Conditions: различия между версиями

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  CONDITION_SCENARION_STEP      = 44, //ScenarioID      stepID                                                                                                                      ----------------- NEW ------------
  CONDITION_SCENARION_STEP      = 44, //ScenarioID      stepID                                                                                                                      ----------------- NEW ------------
  CONDITION_REALM_ACHIEVEMENT    = 45, // achievement_id  0              0                  true if realm achievement is complete
  CONDITION_REALM_ACHIEVEMENT    = 45, // achievement_id  0              0                  true if realm achievement is complete
  CONDITION_IN_WATER              = 46, // 0                0              0                  true if unit in water                                               CONDITION_TERRAIN_SWAP          = 47, // terrainSwap      0              0                  true if object is in terrainswap
  CONDITION_IN_WATER              = 46, // 0                0              0                  true if unit in water
CONDITION_TERRAIN_SWAP          = 47, // terrainSwap      0              0                  true if object is in terrainswap
  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;)
  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;)
CONDITION_CLASS_HALL_ADVANCEMENT= 49,                   // talentID        0              0                  true if learned talent at class hall.
CONDITION_CLASS_HALL_ADVANCEMENT= 49, // talentID        0              0                  true if learned talent at class hall.


=== Explanation of condition types ===
=== Explanation of condition types ===

Версия от 14:53, 28 мая 2017

The `conditions` table This table allows you to define conditions for various systems - Gossip, loot etc.

Structure
Field Type Attributes Key Null Default Extra Comment
SourceTypeOrReferenceId mediumint(8) signed PRI NO 0
SourceGroup mediumint(8) unsigned PRI NO 0
SourceEntry mediumint(8) signed PRI NO 0
SourceId mediumint(8) unsigned PRI NO 0
ElseGroup mediumint(8) unsigned PRI NO 0
ConditionTypeOrReference mediumint(8) signed PRI NO 0
ConditionTarget tinyint(3) unsigned NO 0
ConditionValue1 mediumint(8) unsigned PRI NO 0
ConditionValue2 mediumint(8) unsigned PRI NO 0
ConditionValue3 mediumint(8) unsigned PRI NO 0
NegativeCondition tinyint(3) unsigned NO 0
ErrorType mediumint(8) unsigned NO 0
ErrorTextId mediumint(8) unsigned NO 0
ScriptName char(64) signed NO "
Comment varchar(255) NO

SourceTypeOrReferenceId

    CONDITION_SOURCE_TYPE_NONE                           = 0,
    CONDITION_SOURCE_TYPE_CREATURE_LOOT_TEMPLATE         = 1,
    CONDITION_SOURCE_TYPE_DISENCHANT_LOOT_TEMPLATE       = 2,
    CONDITION_SOURCE_TYPE_FISHING_LOOT_TEMPLATE          = 3,
    CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE       = 4,
    CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE             = 5,
    CONDITION_SOURCE_TYPE_MAIL_LOOT_TEMPLATE             = 6,
    CONDITION_SOURCE_TYPE_MILLING_LOOT_TEMPLATE          = 7,
    CONDITION_SOURCE_TYPE_PICKPOCKETING_LOOT_TEMPLATE    = 8,
    CONDITION_SOURCE_TYPE_PROSPECTING_LOOT_TEMPLATE      = 9,
    CONDITION_SOURCE_TYPE_REFERENCE_LOOT_TEMPLATE        = 10,
    CONDITION_SOURCE_TYPE_SKINNING_LOOT_TEMPLATE         = 11,
    CONDITION_SOURCE_TYPE_SPELL_LOOT_TEMPLATE            = 12,
    CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET          = 13,
    CONDITION_SOURCE_TYPE_GOSSIP_MENU                    = 14,
    CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION             = 15,
    CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE      = 16,
    CONDITION_SOURCE_TYPE_SPELL                          = 17,
    CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT              = 18,
    CONDITION_SOURCE_TYPE_QUEST_ACCEPT                   = 19,
    CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK                = 20,
    CONDITION_SOURCE_TYPE_VEHICLE_SPELL                  = 21,
    CONDITION_SOURCE_TYPE_SMART_EVENT                    = 22,
    CONDITION_SOURCE_TYPE_PHASE_DEFINITION               = 23,
    CONDITION_SOURCE_TYPE_SPELL_PROC                     = 24,
    CONDITION_SOURCE_TYPE_NPC_VENDOR                     = 25,
    CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION             = 26,
    CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE            = 27,
    CONDITION_SOURCE_TYPE_VIGNETTE                       = 28,
    CONDITION_SOURCE_TYPE_MAX                            = 29 

