION_TYPE,&lt;br /&gt;
};&lt;/div&gt;</summary>
		<author><name>Whoop</name></author>
	</entry>
	<entry>
		<id>https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=543</id>
		<title>Conditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=543"/>
		<updated>2020-11-02T11:36:00Z</updated>

		<summary type="html">&lt;p&gt;Whoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The `conditions` table&lt;br /&gt;
This table allows you to define conditions for various systems - Gossip, loot etc.&lt;br /&gt;
 &amp;lt;strong&amp;gt;Structure&amp;lt;/strong&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Field&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Type&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Attributes&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Key&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Null&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Default&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Extra&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Comment&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SourceTypeOrReferenceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceEntry&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ElseGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTypeOrReference&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTarget&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue1&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue2&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue3&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NegativeCondition&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorType&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorTextId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ScriptName&lt;br /&gt;
|char(64)&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comment&lt;br /&gt;
|varchar(255)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== SourceTypeOrReferenceId ====&lt;br /&gt;
    CONDITION_SOURCE_TYPE_NONE                           = 0,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE         = 1,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE       = 2,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE          = 3,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE       = 4,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE             = 5,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE             = 6,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE          = 7,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE    = 8,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE      = 9,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE        = 10,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE         = 11,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE            = 12,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET          = 13,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GOSSIP_MENU                    = 14,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION             = 15,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE      = 16,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL                          = 17,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT              = 18,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_QUEST_ACCEPT                   = 19,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK                = 20,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_VEHICLE_SPELL                  = 21,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SMART_EVENT                    = 22,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PHASE_DEFINITION               = 23,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_PROC                     = 24,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_NPC_VENDOR                     = 25,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION             = 26,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE            = 27,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_VIGNETTE                       = 28,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SEAMLESS_TELEPORT              = 29,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_LOOT_ITEM                      = 30,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_WORLD_LOOT_TEMPLATE            = 31,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_CHOICE                  = 32,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_CHOICE_RESPONS          = 33,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_WORLD_STATE                    = 34,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_ACTIONS                 = 35,      //SourceEntry - id (options_param из player_actions)&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MAX                            = 36  //MAX&lt;br /&gt;
&lt;br /&gt;
==== ConditionTypeOrReference ====	&lt;br /&gt;
 CONDITION_NONE                		= 0, 		//0                0              0          	always true&lt;br /&gt;
 CONDITION_AURA                		= 1, 		//spell_id         effindex       use target?	true if player (or target, if value3) has aura of spell_id with effect effindex&lt;br /&gt;
 CONDITION_ITEM                		= 2, 		//item_id          count          bank       	true if has #count of item_ids (if &#039;bank&#039; is set it searches in bank slots too)&lt;br /&gt;
 CONDITION_ITEM_EQUIPPED       		= 3, 		//item_id          0              0          	true if has item_id equipped&lt;br /&gt;
 CONDITION_ZONEID              		= 4, 		//zone_id          0              0          	true if in zone_id&lt;br /&gt;
 CONDITION_REPUTATION_RANK     		= 5, 		//faction_id       rankMask       0          	true if has min_rank for faction_id&lt;br /&gt;
 CONDITION_TEAM                		= 6, 		//player_team      0,             0          	469 - Alliance, 67 - Horde)&lt;br /&gt;
 CONDITION_SKILL               		= 7, 		//skill_id         skill_value    0          	true if has skill_value for skill_id&lt;br /&gt;
 CONDITION_QUESTREWARDED       		= 8, 		//quest_id         0              0          	true if quest_id was rewarded before&lt;br /&gt;
 CONDITION_QUESTTAKEN          		= 9, 		//quest_id         multiple       0          	true while quest active. if multiple = 1 condition will be check for QUEST_STATUS_INCOMPLETE&lt;br /&gt;
 CONDITION_DRUNKENSTATE        		= 10,		//DrunkenState     0,             0          	true if player is drunk enough&lt;br /&gt;
 CONDITION_WORLD_STATE         		= 11,		//index            value          0          	true if world has the value for the index&lt;br /&gt;
 CONDITION_ACTIVE_EVENT        		= 12,		//event_id         0              0          	true if event is active&lt;br /&gt;
 CONDITION_INSTANCE_INFO       		= 13,		//entry            data           0          	true if data is set in current instance&lt;br /&gt;
 CONDITION_QUEST_NONE          		= 14,		//quest_id         0              0          	true if doesn&#039;t have quest saved&lt;br /&gt;
 CONDITION_CLASS               		= 15,		//class            0              0          	true if player&#039;s class is equal to class&lt;br /&gt;
 CONDITION_RACE                		= 16,		//race             0              0          	true if player&#039;s race is equal to race&lt;br /&gt;
 CONDITION_ACHIEVEMENT         		= 17,		//achievement_id   0              0          	true if achievement is complete&lt;br /&gt;
 CONDITION_TITLE               		= 18,		//title id         0              0          	true if player has title&lt;br /&gt;
 CONDITION_SPAWNMASK           		= 19,		//spawnMask        0              0		     	&lt;br /&gt;
 CONDITION_GENDER              		= 20,		//gender           0              0          	true if player&#039;s gender is equal to gender&lt;br /&gt;
 CONDITION_UNUSED_21           		= 21,		//		                                     	&lt;br /&gt;
 CONDITION_MAPID               		= 22,		//map_id           0              0          	true if in map_id&lt;br /&gt;
 CONDITION_AREAID              		= 23,		//area_id          0              0          	true if in area_id&lt;br /&gt;
 CONDITION_UNUSED_24           		= 24,		//		                                     	&lt;br /&gt;
 CONDITION_SPELL               		= 25,		//spell_id         0              0          	true if player has learned spell&lt;br /&gt;
 CONDITION_PHASEMASK           		= 26,		//phasemask        0              0          	true if object is in phasemask&lt;br /&gt;
 CONDITION_LEVEL               		= 27,		//level            ComparisonType 0          	true if unit&#039;s level is equal to param1 (param2 can modify the statement)&lt;br /&gt;
 CONDITION_QUEST_COMPLETE      		= 28,		//quest_id         0              0          	true if player has quest_id with all objectives complete, but not yet rewarded&lt;br /&gt;
 CONDITION_NEAR_CREATURE       		= 29,		//creature entry   distance       0          	true if there is a creature of entry in range&lt;br /&gt;
 CONDITION_NEAR_GAMEOBJECT     		= 30,		//gameobject entry distance       0          	true if there is a gameobject of entry in range&lt;br /&gt;
 CONDITION_OBJECT_ENTRY_GUID   		= 31,		//TypeID           entry          guid       	true if object is type TypeID and the entry is 0 or matches entry of the object&lt;br /&gt;
 CONDITION_TYPE_MASK           		= 32,		//TypeMask         0              0          	true if object is type object&#039;s TypeMask matches provided TypeMask&lt;br /&gt;
 CONDITION_RELATION_TO         		= 33,		//ConditionTarget  RelationType   0          	true if object is in given relation with object specified by ConditionTarget&lt;br /&gt;
 CONDITION_REACTION_TO         		= 34,		//ConditionTarget  rankMask       0          	true if object&#039;s reaction matches rankMask object specified by ConditionTarget&lt;br /&gt;
 CONDITION_DISTANCE_TO         		= 35,		//ConditionTarget  distance       Comparison 	Type true if object and ConditionTarget are within distance given by parameters&lt;br /&gt;
 CONDITION_ALIVE               		= 36,		//0                0              0          	true if unit is alive&lt;br /&gt;
 CONDITION_HP_VAL              		= 37,		//hpVal            ComparisonType 0          	true if unit&#039;s hp matches given value&lt;br /&gt;
 CONDITION_HP_PCT              		= 38,		//hpPct            ComparisonType 0          	true if unit&#039;s hp matches given pct&lt;br /&gt;
 CONDITION_AREA_EXPLORED       		= 39,		//AreaID	&lt;br /&gt;
 CONDITION_SCENE_SEEN          		= 40,		//SceneID	&lt;br /&gt;
 CONDITION_QUEST_OBJECTIVE_DONE		= 41,		//QuestID          ObjectiveID    Count	&lt;br /&gt;
 CONDITION_SCENE_TRIGER_EVENT  		= 42,		//SceneID	&lt;br /&gt;
 CONDITION_GARRRISON_BUILDING  		= 43,		//BuildingType     minLvl	&lt;br /&gt;
