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smart_scripts 表结构解析

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发表于 2017-8-2 20:24:35 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式

SmartAI脚本表

entryorguid:若大于0,表示生物或物体的entry字段;若小于0,表示生物或物体的guid字段;
source_type:目标类型, 0-生物,1-物体,2-区域触发器,9-定时动作列表;
id:绑定entryorguid 和 source_type字段的自增长编号(0,1,2,3 ......);
link:简单事件链接,比如id=0,link=1时,只有当id=0被触发时,id=1才会被执行;

event_type:事件类型,跟event_param字段的关联如下:
event_type=0 - 进入战斗
event_param1:最小初始值;
event_param2:最大初始值;
event_param3:重复最小;
event_param4:重复最大;
event_type=1 - 脱离战斗
event_param1:最小初始值;
event_param2:最大初始值;
event_param3:重复最小;
event_param4:重复最大;
event_type=2 - 血量百分比
event_param1:最小血量百分比;
event_param2:最大血量百分比;
event_param3:重复最小;
event_param4:重复最大;
event_type=3 - 法力值百分比
event_param1:最小法力值百分比;
event_param2:最大法力值百分比;
event_param3:重复最小;
event_param4:重复最大;
event_type=4 - 生物仇恨
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=5 - 生物击杀
event_param1:最小冷却;
event_param2:最大冷却;
event_param3:仅玩家;
event_param4:生物编号,参考creature_template表的entry(event_param3为0);
event_type=6 - 生物死亡
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=7 - 生物闪避攻击
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=8 - 生物或物体法术击中
event_param1:法术编号;
event_param2:法术类型;
event_param3:最小冷却;
event_param4:最大冷却;
event_type=9 - 目标距离
event_param1:最小距离;
event_param2:最大距离;
event_param3:重复最小;
event_param4:重复最大;
event_type=10 - 生物脱离战斗的距离
event_param1:没有敌对目标;
event_param2:最大距离;
event_param3:最小冷却;
event_param4:最大冷却;
event_type=11 - 生物或物体刷新
event_param1:刷新类型;
event_param2:地图编号;
event_param3:地区编号;
event_param4:无;
event_type=12 - 目标血量百分比
event_param1:最小血量百分比;
event_param2:最大血量百分比;
event_param3:重复最小;
event_param4:重复最大;
event_type=13 - 目标施法
event_param1:重复最小;
event_param2:重复最大;
event_param3:法术编号(0代表任意);
event_param4:无;
event_type=14 - 友方血量赤字
event_param1:血量赤字;
event_param2:半径;
event_param3:重复最小;
event_param4:重复最大;
event_type=15 - 友方?
event_param1:半径;
event_param2:重复最小;
event_param3:重复最大;
event_param4:无;
event_type=16 - 友方失去BUFF
event_param1:法术编号;
event_param2:半径;
event_param3:重复最小;
event_param4:重复最大;
event_type=17 - 生物或物体召唤其他单元
event_param1:生物编号,0表示所有;
event_param2:最小冷却;
event_param3:最大冷却;
event_param4:无;
event_type=18 - 目标法力值百分比
event_param1:最小法力值百分比;
event_param2:最大法力值百分比;
event_param3:重复最小;
event_param4:重复最大;
event_type=19 - 目标接受任务
event_param1:任务编号,0表示任意;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=20 - 目标接收任务奖励
event_param1:任务编号,0表示任意;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=21 - 生物抵达终点
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=22 - 接收动作
event_param1:动作编号;
event_param2:最小冷却;
event_param3:最大冷却;
event_param4:条件;
event_type=23 - 生物拥有光环
event_param1:光环技能编号;
event_param2:光环叠加数量;
event_param3:重复最小;
event_param4:重复最大;
event_type=24 - 目标被技能增强
event_param1:光环技能编号;
event_param2:光环叠加数量;
event_param3:重复最小;
event_param4:重复最大;
event_type=25 - 重置(战斗过后,刷新或再次刷新)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=26 - 距离内目标进入战斗
event_param1:没有敌对目标;
event_param2:最大距离;
event_param3:最小冷却;
event_param4:最大冷却;
event_type=27 - 乘客公告板
event_param1:最小冷却;
event_param2:最大冷却;
event_param3:无;
event_param4:无;
event_type=28 - 乘客移除
event_param1:最小冷却;
event_param2:最大冷却;
event_param3:无;
event_param4:无;
event_type=29 - 生物被魅惑
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=30 - 目标被魅惑
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=31 - 目标技能击中
event_param1:技能编号;
event_param2:技能分类;
event_param3:重复最小;
event_param4:重复最大;
event_type=32 - 生物受伤害
event_param1:最小伤害;
event_param2:最大伤害;
event_param3:重复最小;
event_param4:重复最大;
event_type=33 - 目标受伤害
event_param1:最小伤害;
event_param2:最大伤害;
event_param3:重复最小;
event_param4:重复最大;
event_type=34 - 移动信息
event_param1:移动类型;
event_param2:point编号;
event_param3:无;
event_param4:无;
event_type=35 - 被召唤单元消失
event_param1:生物编号;
event_param2:最小冷却;
event_param3:最大冷却;