ConditionTypeOrReference

CONDITION_NONE                 = 0,  //0                0              0           always true
CONDITION_AURA                 = 1,  //spell_id         effindex       use target? true if player (or target, if value3) has aura of spell_id with effect effindex
CONDITION_ITEM                 = 2,  //item_id          count          bank        true if has #count of item_ids (if 'bank' is set it searches in bank slots too)
CONDITION_ITEM_EQUIPPED        = 3,  //item_id          0              0           true if has item_id equipped
CONDITION_ZONEID               = 4,  //zone_id          0              0           true if in zone_id
CONDITION_REPUTATION_RANK      = 5,  //faction_id       rankMask       0           true if has min_rank for faction_id
CONDITION_TEAM                 = 6,  //player_team      0,             0           469 - Alliance, 67 - Horde)
CONDITION_SKILL                = 7,  //skill_id         skill_value    0           true if has skill_value for skill_id
CONDITION_QUESTREWARDED        = 8,  //quest_id         0              0           true if quest_id was rewarded before
CONDITION_QUESTTAKEN           = 9,  //quest_id         0,             0           true while quest active
CONDITION_DRUNKENSTATE         = 10, //DrunkenState     0,             0           true if player is drunk enough
CONDITION_WORLD_STATE          = 11, //index            value          0           true if world has the value for the index
CONDITION_ACTIVE_EVENT         = 12, //event_id         0              0           true if event is active
CONDITION_INSTANCE_INFO        = 13, //entry            data           0           true if data is set in current instance
CONDITION_QUEST_NONE           = 14, //quest_id         0              0           true if doesn't have quest saved
CONDITION_CLASS                = 15, //class            0              0           true if player's class is equal to class
CONDITION_RACE                 = 16, //race             0              0           true if player's race is equal to race
CONDITION_ACHIEVEMENT          = 17, //achievement_id   0              0           true if achievement is complete
CONDITION_TITLE                = 18, //title id         0              0           true if player has title
CONDITION_SPAWNMASK            = 19, //spawnMask        0              0
CONDITION_GENDER               = 20, //gender           0              0           true if player's gender is equal to gender
CONDITION_UNUSED_21            = 21, //
CONDITION_MAPID                = 22, //map_id           0              0           true if in map_id
CONDITION_AREAID               = 23, //area_id          0              0           true if in area_id
CONDITION_UNUSED_24            = 24, //
CONDITION_SPELL                = 25, //spell_id         0              0           true if player has learned spell
CONDITION_PHASEMASK            = 26, //phasemask        0              0           true if object is in phasemask
CONDITION_LEVEL                = 27, //level            ComparisonType 0           true if unit's level is equal to param1 (param2 can modify the statement)
CONDITION_QUEST_COMPLETE       = 28, //quest_id         0              0           true if player has quest_id with all objectives complete, but not yet rewarded
CONDITION_NEAR_CREATURE        = 29, //creature entry   distance       0           true if there is a creature of entry in range
CONDITION_NEAR_GAMEOBJECT      = 30, //gameobject entry distance       0           true if there is a gameobject of entry in range
CONDITION_OBJECT_ENTRY         = 31, //TypeID           entry          0           true if object is type TypeID and the entry is 0 or matches entry of the object
CONDITION_TYPE_MASK            = 32, //TypeMask         0              0           true if object is type object's TypeMask matches provided TypeMask
CONDITION_RELATION_TO          = 33, //ConditionTarget  RelationType   0           true if object is in given relation with object specified by ConditionTarget
CONDITION_REACTION_TO          = 34, //ConditionTarget  rankMask       0           true if object's reaction matches rankMask object specified by ConditionTarget
CONDITION_DISTANCE_TO          = 35, //ConditionTarget  distance       Comparison  Type true if object and ConditionTarget are within distance given by parameters
CONDITION_ALIVE                = 36, //0                0              0           true if unit is alive
CONDITION_HP_VAL               = 37, //hpVal            ComparisonType 0           true if unit's hp matches given value
CONDITION_HP_PCT               = 38, //hpPct            ComparisonType 0           true if unit's hp matches given pct
CONDITION_AREA_EXPLORED        = 39, //AreaID
CONDITION_SCENE_SEEN           = 40, //SceneID
CONDITION_QUEST_OBJECTIVE_DONE = 41, //QuestID          ObjectiveID    Count
CONDITION_SCENE_TRIGER_EVENT   = 42, //SceneID
CONDITION_GARRRISON_BUILDING   = 43, //BuildingType     minLvl
CONDITION_SCENARION_STEP       = 44, //ScenarioID       stepID                                                                                                                       ----------------- NEW ------------
CONDITION_REALM_ACHIEVEMENT     = 45, // achievement_id   0              0                  true if realm achievement is complete
CONDITION_IN_WATER              = 46, // 0                0              0                  true if unit in water
CONDITION_TERRAIN_SWAP          = 47, // terrainSwap      0              0                  true if object is in terrainswap
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;)
CONDITION_CLASS_HALL_ADVANCEMENT= 49, // talentID         0              0                  true if learned talent at class hall.