 CONDITION_SCENARION_STEP      		= 44,		//ScenarioID       stepID                    	                                                                                          ----------------- NEW ------------&lt;br /&gt;
 CONDITION_REALM_ACHIEVEMENT   		= 45,		// achievement_id   0              0         	true if realm achievement is complete&lt;br /&gt;
 CONDITION_IN_WATER            		= 46,		// 0                0              0         	true if unit in water&lt;br /&gt;
 CONDITION_TERRAIN_SWAP        		= 47,		// terrainSwap      0              0         	true if object is in terrainswap&lt;br /&gt;
 CONDITION_STAND_STATE         		= 48,		// stateType        state          0         	true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)&lt;br /&gt;
 CONDITION_CLASS_HALL_ADVANCEME		= 49,		// talentID         0              0         	true if learned talent at class hall.&lt;br /&gt;
 CONDITION_CURRENCY            		= 50,		// currency_id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_CRITERIA            		= 51,		// criteriatree_id  0              0         	true if Criteria is complete&lt;br /&gt;
 CONDITION_CRITERIA_TREE       		= 52,		// criteriatree_id  0              0         	true if CriteriaTree is complete&lt;br /&gt;
 CONDITION_MODIFIER_TREE       		= 53,		// modifiertree_id  0              0         	true if ModifierTree is complete&lt;br /&gt;
 CONDITION_ARTIFACT_LEVEL      		= 54,		// itemEntry        minLevel       maxLevel  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_SPEC_ID             		= 55,		// specId           0              0         	true if in current spec&lt;br /&gt;
 CONDITION_ON_TRANSPORT        		= 56,		//                                           	true if on vehicle&lt;br /&gt;
 CONDITION_ARTIFACT_POWER      		= 57,		// itemEntry or 0   minPower       maxPower  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_CURRENCY_ON_WEEK    		= 58,		// currency id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_WORLD_QUEST         		= 60,		// quest id         0             0          	true if world quest active&lt;br /&gt;
 CONDITION_HAS_POWER           		= 61,		// PowerType        &amp;gt; this         &amp;lt; this    	true if power &amp;gt; or power &amp;lt; if set&lt;br /&gt;
 CONDITION_GAMEMASTER          		= 62,		// 0                0              0         	true if player is GameMaster&lt;br /&gt;
 CONDITION_HAS_EMOTE_STATE     		= 63,		// 0                0              0         	true if has EmoteState&lt;br /&gt;
 CONDITION_IN_COMBAT           		= 64,		// 0                0              0         	true if in combat&lt;br /&gt;
 CONDITION_GET_AMOUNT_STACK_AUR		= 65,		// 0                0              0         	true if has aura count&lt;br /&gt;
 CONDITION_TIMEWALKING         		= 66,		// 0                0              0         	true if player is in timewalking.&lt;br /&gt;
 CONDITION_ACOUNT_QUEST        		= 67,		// quest_id         0              0         	true if quest_id was rewarded on any char account&lt;br /&gt;
 CONDITION_GET_AURA_MAX_DURATIO		= 68,		// aura             value          0         	true if max duration of aura == value.&lt;br /&gt;
 CONDITION_IF_HAS_SUMMON       		= 69,		// npcId            0              0         	true if unit has summmon&lt;br /&gt;
 CONDITION_HAS_QUEST_MULTI              = 70,           // QuestId          1\0 complete   1\0 rewarded       true if quest is incomplete. if value2 = 1 - quest is incomplete and complete. if value3 = 1 - quest is incomplete, complete and rewarded&lt;br /&gt;
 CONDITION_HAS_BYTES_1                  = 71,           // bytes1&lt;br /&gt;
 CONDITION_HAS_SPELL_COOLDOWN           = 72,           // spellId&lt;br /&gt;
 CONDITION_WORLD_QUEST_REWARDED         = 73,           // QuestId                                            true if world quest rewarded.&lt;br /&gt;
 CONDITION_GO_TYPE                      = 74,           // TypeId                                             true if get go type id&lt;br /&gt;
 CONDITION_HAS_PASSENGER                = 75,           // SeatId                                             true if has passenger in seatId&lt;br /&gt;
 CONDITION_HAS_AURA                     = 76,           // SpellId                                            true if has has aura&lt;br /&gt;
 CONDITION_MAX_LEVEL                    = 77,           // 0                                                  true if player has max level.&lt;br /&gt;
 CONDITION_REPUTATION                   = 78,           // FactionID        value          ComparisonType     true if player has reputation is equal to param1 (param3 can modify the statement 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). &lt;br /&gt;
 CONDITION_QUEST_COMPLETITION           = 79,           // QuestId                                            true if player set quest completition&lt;br /&gt;
 CONDITION_GUID_SPEAKING                = 80,           // 0                                                  true if guid have true in isSpeaking&lt;br /&gt;
 CONDITION_SCENARIO_ID                  = 81,           // ScenarioID&lt;br /&gt;
    &lt;br /&gt;
=== Explanation of condition types ===&lt;br /&gt;
The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Only used in Reference Templates! See below.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12&amp;lt;/strong&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceGroup: loot entry (&amp;lt;/strong&amp;gt;_loot_template.Entry or Reference_loot_template.Entry) &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceEntry: item id (&amp;lt;/strong&amp;gt;_loot_template.Item or Reference_loot_template.Item)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don&#039;t use wowhead to get number of effects, data from wowhead sometimes doesn&#039;t match real effect number)&lt;br /&gt;
** SourceEntry: spell (Spell Id from  Spell DBC file.)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Potential target of the spell&lt;br /&gt;
*** 1 - Caster of the spell&lt;br /&gt;
Notes:&lt;br /&gt;
* 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: &amp;lt;em&amp;gt;AREA&amp;lt;/em&amp;gt;, &amp;lt;em&amp;gt;NEARBY&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;CONE&amp;lt;/em&amp;gt; are allowed to be filtered. This source type affects only targets selected by spell, it doesn&#039;t affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL.&lt;br /&gt;
* to restrict targets to player&#039;s only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;re looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu.entry)&lt;br /&gt;
** SourceEntry: gossip menu text id (gossip_menu.text_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu_option.menu_id)&lt;br /&gt;
** SourceEntry: gossip menu option id (gossip_menu_option.id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: creature entry (creature_template.entry)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player riding a vehicle&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted of the vehicle if the player leaves that area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Caster of the spell&lt;br /&gt;
*** 1 - Explicit target of the spell (only for spells which take object selected by caster into account)&lt;br /&gt;
Notes:&lt;br /&gt;
* this source type allows you to define caster/explicit target requirements for spell to be cast.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;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)&lt;br /&gt;
* 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.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (npc_spellclick_spells.npc_entry)&lt;br /&gt;
** SourceEntry: spell (npc_spellclick_spells.spell_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Clicker&lt;br /&gt;
*** 1 - Spellclick target (clickee)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (creature_template.entry)&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which spell bar is shown&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: it will show or hide spells in vehicle spell bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SMART_EVENT = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: Id (smart_scripts.id) + 1&lt;br /&gt;
** SourceEntry: EntryOrGuid (smart_scripts.entryorguid)&lt;br /&gt;
** SourceId: SourceType (smart_scripts.source_type)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Invoker&lt;br /&gt;
*** 1 - Object&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 23&#039;&#039;&#039;&lt;br /&gt;
* SourceGroup: Id (phase_definitions.zoneId)&lt;br /&gt;
* SourceEntry: EntryOrGuid (phase_definitions.entry)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_PROC = 24&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell id of aura which triggers the proc&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Actor&lt;br /&gt;
*** 1 - ActionTarget&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NPC_VENDOR = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: vendor entry (npc_vendor.entry)&lt;br /&gt;
** SourceEntry: item entry (npc_vendor.item)&lt;br /&gt;
** SourceId: always 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION = 26&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE = 27&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_VIGNETTE = 28&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
=== Explanation of ConditionValueX fields ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Never used&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AURA = 1&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: effect index (0-2)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM = 2&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: item count&lt;br /&gt;
