“gossip_menu_option” table¶
The gossip_menu_option
table holds informations on each entry
assigned to a gossip_menu
.
Table structure¶
Field | Type | Null | Key | Default | Extra |
---|---|---|---|---|---|
menu_id | smallint(6) unsigned | NO | PRI | 0 | |
id | smallint(6) unsigned | NO | PRI | 0 | |
option_icon | mediumint(8) unsigned | NO | 0 | ||
option_text | text | YES | NULL | ||
option_id | tinyint(3) unsigned | NO | 0 | ||
npc_option_npcflag | int(10) unsigned | NO | 0 | ||
action_menu_id | mediumint(8) | NO | 0 | ||
action_poi_id | mediumint(8) unsigned | NO | 0 | ||
action_script_id | mediumint(8) unsigned | NO | 0 | ||
box_coded | tinyint(3) unsigned | NO | 0 | ||
box_money | int(11) unsigned | NO | 0 | ||
box_text | text | YES | NULL | ||
condition_id | mediumint(8) unsigned | NO | 0 |
Fields¶
menu_id¶
This references the “gossip_menu” table tables unique ID for which the entry is valid.
id¶
The unique identifier for this gossip_menu_option.
option_icon¶
The value of this field determines which icon the game client will display in front of an option. The following table shows all valid icons:
Value | Icon name | Description |
---|---|---|
0 | GOSSIP_ICON_CHAT | white chat bubble |
1 | GOSSIP_ICON_VENDOR | brown bag |
2 | GOSSIP_ICON_TAXI | flight |
3 | GOSSIP_ICON_TRAINER | book |
4 | GOSSIP_ICON_INTERACT_1 | interaction wheel |
5 | GOSSIP_ICON_INTERACT_2 | interaction wheel |
6 | GOSSIP_ICON_MONEY_BAG | brown bag with coin |
7 | GOSSIP_ICON_TALK | white chat bubble with black dots |
8 | GOSSIP_ICON_TABARD | tabard |
9 | GOSSIP_ICON_BATTLE | two swords |
10 | GOSSIP_ICON_DOT | yellow dot |
option_text¶
The text to be displayed for the gossip_menu_option entry.
option_id¶
The value of this field tells the client which kind of user interface the menu will require. The following table shows all valid option types:
Value | Option types |
---|---|
0 | GOSSIP_OPTION_NONE |
1 | GOSSIP_OPTION_GOSSIP |
2 | GOSSIP_OPTION_QUESTGIVER |
3 | GOSSIP_OPTION_VENDOR |
4 | GOSSIP_OPTION_TAXIVENDOR |
5 | GOSSIP_OPTION_TRAINER |
6 | GOSSIP_OPTION_SPIRITHEALER |
7 | GOSSIP_OPTION_SPIRITGUIDE |
8 | GOSSIP_OPTION_INNKEEPER |
9 | GOSSIP_OPTION_BANKER |
10 | GOSSIP_OPTION_PETITIONER |
11 | GOSSIP_OPTION_TABARDDESIGNER |
12 | GOSSIP_OPTION_BATTLEFIELD |
13 | GOSSIP_OPTION_AUCTIONEER |
14 | GOSSIP_OPTION_STABLEPET |
15 | GOSSIP_OPTION_ARMORER |
16 | GOSSIP_OPTION_UNLEARNTALENTS |
17 | GOSSIP_OPTION_UNLEARNPETSKILLS |
Note
In order for gossip_menu_option entries to work, the
npcflag
of the “creature_template” table table
entry needs to be set appropriately.
npc_option_npcflag¶
Each option requires a matching npcflag
. The flag should be
identical to the flag set on the NPC on which the dialogue option
is displayed.
action_menu_id¶
To create a sub-menu, this can reference the “gossip_menu” table tables unique ID for which the entry is valid.
Note
If you want the gossip_menu_option to close the gossip
window, set this field to -1
.
action_poi_id¶
This references the “points_of_interest” table tables unique ID for which the entry is valid.
action_script_id¶
This references the “dbscripts_on_gossip” table tables unique ID for which the entry is valid.
box_coded¶
If you want the gossip_menu_option to display an input box, where
players have to enter a code, set this field to 1
.
box_money¶
If a coded box is to be displayed and the player should be asked for money, set this to the money asked in copper.
box_text¶
If a coded box is to be displayed, set this to a text value to show it in the coded box.
condition_id¶
This references the “conditions” table tables unique ID for which the entry is valid.