Explanation of condition types

The content of the SourceGroup and SourceEntry fields depends on the SourceTypeOrReferenceId

*CONDITION_SOURCE_TYPE_NONE = 0

Only used in Reference Templates! See below.

*CONDITION_SOURCE_TYPE_ * _LOOT_TEMPLATE = 1 - 12  *SourceGroup: loot entry (_loot_template.Entry or Reference_loot_template.Entry)  *SourceEntry: item id (_loot_template.Item or Reference_loot_template.Item)

    • ConditionTarget: always 0

example: if you use type 1 (creature_loot_template) then use the entry and item fields from that table

*CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET = 13

    • SourceGroup: mask of effects to be affected by condition (1 - EFFECT_0, 2 - EFFECT_1, 4 - EFFECT_2 - don't use wowhead to get number of effects, data from wowhead sometimes doesn't match real effect number)
    • SourceEntry: spell (Spell Id from  Spell DBC file.)
    • ConditionTarget:
      • 0 - Potential target of the spell
      • 1 - Caster of the spell

Notes:

  • this condition source type allows to define a filter for possible spell effect targets, so only targets matching condition will be selected as implicit targets of the spell. Only target types: AREANEARBY and CONE are allowed to be filtered. This source type affects only targets selected by spell, it doesn't affect spell target selected by player on cast, to affect that target use CONDITION_SOURCE_TYPE_SPELL.
  • to restrict targets to player's only use CONDITION_TYPEMASK with TYPEMASK_PLAYER + TYPEMASK_CORPSE to allow targeting dead players.
  • remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.
  • if you're looking for old CONDITION_SOURCE_TYPE_SPELL_SCRIPT_TARGET - use this condition source type instead

*CONDITION_SOURCE_TYPE_GOSSIP_MENU = 14

    • SourceGroup: gossip menu entry (gossip_menu.entry)
    • SourceEntry: gossip menu text id (gossip_menu.text_id)
    • ConditionTarget:
      • 0 - Player for which gossip text is shown
      • 1 - WorldObject providing gossip

*CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION = 15

    • SourceGroup: gossip menu entry (gossip_menu_option.menu_id)
    • SourceEntry: gossip menu option id (gossip_menu_option.id)
    • ConditionTarget:
      • 0 - Player for which gossip text is shown
      • 1 - WorldObject providing gossip

*CONDITION_SOURCE_TYPE_CREATURE_TEMPLATE_VEHICLE = 16

    • SourceGroup: always 0
    • SourceEntry: creature entry (creature_template.entry)
    • ConditionTarget:
      • 0 - Player riding a vehicle
      • 1 - Vehicle creature

Note: creature entry must be a vehicle. Example: If this is used with CONDITION_AREA, the player will be dismounted of the vehicle if the player leaves that area.