** ConditionValue3: in bank? (true=1)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM_EQUIPPED = 3&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ZONEID = 4&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: zone ID where this condition will be true&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REPUTATION_RANK = 5&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: faction template ID (from Faction.dbc)&lt;br /&gt;
** 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.&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TEAM = 6&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: team id (469 - Alliance, 67 - Horde)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SKILL = 7&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: skill required, see SkillLine.dbc&lt;br /&gt;
** ConditionValue2: skill value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTREWARDED = 8&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTTAKEN = 9&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DRUNKENSTATE = 10&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** (Formerly AD_COMMISSION_AURA)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_WORLD_STATE = 11&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: world state index&lt;br /&gt;
** ConditionValue2: world state value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACTIVE_EVENT= 12&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: event entry (game_event.eventEntry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_INSTANCE_INFO = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: entry //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue2: data //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue3: type:&lt;br /&gt;
*** 0 - INSTANCE_INFO_DATA&lt;br /&gt;
*** 1 - INSTANCE_INFO_DATA64&lt;br /&gt;
*** 2 - INSTANCE_INFO_BOSS_STATE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_NONE = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_CLASS = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RACE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: race the player must be. Add flags together for all races condition should be true for. See ChrRaces.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACHIEVEMENT = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TITLE = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: title ID from CharTitles.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPAWNMASK = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spawnMask (see Gameobject.spawnMask/Creature.spawnMask)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_GENDER = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: 0 = Male, 1 = Female, 2 = None&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_UNIT_STATE = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: UnitState (enum) &lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_MAPID = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Map entry&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AREAID = 23&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Area ID&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPELL = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_PHASEMASK = 26&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: phasemask value&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_LEVEL = 27&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Player level&lt;br /&gt;
** ConditionValue2: Optional&lt;br /&gt;
*** 0 = Level must be equal&lt;br /&gt;
*** 1 = Level must be higher&lt;br /&gt;
*** 2 = Level must be lesser&lt;br /&gt;
*** 3 = Level must be equal or higher&lt;br /&gt;
*** 4 = Level must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_COMPLETE = 28&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Quest id&lt;br /&gt;
** ConditionValue2: Always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;Only if player has all quest objectives complete, but not yet rewarded.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_CREATURE = 29&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Creature entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_GAMEOBJECT = 30&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Gameobject entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_OBJECT_ENTRY= 31&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeID - available object types:&lt;br /&gt;
*** 3 - TYPEID_UNIT&lt;br /&gt;
*** 4 - TYPEID_PLAYER&lt;br /&gt;
*** 5 - TYPEID_GAMEOBJECT&lt;br /&gt;
*** 7 - TYPEID_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: Entry&lt;br /&gt;
*** 0 for any object of given type&lt;br /&gt;
*** [&amp;lt;br&amp;gt;Gameobject entry|Gameobject template tc2#entry] for TypeID = TYPEID_GAMEOBJECT&lt;br /&gt;
*** Creature entry for TypeID = TYPEID_UNIT&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TYPE_MASK= 32&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeMask - a bitmask of following object types:&lt;br /&gt;
*** 0x0008 - TYPEMASK_UNIT&lt;br /&gt;
*** 0x0010 - TYPEMASK_PLAYER&lt;br /&gt;
*** 0x0020 - TYPEMASK_GAMEOBJECT&lt;br /&gt;
*** 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RELATION_TO= 33&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.&lt;br /&gt;
*** 0 - RELATION_SELF&lt;br /&gt;
*** 1 - RELATION_IN_PARTY&lt;br /&gt;
*** 2 - RELATION_IN_RAID_OR_PARTY&lt;br /&gt;
*** 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)&lt;br /&gt;
*** 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)&lt;br /&gt;
*** 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REACTION_TO= 34&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are:&lt;br /&gt;
*** 1 - Hated&lt;br /&gt;
*** 2 - Hostile&lt;br /&gt;
*** 4 - Unfriendly&lt;br /&gt;
*** 8 - Neutral&lt;br /&gt;
*** 16 - Friendly&lt;br /&gt;
*** 32 - Honored&lt;br /&gt;
*** 64 - Revered&lt;br /&gt;
*** 128 - Exalted&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DISTANCE_TO= 35&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1.&lt;br /&gt;
** ConditionValue3: ComparisionType:&lt;br /&gt;
*** 0 = distance must be equal to ConditionValue2&lt;br /&gt;
*** 1 = distance must be higher than ConditionValue2&lt;br /&gt;
*** 2 = distance must be lesser than ConditionValue2&lt;br /&gt;
*** 3 = distance must be equal or higher than ConditionValue2&lt;br /&gt;
*** 4 = distance must be equal or lower than ConditionValue2&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ALIVE= 36&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be ALIVE)&lt;br /&gt;
*** 1 (If target needs to be DEAD)&amp;lt;br&amp;gt;&amp;lt;em&amp;gt;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.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_VAL = 37&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = HP must be equal&lt;br /&gt;
*** 1 = HP must be higher&lt;br /&gt;
*** 2 = HP must be lesser&lt;br /&gt;
*** 3 = HP must be equal or higher&lt;br /&gt;
*** 4 = HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_PCT = 38&amp;lt;/strong&amp;gt;&lt;br /&gt;
* &amp;lt;br&amp;gt;&lt;br /&gt;
** ConditionValue1: Percentage of max HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = Percentage of max HP must be equal&lt;br /&gt;
*** 1 = Percentage of max HP must be higher&lt;br /&gt;
*** 2 = Percentage of max HP must be lesser&lt;br /&gt;
*** 3 = Percentage of max HP must be equal or higher&lt;br /&gt;
*** 4 = Percentage of max HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REALM_ACHIEVEMENT = 45&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_IN_WATER = 46&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be on land)&lt;br /&gt;
*** 1 (If target needs to be in water)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;REFERENCE TEMPLATES&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceTypeOrReferenceId : used as negative, for reference ID&lt;br /&gt;
** SourceGroup  : always 0&lt;br /&gt;
** SourceEntry  : always 0&lt;br /&gt;
** ElseGroup  : OR modifier&lt;br /&gt;
** ConditionTypeOrReference: ConditionTypeOrReference&lt;br /&gt;
** ConditionValue1  : see above&lt;br /&gt;
** ConditionValue2  : see above&lt;br /&gt;
** ConditionValue3  : see above&lt;br /&gt;
** ErrorType  : see above&lt;br /&gt;
** ErrorTextId  : see above&lt;br /&gt;
** Comment  : see above &lt;br /&gt;
&#039;&#039;&#039;*CONDITION_GARRRISON_BUILDING&#039;&#039;&#039;&lt;br /&gt;
**ConditionValue1: BuildingTypeID&lt;br /&gt;
**ConditionValue2: minLevel&lt;br /&gt;
__ОБЯЗАТЕЛЬНОЕ_ОГЛАВЛЕНИЕ__&lt;/div&gt;</summary>
		<author><name>Whoop</name></author>
	</entry>
	<entry>
		<id>https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=542</id>
		<title>Conditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=542"/>
		<updated>2020-11-02T11:21:36Z</updated>

		<summary type="html">&lt;p&gt;Whoop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The `conditions` table&lt;br /&gt;
This table allows you to define conditions for various systems - Gossip, loot etc.&lt;br /&gt;
 &amp;lt;strong&amp;gt;Structure&amp;lt;/strong&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Field&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Type&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Attributes&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Key&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Null&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Default&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Extra&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Comment&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SourceTypeOrReferenceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceEntry&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ElseGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTypeOrReference&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTarget&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue1&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue2&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue3&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NegativeCondition&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorType&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorTextId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ScriptName&lt;br /&gt;
|char(64)&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comment&lt;br /&gt;
|varchar(255)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== SourceTypeOrReferenceId ====&lt;br /&gt;
    CONDITION_SOURCE_TYPE_NONE                           = 0,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE         = 1,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE       = 2,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE          = 3,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE       = 4,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE             = 5,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE             = 6,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE          = 7,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE    = 8,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE      = 9,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE        = 10,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE         = 11,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE            = 12,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET          = 13,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GOSSIP_MENU                    = 14,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION             = 15,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE      = 16,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL                          = 17,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT              = 18,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_QUEST_ACCEPT                   = 19,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK                = 20,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_VEHICLE_SPELL                  = 21,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SMART_EVENT                    = 22,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PHASE_DEFINITION               = 23,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SPELL_PROC                     = 24,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_NPC_VENDOR                     = 25,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION             = 26,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE            = 27,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_VIGNETTE                       = 28,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_SEAMLESS_TELEPORT              = 29,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_LOOT_ITEM                      = 30,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_WORLD_LOOT_TEMPLATE            = 31,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_CHOICE                  = 32,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_CHOICE_RESPONS          = 33,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_WORLD_STATE                    = 34,&lt;br /&gt;