*CONDITION_SOURCE_TYPE_SPELL = 17

    • SourceGroup: always 0
    • SourceEntry: spell (Spell Id from Spell.dbc)
    • ConditionTarget:
      • 0 - Caster of the spell
      • 1 - Explicit target of the spell (only for spells which take object selected by caster into account)

Notes:

  • this source type allows you to define caster/explicit target requirements for spell to be cast.
  • explicit target of the spell is the target which is selected by player during cast, not all spells take that target into account. non-explicit targets of the spell (the ones which are selected by spell like area or nearby targets for example) are not affected by this condition source type, if you want to affect those use CONDITION_SOURCE_TYPE_SPELL_IMPLICIT_TARGET instead.
  • if you're looking for old CONDITION_SOURCE_TYPE_ITEM_REQUIRED_TARGET - use this condition source type instead (ConditionTarget = 1 allows you to set requirements for a given spell, so to use this condition type you need spellid of the spell cast on item use)
  • remember that conditions with the same value ElseGroup will be used to make logical AND check, so to allow different targets for the same spell effect you have to set ElseGroup respectively.

*CONDITION_SOURCE_TYPE_SPELL_CLICK_EVENT = 18

    • SourceGroup: creature entry (npc_spellclick_spells.npc_entry)
    • SourceEntry: spell (npc_spellclick_spells.spell_id)
    • ConditionTarget:
      • 0 - Clicker
      • 1 - Spellclick target (clickee)

*CONDITION_SOURCE_TYPE_QUEST_ACCEPT = 19

    • SourceGroup: ?
    • SourceEntry: Quest id)
    • ConditionTarget: always 0

*CONDITION_SOURCE_TYPE_QUEST_SHOW_MARK = 20

    • SourceGroup: ?
    • SourceEntry: Quest id)
    • ConditionTarget: always 0

*CONDITION_SOURCE_TYPE_VEHICLE_SPELL = 21

    • SourceGroup: creature entry (creature_template.entry)
    • SourceEntry: spell (Spell Id from Spell.dbc)
    • ConditionTarget:
      • 0 - Player for which spell bar is shown
      • 1 - Vehicle creature

Note: it will show or hide spells in vehicle spell bar.

*CONDITION_SOURCE_TYPE_SMART_EVENT = 22

    • SourceGroup: Id (smart_scripts.id) + 1
    • SourceEntry: EntryOrGuid (smart_scripts.entryorguid)
    • SourceId: SourceType (smart_scripts.source_type)
    • ConditionTarget:
      • 0 - Invoker
      • 1 - Object

*CONDITION_SOURCE_TYPE_PHASE_DEFINITION = 23

  • SourceGroup: Id (phase_definitions.zoneId)
  • SourceEntry: EntryOrGuid (phase_definitions.entry)

*CONDITION_SOURCE_TYPE_SPELL_PROC = 24

    • SourceGroup: always 0
    • SourceEntry: spell id of aura which triggers the proc
    • ConditionTarget:
      • 0 - Actor
      • 1 - ActionTarget

*CONDITION_SOURCE_TYPE_NPC_VENDOR = 25

    • SourceGroup: vendor entry (npc_vendor.entry)
    • SourceEntry: item entry (npc_vendor.item)
    • SourceId: always 0

*CONDITION_SOURCE_TYPE_AREATRIGGER_ACTION = 26

    • SourceGroup:
    • SourceEntry:
    • SourceId:

*CONDITION_SOURCE_TYPE_BONUS_LOOT_TEMPLATE = 27

    • SourceGroup:
    • SourceEntry:
    • SourceId:

*CONDITION_SOURCE_TYPE_VIGNETTE = 28

    • SourceGroup:
    • SourceEntry:
    • SourceId:

Explanation of ConditionValueX fields

*CONDITION_NONE = 0

Never used

*CONDITION_AURA = 1

    • ConditionValue1: spell (Spell Id from Spell.dbc)
    • ConditionValue2: effect index (0-2)
    • ConditionValue3: always 0

*CONDITION_ITEM = 2

    • ConditionValue1: item entry (item_template.entry)
    • ConditionValue2: item count
    • ConditionValue3: in bank? (true=1)

*CONDITION_ITEM_EQUIPPED = 3

    • ConditionValue1: item entry (item_template.entry)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_ZONEID = 4

    • ConditionValue1: zone ID where this condition will be true
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_REPUTATION_RANK = 5