    CONDITION_SOURCE_TYPE_PLAYER_ACTIONS                 = 35,      //SourceEntry - id (options_param из player_actions)&lt;br /&gt;
    CONDITION_SOURCE_TYPE_MAX                            = 36  //MAX&lt;br /&gt;
&lt;br /&gt;
==== ConditionTypeOrReference ====	&lt;br /&gt;
 CONDITION_NONE                		= 0, 		//0                0              0          	always true&lt;br /&gt;
 CONDITION_AURA                		= 1, 		//spell_id         effindex       use target?	true if player (or target, if value3) has aura of spell_id with effect effindex&lt;br /&gt;
 CONDITION_ITEM                		= 2, 		//item_id          count          bank       	true if has #count of item_ids (if &#039;bank&#039; is set it searches in bank slots too)&lt;br /&gt;
 CONDITION_ITEM_EQUIPPED       		= 3, 		//item_id          0              0          	true if has item_id equipped&lt;br /&gt;
 CONDITION_ZONEID              		= 4, 		//zone_id          0              0          	true if in zone_id&lt;br /&gt;
 CONDITION_REPUTATION_RANK     		= 5, 		//faction_id       rankMask       0          	true if has min_rank for faction_id&lt;br /&gt;
 CONDITION_TEAM                		= 6, 		//player_team      0,             0          	469 - Alliance, 67 - Horde)&lt;br /&gt;
 CONDITION_SKILL               		= 7, 		//skill_id         skill_value    0          	true if has skill_value for skill_id&lt;br /&gt;
 CONDITION_QUESTREWARDED       		= 8, 		//quest_id         0              0          	true if quest_id was rewarded before&lt;br /&gt;
 CONDITION_QUESTTAKEN          		= 9, 		//quest_id         multiple       0          	true while quest active. if multiple = 1 condition will be check for QUEST_STATUS_INCOMPLETE&lt;br /&gt;
 CONDITION_DRUNKENSTATE        		= 10,		//DrunkenState     0,             0          	true if player is drunk enough&lt;br /&gt;
 CONDITION_WORLD_STATE         		= 11,		//index            value          0          	true if world has the value for the index&lt;br /&gt;
 CONDITION_ACTIVE_EVENT        		= 12,		//event_id         0              0          	true if event is active&lt;br /&gt;
 CONDITION_INSTANCE_INFO       		= 13,		//entry            data           0          	true if data is set in current instance&lt;br /&gt;
 CONDITION_QUEST_NONE          		= 14,		//quest_id         0              0          	true if doesn&#039;t have quest saved&lt;br /&gt;
 CONDITION_CLASS               		= 15,		//class            0              0          	true if player&#039;s class is equal to class&lt;br /&gt;
 CONDITION_RACE                		= 16,		//race             0              0          	true if player&#039;s race is equal to race&lt;br /&gt;
 CONDITION_ACHIEVEMENT         		= 17,		//achievement_id   0              0          	true if achievement is complete&lt;br /&gt;
 CONDITION_TITLE               		= 18,		//title id         0              0          	true if player has title&lt;br /&gt;
 CONDITION_SPAWNMASK           		= 19,		//spawnMask        0              0		     	&lt;br /&gt;
 CONDITION_GENDER              		= 20,		//gender           0              0          	true if player&#039;s gender is equal to gender&lt;br /&gt;
 CONDITION_UNUSED_21           		= 21,		//		                                     	&lt;br /&gt;
 CONDITION_MAPID               		= 22,		//map_id           0              0          	true if in map_id&lt;br /&gt;
 CONDITION_AREAID              		= 23,		//area_id          0              0          	true if in area_id&lt;br /&gt;
 CONDITION_UNUSED_24           		= 24,		//		                                     	&lt;br /&gt;
 CONDITION_SPELL               		= 25,		//spell_id         0              0          	true if player has learned spell&lt;br /&gt;
 CONDITION_PHASEMASK           		= 26,		//phasemask        0              0          	true if object is in phasemask&lt;br /&gt;
 CONDITION_LEVEL               		= 27,		//level            ComparisonType 0          	true if unit&#039;s level is equal to param1 (param2 can modify the statement)&lt;br /&gt;
 CONDITION_QUEST_COMPLETE      		= 28,		//quest_id         0              0          	true if player has quest_id with all objectives complete, but not yet rewarded&lt;br /&gt;
 CONDITION_NEAR_CREATURE       		= 29,		//creature entry   distance       0          	true if there is a creature of entry in range&lt;br /&gt;
 CONDITION_NEAR_GAMEOBJECT     		= 30,		//gameobject entry distance       0          	true if there is a gameobject of entry in range&lt;br /&gt;
 CONDITION_OBJECT_ENTRY_GUID   		= 31,		//TypeID           entry          guid       	true if object is type TypeID and the entry is 0 or matches entry of the object&lt;br /&gt;
 CONDITION_TYPE_MASK           		= 32,		//TypeMask         0              0          	true if object is type object&#039;s TypeMask matches provided TypeMask&lt;br /&gt;
 CONDITION_RELATION_TO         		= 33,		//ConditionTarget  RelationType   0          	true if object is in given relation with object specified by ConditionTarget&lt;br /&gt;
 CONDITION_REACTION_TO         		= 34,		//ConditionTarget  rankMask       0          	true if object&#039;s reaction matches rankMask object specified by ConditionTarget&lt;br /&gt;
 CONDITION_DISTANCE_TO         		= 35,		//ConditionTarget  distance       Comparison 	Type true if object and ConditionTarget are within distance given by parameters&lt;br /&gt;
 CONDITION_ALIVE               		= 36,		//0                0              0          	true if unit is alive&lt;br /&gt;
 CONDITION_HP_VAL              		= 37,		//hpVal            ComparisonType 0          	true if unit&#039;s hp matches given value&lt;br /&gt;
 CONDITION_HP_PCT              		= 38,		//hpPct            ComparisonType 0          	true if unit&#039;s hp matches given pct&lt;br /&gt;
 CONDITION_AREA_EXPLORED       		= 39,		//AreaID	&lt;br /&gt;
 CONDITION_SCENE_SEEN          		= 40,		//SceneID	&lt;br /&gt;
 CONDITION_QUEST_OBJECTIVE_DONE		= 41,		//QuestID          ObjectiveID    Count	&lt;br /&gt;
 CONDITION_SCENE_TRIGER_EVENT  		= 42,		//SceneID	&lt;br /&gt;
 CONDITION_GARRRISON_BUILDING  		= 43,		//BuildingType     minLvl	&lt;br /&gt;
 CONDITION_SCENARION_STEP      		= 44,		//ScenarioID       stepID                    	                                                                                          ----------------- NEW ------------&lt;br /&gt;
 CONDITION_REALM_ACHIEVEMENT   		= 45,		// achievement_id   0              0         	true if realm achievement is complete&lt;br /&gt;
 CONDITION_IN_WATER            		= 46,		// 0                0              0         	true if unit in water&lt;br /&gt;
 CONDITION_TERRAIN_SWAP        		= 47,		// terrainSwap      0              0         	true if object is in terrainswap&lt;br /&gt;
 CONDITION_STAND_STATE         		= 48,		// stateType        state          0         	true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)&lt;br /&gt;
 CONDITION_CLASS_HALL_ADVANCEME		= 49,		// talentID         0              0         	true if learned talent at class hall.&lt;br /&gt;
 CONDITION_CURRENCY            		= 50,		// currency_id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_CRITERIA            		= 51,		// criteriatree_id  0              0         	true if Criteria is complete&lt;br /&gt;
 CONDITION_CRITERIA_TREE       		= 52,		// criteriatree_id  0              0         	true if CriteriaTree is complete&lt;br /&gt;
 CONDITION_MODIFIER_TREE       		= 53,		// modifiertree_id  0              0         	true if ModifierTree is complete&lt;br /&gt;
 CONDITION_ARTIFACT_LEVEL      		= 54,		// itemEntry        minLevel       maxLevel  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_SPEC_ID             		= 55,		// specId           0              0         	true if in current spec&lt;br /&gt;
 CONDITION_ON_TRANSPORT        		= 56,		//                                           	true if on vehicle&lt;br /&gt;
 CONDITION_ARTIFACT_POWER      		= 57,		// itemEntry or 0   minPower       maxPower  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_CURRENCY_ON_WEEK    		= 58,		// currency id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_WORLD_QUEST         		= 60,		// quest id         0             0          	true if world quest active&lt;br /&gt;
 CONDITION_HAS_POWER           		= 61,		// PowerType        &amp;gt; this         &amp;lt; this    	true if power &amp;gt; or power &amp;lt; if set&lt;br /&gt;
 CONDITION_GAMEMASTER          		= 62,		// 0                0              0         	true if player is GameMaster&lt;br /&gt;
 CONDITION_HAS_EMOTE_STATE     		= 63,		// 0                0              0         	true if has EmoteState&lt;br /&gt;
 CONDITION_IN_COMBAT           		= 64,		// 0                0              0         	true if in combat&lt;br /&gt;
 CONDITION_GET_AMOUNT_STACK_AUR		= 65,		// 0                0              0         	true if has aura count&lt;br /&gt;
 CONDITION_TIMEWALKING         		= 66,		// 0                0              0         	true if player is in timewalking.&lt;br /&gt;
 CONDITION_ACOUNT_QUEST        		= 67,		// quest_id         0              0         	true if quest_id was rewarded on any char account&lt;br /&gt;
 CONDITION_GET_AURA_MAX_DURATIO		= 68,		// aura             value          0         	true if max duration of aura == value.&lt;br /&gt;
 CONDITION_IF_HAS_SUMMON       		= 69,		// npcId            0              0         	true if unit has summmon&lt;br /&gt;
 CONDITION_HAS_QUEST_MULTI              = 70,           // QuestId          1\0 complete   1\0 rewarded       true if quest is incomplete. if value2 = 1 - quest is incomplete and complete. if value3 = 1 - quest is incomplete, complete and rewarded&lt;br /&gt;
 CONDITION_HAS_BYTES_1                  = 71,           // bytes1&lt;br /&gt;
 CONDITION_HAS_SPELL_COOLDOWN           = 72,           // spellId&lt;br /&gt;
 CONDITION_WORLD_QUEST_REWARDED         = 73,           // QuestId                                            true if world quest rewarded.&lt;br /&gt;
 CONDITION_GO_TYPE                      = 74,           // TypeId                                             true if get go type id&lt;br /&gt;
 CONDITION_HAS_PASSENGER                = 75,           // SeatId                                             true if has passenger in seatId&lt;br /&gt;
 CONDITION_HAS_AURA                     = 76,           // SpellId                                            true if has has aura&lt;br /&gt;
 CONDITION_MAX_LEVEL                    = 77,           // 0                                                  true if player has max level.&lt;br /&gt;
 CONDITION_REPUTATION                   = 78,           // FactionID        value          ComparisonType     true if player has reputation is equal to param1 (param3 can modify the statement 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). &lt;br /&gt;
 CONDITION_QUEST_COMPLETITION           = 79,           // QuestId                                            true if player set quest completition&lt;br /&gt;
&lt;br /&gt;
=== Explanation of condition types ===&lt;br /&gt;
The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Only used in Reference Templates! See below.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12&amp;lt;/strong&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceGroup: loot entry (&amp;lt;/strong&amp;gt;_loot_template.Entry or Reference_loot_template.Entry) &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceEntry: item id (&amp;lt;/strong&amp;gt;_loot_template.Item or Reference_loot_template.Item)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don&#039;t use wowhead to get number of effects, data from wowhead sometimes doesn&#039;t match real effect number)&lt;br /&gt;
** SourceEntry: spell (Spell Id from  Spell DBC file.)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Potential target of the spell&lt;br /&gt;
*** 1 - Caster of the spell&lt;br /&gt;
Notes:&lt;br /&gt;
* 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: &amp;lt;em&amp;gt;AREA&amp;lt;/em&amp;gt;, &amp;lt;em&amp;gt;NEARBY&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;CONE&amp;lt;/em&amp;gt; are allowed to be filtered. This source type affects only targets selected by spell, it doesn&#039;t affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL.&lt;br /&gt;
* to restrict targets to player&#039;s only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;re looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu.entry)&lt;br /&gt;
** SourceEntry: gossip menu text id (gossip_menu.text_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu_option.menu_id)&lt;br /&gt;
** SourceEntry: gossip menu option id (gossip_menu_option.id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: creature entry (creature_template.entry)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player riding a vehicle&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted of the vehicle if the player leaves that area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Caster of the spell&lt;br /&gt;
*** 1 - Explicit target of the spell (only for spells which take object selected by caster into account)&lt;br /&gt;
Notes:&lt;br /&gt;
* this source type allows you to define caster/explicit target requirements for spell to be cast.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;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)&lt;br /&gt;
* 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.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (npc_spellclick_spells.npc_entry)&lt;br /&gt;
** SourceEntry: spell (npc_spellclick_spells.spell_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Clicker&lt;br /&gt;
*** 1 - Spellclick target (clickee)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (creature_template.entry)&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which spell bar is shown&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: it will show or hide spells in vehicle spell bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SMART_EVENT = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: Id (smart_scripts.id) + 1&lt;br /&gt;
** SourceEntry: EntryOrGuid (smart_scripts.entryorguid)&lt;br /&gt;
** SourceId: SourceType (smart_scripts.source_type)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Invoker&lt;br /&gt;
*** 1 - Object&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 23&#039;&#039;&#039;&lt;br /&gt;
* SourceGroup: Id (phase_definitions.zoneId)&lt;br /&gt;
* SourceEntry: EntryOrGuid (phase_definitions.entry)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_PROC = 24&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell id of aura which triggers the proc&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Actor&lt;br /&gt;
*** 1 - ActionTarget&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NPC_VENDOR = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: vendor entry (npc_vendor.entry)&lt;br /&gt;
** SourceEntry: item entry (npc_vendor.item)&lt;br /&gt;
** SourceId: always 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION = 26&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE = 27&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_VIGNETTE = 28&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
=== Explanation of ConditionValueX fields ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Never used&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AURA = 1&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: effect index (0-2)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM = 2&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: item count&lt;br /&gt;
** ConditionValue3: in bank? (true=1)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM_EQUIPPED = 3&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ZONEID = 4&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: zone ID where this condition will be true&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REPUTATION_RANK = 5&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: faction template ID (from Faction.dbc)&lt;br /&gt;
** 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.&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TEAM = 6&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: team id (469 - Alliance, 67 - Horde)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SKILL = 7&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: skill required, see SkillLine.dbc&lt;br /&gt;
** ConditionValue2: skill value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTREWARDED = 8&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTTAKEN = 9&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DRUNKENSTATE = 10&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** (Formerly AD_COMMISSION_AURA)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_WORLD_STATE = 11&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: world state index&lt;br /&gt;
** ConditionValue2: world state value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACTIVE_EVENT= 12&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: event entry (game_event.eventEntry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_INSTANCE_INFO = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: entry //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue2: data //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue3: type:&lt;br /&gt;
*** 0 - INSTANCE_INFO_DATA&lt;br /&gt;
*** 1 - INSTANCE_INFO_DATA64&lt;br /&gt;
*** 2 - INSTANCE_INFO_BOSS_STATE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_NONE = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_CLASS = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RACE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: race the player must be. Add flags together for all races condition should be true for. See ChrRaces.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACHIEVEMENT = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TITLE = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: title ID from CharTitles.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPAWNMASK = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spawnMask (see Gameobject.spawnMask/Creature.spawnMask)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_GENDER = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: 0 = Male, 1 = Female, 2 = None&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_UNIT_STATE = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: UnitState (enum) &lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_MAPID = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Map entry&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AREAID = 23&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Area ID&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPELL = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_PHASEMASK = 26&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: phasemask value&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_LEVEL = 27&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Player level&lt;br /&gt;
** ConditionValue2: Optional&lt;br /&gt;
*** 0 = Level must be equal&lt;br /&gt;
*** 1 = Level must be higher&lt;br /&gt;
*** 2 = Level must be lesser&lt;br /&gt;
*** 3 = Level must be equal or higher&lt;br /&gt;
*** 4 = Level must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_COMPLETE = 28&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Quest id&lt;br /&gt;
** ConditionValue2: Always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;Only if player has all quest objectives complete, but not yet rewarded.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_CREATURE = 29&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Creature entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_GAMEOBJECT = 30&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Gameobject entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_OBJECT_ENTRY= 31&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeID - available object types:&lt;br /&gt;
*** 3 - TYPEID_UNIT&lt;br /&gt;
*** 4 - TYPEID_PLAYER&lt;br /&gt;
*** 5 - TYPEID_GAMEOBJECT&lt;br /&gt;
*** 7 - TYPEID_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: Entry&lt;br /&gt;
*** 0 for any object of given type&lt;br /&gt;
*** [&amp;lt;br&amp;gt;Gameobject entry|Gameobject template tc2#entry] for TypeID = TYPEID_GAMEOBJECT&lt;br /&gt;
*** Creature entry for TypeID = TYPEID_UNIT&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TYPE_MASK= 32&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeMask - a bitmask of following object types:&lt;br /&gt;
*** 0x0008 - TYPEMASK_UNIT&lt;br /&gt;
*** 0x0010 - TYPEMASK_PLAYER&lt;br /&gt;
*** 0x0020 - TYPEMASK_GAMEOBJECT&lt;br /&gt;
*** 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RELATION_TO= 33&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.