    • ConditionValue1: faction template ID (from Faction.dbc)
    • ConditionValue2: rank (Hated - 1, Hostile - 2, Unfriendly - 4, Neutral - 8, Friendly - 16, Honored - 32, Revered - 64, Exalted - 128) Flags can be added together for all ranks the condition should be true in.
    • ConditionValue3: always 0

*CONDITION_TEAM = 6

    • ConditionValue1: team id (469 - Alliance, 67 - Horde)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SKILL = 7

    • ConditionValue1: skill required, see SkillLine.dbc
    • ConditionValue2: skill value
    • ConditionValue3: always 0

*CONDITION_QUESTREWARDED = 8

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_QUESTTAKEN = 9

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_DRUNKENSTATE = 10

    • ConditionValue1: drunken state: 0 - sober; 1 - tipsy, 2 - drunk, 3 - smashed
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • (Formerly AD_COMMISSION_AURA)

*CONDITION_WORLD_STATE = 11

    • ConditionValue1: world state index
    • ConditionValue2: world state value
    • ConditionValue3: always 0

*CONDITION_ACTIVE_EVENT= 12

    • ConditionValue1: event entry (game_event.eventEntry)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_INSTANCE_INFO = 13

    • ConditionValue1: entry //see corresponding script source files for more info
    • ConditionValue2: data //see corresponding script source files for more info
    • ConditionValue3: type:
      • 0 - INSTANCE_INFO_DATA
      • 1 - INSTANCE_INFO_DATA64
      • 2 - INSTANCE_INFO_BOSS_STATE

*CONDITION_QUEST_NONE = 14

    • ConditionValue1: (quest_template.id)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_CLASS = 15

    • ConditionValue1: class mask. Add flags together for all classes condition should be true for. See ChrClasses.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_RACE = 16

    • ConditionValue1: race the player must be. Add flags together for all races condition should be true for. See ChrRaces.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_ACHIEVEMENT = 17

    • ConditionValue1: achievement ID from Achievement.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_TITLE = 18

    • ConditionValue1: title ID from CharTitles.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SPAWNMASK = 19

    • ConditionValue1: spawnMask (see Gameobject.spawnMask/Creature.spawnMask)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_GENDER = 20

    • ConditionValue1: 0 = Male, 1 = Female, 2 = None
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_UNIT_STATE = 21

    • ConditionValue1: UnitState (enum) 
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_MAPID = 22

    • ConditionValue1: Map entry
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_AREAID = 23

    • ConditionValue1: Area ID
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_SPELL = 25

    • ConditionValue1: spell (Spell Id from Spell.dbc)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_PHASEMASK = 26

    • ConditionValue1: phasemask value
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_LEVEL = 27

    • ConditionValue1: Player level
    • ConditionValue2: Optional
      • 0 = Level must be equal
      • 1 = Level must be higher
      • 2 = Level must be lesser
      • 3 = Level must be equal or higher
      • 4 = Level must be equal or lower
    • ConditionValue3: always 0

*CONDITION_QUEST_COMPLETE = 28

    • ConditionValue1: Quest id
    • ConditionValue2: Always 0
    • ConditionValue3: always 0

Only if player has all quest objectives complete, but not yet rewarded.

*CONDITION_NEAR_CREATURE = 29

    • ConditionValue1: Creature entry
    • ConditionValue2: Distance (yd)
    • ConditionValue3: always 0

*CONDITION_NEAR_GAMEOBJECT = 30

    • ConditionValue1: Gameobject entry
    • ConditionValue2: Distance (yd)
    • ConditionValue3: always 0

*CONDITION_OBJECT_ENTRY= 31

    • ConditionValue1: TypeID - available object types:
      • 3 - TYPEID_UNIT
      • 4 - TYPEID_PLAYER
      • 5 - TYPEID_GAMEOBJECT
      • 7 - TYPEID_CORPSE (player corpse, after released spirit)
    • ConditionValue2: Entry
      • 0 for any object of given type
      • [
        Gameobject entry|Gameobject template tc2#entry] for TypeID = TYPEID_GAMEOBJECT
      • Creature entry for TypeID = TYPEID_UNIT
    • ConditionValue3: always 0