&lt;br /&gt;
*** 0 - RELATION_SELF&lt;br /&gt;
*** 1 - RELATION_IN_PARTY&lt;br /&gt;
*** 2 - RELATION_IN_RAID_OR_PARTY&lt;br /&gt;
*** 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)&lt;br /&gt;
*** 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)&lt;br /&gt;
*** 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REACTION_TO= 34&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are:&lt;br /&gt;
*** 1 - Hated&lt;br /&gt;
*** 2 - Hostile&lt;br /&gt;
*** 4 - Unfriendly&lt;br /&gt;
*** 8 - Neutral&lt;br /&gt;
*** 16 - Friendly&lt;br /&gt;
*** 32 - Honored&lt;br /&gt;
*** 64 - Revered&lt;br /&gt;
*** 128 - Exalted&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DISTANCE_TO= 35&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1.&lt;br /&gt;
** ConditionValue3: ComparisionType:&lt;br /&gt;
*** 0 = distance must be equal to ConditionValue2&lt;br /&gt;
*** 1 = distance must be higher than ConditionValue2&lt;br /&gt;
*** 2 = distance must be lesser than ConditionValue2&lt;br /&gt;
*** 3 = distance must be equal or higher than ConditionValue2&lt;br /&gt;
*** 4 = distance must be equal or lower than ConditionValue2&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ALIVE= 36&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be ALIVE)&lt;br /&gt;
*** 1 (If target needs to be DEAD)&amp;lt;br&amp;gt;&amp;lt;em&amp;gt;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.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_VAL = 37&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = HP must be equal&lt;br /&gt;
*** 1 = HP must be higher&lt;br /&gt;
*** 2 = HP must be lesser&lt;br /&gt;
*** 3 = HP must be equal or higher&lt;br /&gt;
*** 4 = HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_PCT = 38&amp;lt;/strong&amp;gt;&lt;br /&gt;
* &amp;lt;br&amp;gt;&lt;br /&gt;
** ConditionValue1: Percentage of max HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = Percentage of max HP must be equal&lt;br /&gt;
*** 1 = Percentage of max HP must be higher&lt;br /&gt;
*** 2 = Percentage of max HP must be lesser&lt;br /&gt;
*** 3 = Percentage of max HP must be equal or higher&lt;br /&gt;
*** 4 = Percentage of max HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REALM_ACHIEVEMENT = 45&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_IN_WATER = 46&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be on land)&lt;br /&gt;
*** 1 (If target needs to be in water)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;REFERENCE TEMPLATES&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceTypeOrReferenceId : used as negative, for reference ID&lt;br /&gt;
** SourceGroup  : always 0&lt;br /&gt;
** SourceEntry  : always 0&lt;br /&gt;
** ElseGroup  : OR modifier&lt;br /&gt;
** ConditionTypeOrReference: ConditionTypeOrReference&lt;br /&gt;
** ConditionValue1  : see above&lt;br /&gt;
** ConditionValue2  : see above&lt;br /&gt;
** ConditionValue3  : see above&lt;br /&gt;
** ErrorType  : see above&lt;br /&gt;
** ErrorTextId  : see above&lt;br /&gt;
** Comment  : see above &lt;br /&gt;
&#039;&#039;&#039;*CONDITION_GARRRISON_BUILDING&#039;&#039;&#039;&lt;br /&gt;
**ConditionValue1: BuildingTypeID&lt;br /&gt;
**ConditionValue2: minLevel&lt;br /&gt;
__ОБЯЗАТЕЛЬНОЕ_ОГЛАВЛЕНИЕ__&lt;/div&gt;</summary>
		<author><name>Whoop</name></author>
	</entry>
	<entry>
		<id>https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=463</id>
		<title>Conditions</title>
		<link rel="alternate" type="text/html" href="https://wiki.uwow.biz/index.php?title=Conditions&amp;diff=463"/>
		<updated>2019-05-10T09:29:27Z</updated>

		<summary type="html">&lt;p&gt;Whoop: /* ConditionTypeOrReference */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The `conditions` table&lt;br /&gt;
This table allows you to define conditions for various systems - Gossip, loot etc.&lt;br /&gt;
 &amp;lt;strong&amp;gt;Structure&amp;lt;/strong&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Field&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Type&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Attributes&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Key&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Null&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Default&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Extra&amp;lt;/strong&amp;gt;&lt;br /&gt;
!&amp;lt;strong&amp;gt;Comment&amp;lt;/strong&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SourceTypeOrReferenceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceEntry&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SourceId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ElseGroup&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTypeOrReference&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|signed&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionTarget&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue1&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue2&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ConditionValue3&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|PRI&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|NegativeCondition&lt;br /&gt;
|tinyint(3)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorType&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ErrorTextId&lt;br /&gt;
|mediumint(8)&lt;br /&gt;
|unsigned&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ScriptName&lt;br /&gt;
|char(64)&lt;br /&gt;
|signed&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Comment&lt;br /&gt;
|varchar(255)&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|NO&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== SourceTypeOrReferenceId ====&lt;br /&gt;
     CONDITION_SOURCE_TYPE_NONE                           = 0,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE         = 1,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE       = 2,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE          = 3,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE       = 4,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE             = 5,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE             = 6,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE          = 7,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE    = 8,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE      = 9,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE        = 10,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE         = 11,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE            = 12,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET          = 13,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_GOSSIP_MENU                    = 14,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION             = 15,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE      = 16,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SPELL                          = 17,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT              = 18,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_QUEST_ACCEPT                   = 19,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK                = 20,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_VEHICLE_SPELL                  = 21,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SMART_EVENT                    = 22,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_PHASE_DEFINITION               = 23,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_SPELL_PROC                     = 24,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_NPC_VENDOR                     = 25,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION             = 26,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE            = 27,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_VIGNETTE                       = 28,&lt;br /&gt;
     CONDITION_SOURCE_TYPE_MAX                            = 29 &lt;br /&gt;
&lt;br /&gt;
==== ConditionTypeOrReference ====	&lt;br /&gt;
 CONDITION_NONE                		= 0, 		//0                0              0          	always true&lt;br /&gt;
 CONDITION_AURA                		= 1, 		//spell_id         effindex       use target?	true if player (or target, if value3) has aura of spell_id with effect effindex&lt;br /&gt;
 CONDITION_ITEM                		= 2, 		//item_id          count          bank       	true if has #count of item_ids (if &#039;bank&#039; is set it searches in bank slots too)&lt;br /&gt;
 CONDITION_ITEM_EQUIPPED       		= 3, 		//item_id          0              0          	true if has item_id equipped&lt;br /&gt;
 CONDITION_ZONEID              		= 4, 		//zone_id          0              0          	true if in zone_id&lt;br /&gt;
 CONDITION_REPUTATION_RANK     		= 5, 		//faction_id       rankMask       0          	true if has min_rank for faction_id&lt;br /&gt;
 CONDITION_TEAM                		= 6, 		//player_team      0,             0          	469 - Alliance, 67 - Horde)&lt;br /&gt;
 CONDITION_SKILL               		= 7, 		//skill_id         skill_value    0          	true if has skill_value for skill_id&lt;br /&gt;
 CONDITION_QUESTREWARDED       		= 8, 		//quest_id         0              0          	true if quest_id was rewarded before&lt;br /&gt;
 CONDITION_QUESTTAKEN          		= 9, 		//quest_id         multiple       0          	true while quest active. if multiple = 1 condition will be check for QUEST_STATUS_INCOMPLETE&lt;br /&gt;
 CONDITION_DRUNKENSTATE        		= 10,		//DrunkenState     0,             0          	true if player is drunk enough&lt;br /&gt;
 CONDITION_WORLD_STATE         		= 11,		//index            value          0          	true if world has the value for the index&lt;br /&gt;
 CONDITION_ACTIVE_EVENT        		= 12,		//event_id         0              0          	true if event is active&lt;br /&gt;
 CONDITION_INSTANCE_INFO       		= 13,		//entry            data           0          	true if data is set in current instance&lt;br /&gt;
 CONDITION_QUEST_NONE          		= 14,		//quest_id         0              0          	true if doesn&#039;t have quest saved&lt;br /&gt;
 CONDITION_CLASS               		= 15,		//class            0              0          	true if player&#039;s class is equal to class&lt;br /&gt;
 CONDITION_RACE                		= 16,		//race             0              0          	true if player&#039;s race is equal to race&lt;br /&gt;
 CONDITION_ACHIEVEMENT         		= 17,		//achievement_id   0              0          	true if achievement is complete&lt;br /&gt;
 CONDITION_TITLE               		= 18,		//title id         0              0          	true if player has title&lt;br /&gt;
 CONDITION_SPAWNMASK           		= 19,		//spawnMask        0              0		     	&lt;br /&gt;
 CONDITION_GENDER              		= 20,		//gender           0              0          	true if player&#039;s gender is equal to gender&lt;br /&gt;
 CONDITION_UNUSED_21           		= 21,		//		                                     	&lt;br /&gt;
 CONDITION_MAPID               		= 22,		//map_id           0              0          	true if in map_id&lt;br /&gt;
 CONDITION_AREAID              		= 23,		//area_id          0              0          	true if in area_id&lt;br /&gt;
 CONDITION_UNUSED_24           		= 24,		//		                                     	&lt;br /&gt;
 CONDITION_SPELL               		= 25,		//spell_id         0              0          	true if player has learned spell&lt;br /&gt;
 CONDITION_PHASEMASK           		= 26,		//phasemask        0              0          	true if object is in phasemask&lt;br /&gt;
 CONDITION_LEVEL               		= 27,		//level            ComparisonType 0          	true if unit&#039;s level is equal to param1 (param2 can modify the statement)&lt;br /&gt;
 CONDITION_QUEST_COMPLETE      		= 28,		//quest_id         0              0          	true if player has quest_id with all objectives complete, but not yet rewarded&lt;br /&gt;
 CONDITION_NEAR_CREATURE       		= 29,		//creature entry   distance       0          	true if there is a creature of entry in range&lt;br /&gt;
 CONDITION_NEAR_GAMEOBJECT     		= 30,		//gameobject entry distance       0          	true if there is a gameobject of entry in range&lt;br /&gt;
 CONDITION_OBJECT_ENTRY_GUID   		= 31,		//TypeID           entry          guid       	true if object is type TypeID and the entry is 0 or matches entry of the object&lt;br /&gt;
 CONDITION_TYPE_MASK           		= 32,		//TypeMask         0              0          	true if object is type object&#039;s TypeMask matches provided TypeMask&lt;br /&gt;
 CONDITION_RELATION_TO         		= 33,		//ConditionTarget  RelationType   0          	true if object is in given relation with object specified by ConditionTarget&lt;br /&gt;
 CONDITION_REACTION_TO         		= 34,		//ConditionTarget  rankMask       0          	true if object&#039;s reaction matches rankMask object specified by ConditionTarget&lt;br /&gt;
 CONDITION_DISTANCE_TO         		= 35,		//ConditionTarget  distance       Comparison 	Type true if object and ConditionTarget are within distance given by parameters&lt;br /&gt;
 CONDITION_ALIVE               		= 36,		//0                0              0          	true if unit is alive&lt;br /&gt;
 CONDITION_HP_VAL              		= 37,		//hpVal            ComparisonType 0          	true if unit&#039;s hp matches given value&lt;br /&gt;
 CONDITION_HP_PCT              		= 38,		//hpPct            ComparisonType 0          	true if unit&#039;s hp matches given pct&lt;br /&gt;
 CONDITION_AREA_EXPLORED       		= 39,		//AreaID	&lt;br /&gt;
 CONDITION_SCENE_SEEN          		= 40,		//SceneID	&lt;br /&gt;
 CONDITION_QUEST_OBJECTIVE_DONE		= 41,		//QuestID          ObjectiveID    Count	&lt;br /&gt;
 CONDITION_SCENE_TRIGER_EVENT  		= 42,		//SceneID	&lt;br /&gt;
 CONDITION_GARRRISON_BUILDING  		= 43,		//BuildingType     minLvl	&lt;br /&gt;
 CONDITION_SCENARION_STEP      		= 44,		//ScenarioID       stepID                    	                                                                                          ----------------- NEW ------------&lt;br /&gt;
 CONDITION_REALM_ACHIEVEMENT   		= 45,		// achievement_id   0              0         	true if realm achievement is complete&lt;br /&gt;
 CONDITION_IN_WATER            		= 46,		// 0                0              0         	true if unit in water&lt;br /&gt;
 CONDITION_TERRAIN_SWAP        		= 47,		// terrainSwap      0              0         	true if object is in terrainswap&lt;br /&gt;
 CONDITION_STAND_STATE         		= 48,		// stateType        state          0         	true if unit matches specified sitstate (0,x: has exactly state x; 1,0: any standing state; 1,1: any sitting state;)&lt;br /&gt;
 CONDITION_CLASS_HALL_ADVANCEME		= 49,		// talentID         0              0         	true if learned talent at class hall.&lt;br /&gt;
 CONDITION_CURRENCY            		= 50,		// currency_id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_CRITERIA            		= 51,		// criteriatree_id  0              0         	true if Criteria is complete&lt;br /&gt;
 CONDITION_CRITERIA_TREE       		= 52,		// criteriatree_id  0              0         	true if CriteriaTree is complete&lt;br /&gt;
 CONDITION_MODIFIER_TREE       		= 53,		// modifiertree_id  0              0         	true if ModifierTree is complete&lt;br /&gt;
 CONDITION_ARTIFACT_LEVEL      		= 54,		// itemEntry        minLevel       maxLevel  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_SPEC_ID             		= 55,		// specId           0              0         	true if in current spec&lt;br /&gt;
 CONDITION_ON_TRANSPORT        		= 56,		//                                           	true if on vehicle&lt;br /&gt;
 CONDITION_ARTIFACT_POWER      		= 57,		// itemEntry or 0   minPower       maxPower  	true if in minLevel maxLevel&lt;br /&gt;
 CONDITION_CURRENCY_ON_WEEK    		= 58,		// currency id      countMin       countMax  	true if has #countMin and countMax&lt;br /&gt;
 CONDITION_WORLD_QUEST         		= 60,		// quest id         0             0          	true if world quest active&lt;br /&gt;
 CONDITION_HAS_POWER           		= 61,		// PowerType        &amp;gt; this         &amp;lt; this    	true if power &amp;gt; or power &amp;lt; if set&lt;br /&gt;
 CONDITION_GAMEMASTER          		= 62,		// 0                0              0         	true if player is GameMaster&lt;br /&gt;
 CONDITION_HAS_EMOTE_STATE     		= 63,		// 0                0              0         	true if has EmoteState&lt;br /&gt;
 CONDITION_IN_COMBAT           		= 64,		// 0                0              0         	true if in combat&lt;br /&gt;
 CONDITION_GET_AMOUNT_STACK_AUR		= 65,		// 0                0              0         	true if has aura count&lt;br /&gt;
 CONDITION_TIMEWALKING         		= 66,		// 0                0              0         	true if player is in timewalking.&lt;br /&gt;
 CONDITION_ACOUNT_QUEST        		= 67,		// quest_id         0              0         	true if quest_id was rewarded on any char account&lt;br /&gt;
 CONDITION_GET_AURA_MAX_DURATIO		= 68,		// aura             value          0         	true if max duration of aura == value.&lt;br /&gt;
 CONDITION_IF_HAS_SUMMON       		= 69,		// npcId            0              0         	true if unit has summmon&lt;br /&gt;
&lt;br /&gt;
=== Explanation of condition types ===&lt;br /&gt;
The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Only used in Reference Templates! See below.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12&amp;lt;/strong&amp;gt; &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceGroup: loot entry (&amp;lt;/strong&amp;gt;_loot_template.Entry or Reference_loot_template.Entry) &lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;SourceEntry: item id (&amp;lt;/strong&amp;gt;_loot_template.Item or Reference_loot_template.Item)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don&#039;t use wowhead to get number of effects, data from wowhead sometimes doesn&#039;t match real effect number)&lt;br /&gt;
** SourceEntry: spell (Spell Id from  Spell DBC file.)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Potential target of the spell&lt;br /&gt;
*** 1 - Caster of the spell&lt;br /&gt;
Notes:&lt;br /&gt;
* 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: &amp;lt;em&amp;gt;AREA&amp;lt;/em&amp;gt;, &amp;lt;em&amp;gt;NEARBY&amp;lt;/em&amp;gt; and &amp;lt;em&amp;gt;CONE&amp;lt;/em&amp;gt; are allowed to be filtered. This source type affects only targets selected by spell, it doesn&#039;t affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL.&lt;br /&gt;
* to restrict targets to player&#039;s only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;re looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu.entry)&lt;br /&gt;
** SourceEntry: gossip menu text id (gossip_menu.text_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: gossip menu entry (gossip_menu_option.menu_id)&lt;br /&gt;
** SourceEntry: gossip menu option id (gossip_menu_option.id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which gossip text is shown&lt;br /&gt;
*** 1 - WorldObject providing gossip&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: creature entry (creature_template.entry)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player riding a vehicle&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted of the vehicle if the player leaves that area.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Caster of the spell&lt;br /&gt;
*** 1 - Explicit target of the spell (only for spells which take object selected by caster into account)&lt;br /&gt;
Notes:&lt;br /&gt;
* this source type allows you to define caster/explicit target requirements for spell to be cast.&lt;br /&gt;
* 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.&lt;br /&gt;
* if you&#039;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)&lt;br /&gt;
* 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.&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (npc_spellclick_spells.npc_entry)&lt;br /&gt;
** SourceEntry: spell (npc_spellclick_spells.spell_id)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Clicker&lt;br /&gt;
*** 1 - Spellclick target (clickee)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: ?&lt;br /&gt;
** SourceEntry: Quest id)&lt;br /&gt;
** ConditionTarget: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: creature entry (creature_template.entry)&lt;br /&gt;
** SourceEntry: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Player for which spell bar is shown&lt;br /&gt;
*** 1 - Vehicle creature&lt;br /&gt;
Note: it will show or hide spells in vehicle spell bar.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SMART_EVENT = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: Id (smart_scripts.id) + 1&lt;br /&gt;
** SourceEntry: EntryOrGuid (smart_scripts.entryorguid)&lt;br /&gt;
** SourceId: SourceType (smart_scripts.source_type)&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Invoker&lt;br /&gt;
*** 1 - Object&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 23&#039;&#039;&#039;&lt;br /&gt;
* SourceGroup: Id (phase_definitions.zoneId)&lt;br /&gt;