*CONDITION_TYPE_MASK= 32

    • ConditionValue1: TypeMask - a bitmask of following object types:
      • 0x0008 - TYPEMASK_UNIT
      • 0x0010 - TYPEMASK_PLAYER
      • 0x0020 - TYPEMASK_GAMEOBJECT
      • 0x0080 - TYPEMASK_CORPSE (player corpse, after released spirit)
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_RELATION_TO= 33

    • ConditionValue1: target to which relation is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: RelationType - defines relation of current ConditionTarget to target specified in ConditionValue1.
      • 0 - RELATION_SELF
      • 1 - RELATION_IN_PARTY
      • 2 - RELATION_IN_RAID_OR_PARTY
      • 3 - RELATION_OWNED_BY (ConditionTarget is owned by ConditionValue1)
      • 4 - RELATION_PASSENGER_OF (ConditionTarget is passenger of ConditionValue1)
      • 5 - RELATION_CREATED_BY (ConditionTarget is summoned by ConditionValue1)
    • ConditionValue3: always 0

*CONDITION_REACTION_TO= 34

    • ConditionValue1: target to which reaction is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: rankMask- defines reactions of current ConditionTarget to target specified in ConditionValue1 which are allowed. This is a bitmask, flags for reactions are:
      • 1 - Hated
      • 2 - Hostile
      • 4 - Unfriendly
      • 8 - Neutral
      • 16 - Friendly
      • 32 - Honored
      • 64 - Revered
      • 128 - Exalted
    • ConditionValue3: always 0

*CONDITION_DISTANCE_TO= 35

    • ConditionValue1: target to which distance is checked - one of ConditionTargets available in current SourceType.
    • ConditionValue2: distance - defines distance between current ConditionTarget and target specified in ConditionValue1.
    • ConditionValue3: ComparisionType:
      • 0 = distance must be equal to ConditionValue2
      • 1 = distance must be higher than ConditionValue2
      • 2 = distance must be lesser than ConditionValue2
      • 3 = distance must be equal or higher than ConditionValue2
      • 4 = distance must be equal or lower than ConditionValue2

*CONDITION_ALIVE= 36

    • ConditionValue1: always 0
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • NegativeCondition:
      • 0 (If target needs to be ALIVE)
      • 1 (If target needs to be DEAD)
        NOTE: A creature corpse and a creature that_looks_dead are two different things. One is actually dead and the other is just using an emote to appear dead.

*CONDITION_HP_VAL = 37

    • ConditionValue1: HP
    • ConditionValue2: ComparisionType:
      • 0 = HP must be equal
      • 1 = HP must be higher
      • 2 = HP must be lesser
      • 3 = HP must be equal or higher
      • 4 = HP must be equal or lower
    • ConditionValue3: always 0

*CONDITION_HP_PCT = 38


    • ConditionValue1: Percentage of max HP
    • ConditionValue2: ComparisionType:
      • 0 = Percentage of max HP must be equal
      • 1 = Percentage of max HP must be higher
      • 2 = Percentage of max HP must be lesser
      • 3 = Percentage of max HP must be equal or higher
      • 4 = Percentage of max HP must be equal or lower
    • ConditionValue3: always 0

*CONDITION_REALM_ACHIEVEMENT = 45

    • ConditionValue1: achievement ID from Achievement.dbc
    • ConditionValue2: always 0
    • ConditionValue3: always 0

*CONDITION_IN_WATER = 46

    • ConditionValue1: always 0
    • ConditionValue2: always 0
    • ConditionValue3: always 0
    • NegativeCondition:
      • 0 (If target needs to be on land)
      • 1 (If target needs to be in water)

*REFERENCE TEMPLATES

    • SourceTypeOrReferenceId : used as negative, for reference ID
    • SourceGroup  : always 0
    • SourceEntry  : always 0
    • ElseGroup  : OR modifier
    • ConditionTypeOrReference: ConditionTypeOrReference
    • ConditionValue1  : see above
    • ConditionValue2  : see above
    • ConditionValue3  : see above
    • ErrorType  : see above
    • ErrorTextId  : see above
    • Comment  : see above

*CONDITION_GARRRISON_BUILDING

    • ConditionValue1: BuildingTypeID
    • ConditionValue2: minLevel