* SourceEntry: EntryOrGuid (phase_definitions.entry)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_SPELL_PROC = 24&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: always 0&lt;br /&gt;
** SourceEntry: spell id of aura which triggers the proc&lt;br /&gt;
** ConditionTarget:&lt;br /&gt;
*** 0 - Actor&lt;br /&gt;
*** 1 - ActionTarget&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SOURCE_TYPE_NPC_VENDOR = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceGroup: vendor entry (npc_vendor.entry)&lt;br /&gt;
** SourceEntry: item entry (npc_vendor.item)&lt;br /&gt;
** SourceId: always 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION = 26&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE = 27&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;*CONDITION_SOURCE_TYPE_VIGNETTE = 28&#039;&#039;&#039;&lt;br /&gt;
** SourceGroup: &lt;br /&gt;
** SourceEntry: &lt;br /&gt;
** SourceId: &lt;br /&gt;
=== Explanation of ConditionValueX fields ===&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NONE = 0&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;Never used&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AURA = 1&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: effect index (0-2)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM = 2&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: item count&lt;br /&gt;
** ConditionValue3: in bank? (true=1)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ITEM_EQUIPPED = 3&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: item entry (item_template.entry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ZONEID = 4&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: zone ID where this condition will be true&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REPUTATION_RANK = 5&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: faction template ID (from Faction.dbc)&lt;br /&gt;
** 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.&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TEAM = 6&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: team id (469 - Alliance, 67 - Horde)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SKILL = 7&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: skill required, see SkillLine.dbc&lt;br /&gt;
** ConditionValue2: skill value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTREWARDED = 8&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUESTTAKEN = 9&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DRUNKENSTATE = 10&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** (Formerly AD_COMMISSION_AURA)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_WORLD_STATE = 11&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: world state index&lt;br /&gt;
** ConditionValue2: world state value&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACTIVE_EVENT= 12&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: event entry (game_event.eventEntry)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_INSTANCE_INFO = 13&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: entry //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue2: data //see corresponding script source files for more info&lt;br /&gt;
** ConditionValue3: type:&lt;br /&gt;
*** 0 - INSTANCE_INFO_DATA&lt;br /&gt;
*** 1 - INSTANCE_INFO_DATA64&lt;br /&gt;
*** 2 - INSTANCE_INFO_BOSS_STATE&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_NONE = 14&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: (quest_template.id)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_CLASS = 15&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RACE = 16&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: race the player must be. Add flags together for all races condition should be true for. See ChrRaces.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ACHIEVEMENT = 17&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TITLE = 18&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: title ID from CharTitles.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPAWNMASK = 19&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spawnMask (see Gameobject.spawnMask/Creature.spawnMask)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_GENDER = 20&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: 0 = Male, 1 = Female, 2 = None&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_UNIT_STATE = 21&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: UnitState (enum) &lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_MAPID = 22&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Map entry&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_AREAID = 23&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Area ID&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_SPELL = 25&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: spell (Spell Id from Spell.dbc)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_PHASEMASK = 26&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: phasemask value&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_LEVEL = 27&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Player level&lt;br /&gt;
** ConditionValue2: Optional&lt;br /&gt;
*** 0 = Level must be equal&lt;br /&gt;
*** 1 = Level must be higher&lt;br /&gt;
*** 2 = Level must be lesser&lt;br /&gt;
*** 3 = Level must be equal or higher&lt;br /&gt;
*** 4 = Level must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_QUEST_COMPLETE = 28&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Quest id&lt;br /&gt;
** ConditionValue2: Always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;em&amp;gt;Only if player has all quest objectives complete, but not yet rewarded.&amp;lt;/em&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_CREATURE = 29&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Creature entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_NEAR_GAMEOBJECT = 30&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: Gameobject entry&lt;br /&gt;
** ConditionValue2: Distance (yd)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_OBJECT_ENTRY= 31&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeID - available object types:&lt;br /&gt;
*** 3 - TYPEID_UNIT&lt;br /&gt;
*** 4 - TYPEID_PLAYER&lt;br /&gt;
*** 5 - TYPEID_GAMEOBJECT&lt;br /&gt;
*** 7 - TYPEID_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: Entry&lt;br /&gt;
*** 0 for any object of given type&lt;br /&gt;
*** [&amp;lt;br&amp;gt;Gameobject entry|Gameobject template tc2#entry] for TypeID = TYPEID_GAMEOBJECT&lt;br /&gt;
*** Creature entry for TypeID = TYPEID_UNIT&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_TYPE_MASK= 32&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: TypeMask - a bitmask of following object types:&lt;br /&gt;
*** 0x0008 - TYPEMASK_UNIT&lt;br /&gt;
*** 0x0010 - TYPEMASK_PLAYER&lt;br /&gt;
*** 0x0020 - TYPEMASK_GAMEOBJECT&lt;br /&gt;
*** 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit)&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_RELATION_TO= 33&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.&lt;br /&gt;
*** 0 - RELATION_SELF&lt;br /&gt;
*** 1 - RELATION_IN_PARTY&lt;br /&gt;
*** 2 - RELATION_IN_RAID_OR_PARTY&lt;br /&gt;
*** 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)&lt;br /&gt;
*** 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)&lt;br /&gt;
*** 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REACTION_TO= 34&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are:&lt;br /&gt;
*** 1 - Hated&lt;br /&gt;
*** 2 - Hostile&lt;br /&gt;
*** 4 - Unfriendly&lt;br /&gt;
*** 8 - Neutral&lt;br /&gt;
*** 16 - Friendly&lt;br /&gt;
*** 32 - Honored&lt;br /&gt;
*** 64 - Revered&lt;br /&gt;
*** 128 - Exalted&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_DISTANCE_TO= 35&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType.&lt;br /&gt;
** ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1.&lt;br /&gt;
** ConditionValue3: ComparisionType:&lt;br /&gt;
*** 0 = distance must be equal to ConditionValue2&lt;br /&gt;
*** 1 = distance must be higher than ConditionValue2&lt;br /&gt;
*** 2 = distance must be lesser than ConditionValue2&lt;br /&gt;
*** 3 = distance must be equal or higher than ConditionValue2&lt;br /&gt;
*** 4 = distance must be equal or lower than ConditionValue2&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_ALIVE= 36&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be ALIVE)&lt;br /&gt;
*** 1 (If target needs to be DEAD)&amp;lt;br&amp;gt;&amp;lt;em&amp;gt;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.&amp;lt;/em&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_VAL = 37&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = HP must be equal&lt;br /&gt;
*** 1 = HP must be higher&lt;br /&gt;
*** 2 = HP must be lesser&lt;br /&gt;
*** 3 = HP must be equal or higher&lt;br /&gt;
*** 4 = HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_HP_PCT = 38&amp;lt;/strong&amp;gt;&lt;br /&gt;
* &amp;lt;br&amp;gt;&lt;br /&gt;
** ConditionValue1: Percentage of max HP&lt;br /&gt;
** ConditionValue2: ComparisionType:&lt;br /&gt;
*** 0 = Percentage of max HP must be equal&lt;br /&gt;
*** 1 = Percentage of max HP must be higher&lt;br /&gt;
*** 2 = Percentage of max HP must be lesser&lt;br /&gt;
*** 3 = Percentage of max HP must be equal or higher&lt;br /&gt;
*** 4 = Percentage of max HP must be equal or lower&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_REALM_ACHIEVEMENT = 45&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: achievement ID from Achievement.dbc&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;CONDITION_IN_WATER = 46&amp;lt;/strong&amp;gt;&lt;br /&gt;
** ConditionValue1: always 0&lt;br /&gt;
** ConditionValue2: always 0&lt;br /&gt;
** ConditionValue3: always 0&lt;br /&gt;
** NegativeCondition:&lt;br /&gt;
*** 0 (If target needs to be on land)&lt;br /&gt;
*** 1 (If target needs to be in water)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&amp;lt;strong&amp;gt;REFERENCE TEMPLATES&amp;lt;/strong&amp;gt;&lt;br /&gt;
** SourceTypeOrReferenceId : used as negative, for reference ID&lt;br /&gt;
** SourceGroup  : always 0&lt;br /&gt;
** SourceEntry  : always 0&lt;br /&gt;
** ElseGroup  : OR modifier&lt;br /&gt;
** ConditionTypeOrReference: ConditionTypeOrReference&lt;br /&gt;
** ConditionValue1  : see above&lt;br /&gt;
** ConditionValue2  : see above&lt;br /&gt;
** ConditionValue3  : see above&lt;br /&gt;
** ErrorType  : see above&lt;br /&gt;
** ErrorTextId  : see above&lt;br /&gt;
** Comment  : see above &lt;br /&gt;
&#039;&#039;&#039;*CONDITION_GARRRISON_BUILDING&#039;&#039;&#039;&lt;br /&gt;
**ConditionValue1: BuildingTypeID&lt;br /&gt;
**ConditionValue2: minLevel&lt;br /&gt;
__ОБЯЗАТЕЛЬНОЕ_ОГЛАВЛЕНИЕ__&lt;/div&gt;</summary>
		<author><name>Whoop</name></author>
	</entry>
</feed>