event_param4:无;
event_type=36 - 尸体移除
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=37 - 初始AI
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=38 - 生物或物体数据设置,可在Action_type中使用SMART_ACTION_SET_DATA
event_param1:字段;
event_param2:数值;
event_param3:最小冷却;
event_param4:最大冷却;
event_type=39 - 生物路径点开始
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=40 - 生物路径点到达
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=41 - 增加玩家传送(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=42 - 增加生物传送(废弃)
event_param1:生物编号,0表示任意;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=43 - 移除玩家传送(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=44 - 传送调整(废弃)
event_param1:路径点编号;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=45 - 玩家进入副本(废弃)
event_param1:组队,0表示任意;
event_param2:最小冷却;
event_param3:最大冷却;
event_param4:无;
event_type=46 - 区域触发器触发
event_param1:触发器编号,0表示任意;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=47 - 目标接受任务(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=48 - 任务目标完成(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=49 - 任务完成(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=50 - 任务被奖励(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=51 - 任务失败(废弃)
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=52 - 文字覆盖,在SMART_ACTION_TALK后触发
event_param1:参考creature_text表的group编号;
event_param2:生物编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=53 - 生物接受治疗
event_param1:最小治疗;
event_param2:最大治疗;
event_param3:最小冷却;
event_param4:最大冷却;
event_type=54 - 生物刚被召唤
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=55 - 生物路径行动暂停
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=56 - 生物路径行动恢复
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=57 - 生物路径行动停止
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=58 - 生物路径行动结束
event_param1:路径点编号,0表示任意;
event_param2:路径编号,0表示任意;
event_param3:无;
event_param4:无;
event_type=59 - 定时事件触发
event_param1:编号;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=60 - 更新
event_param1:最小初始值;
event_param2:最大初始值;
event_param3:最小重复;
event_param4:最大重复;
event_type=61 - 把单个的事件链接成事件链
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=62 - 对话菜单选择,参考gossip_menu_option
event_param1:菜单编号;
event_param2:编号;
event_param3:无;
event_param4:无;
event_type=63 - 刚刚创建
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=64 - 右键点击拥有对话菜单的生物或物体
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=65 - 跟随完成
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=66 - 傀儡效果
event_param1:技能编号;
event_param2:效果索引;
event_param3:无;
event_param4:无;
event_type=67 - 生物在目标身后
event_param1:最小冷却;
event_param2:最大冷却;
event_param3:无;
event_param4:无;
event_type=68 - 游戏事件开始
event_param1:参考game_event表的eventEntry字段;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=69 - 游戏事件结束
event_param1:参考game_event表的eventEntry字段;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=70 - 状态改变
event_param1:状态(0-激活,1-准备,2-激活替代);
event_param2:无;
event_param3:无;
event_param4:无;
event_type=71 - 事件通知
event_param1:事件编号;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=72 - 行动完成
event_param1:事件编号;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=73 - 技能点击
event_param1:无;
event_param2:无;
event_param3:无;
event_param4:无;
event_type=74 - 友方血量百分比
event_param1:最小血量百分比;
event_param2:最大血量百分比;
event_param3:重复最小;
event_param4:重复最大;
event_type=75 - 生物进入距离范围
event_param1:生物guid编号;
event_param2:生物entry编号;
event_param3:距离;
event_param4:重复间隔时间,毫秒;
event_type=76 - 物体进入距离范围
event_param1:物体guid编号;
event_param2:物体entry编号;
event_param3:距离;
event_param4:重复间隔时间,毫秒;
event_type=77 - 计数器设置
event_param1:计数器编号;
event_param2:数值;
event_param3:最小冷却;
event_param4:最大冷却;

event_phase_mask:处理相位时,需要用到的相位编号,有10个不同的编号,从0到9;
0-所有相位,1-相位1,2-相位2,4-相位3,8-相位4,16-相位5,32-相位6,64-相位7,128-相位8,256-相位9;
事件只处理当前相位的生物或物体,例如,如果事件要处理相位1和4,那么event_phase_mask=1+8=9;

event_chance:事件被处理的概率,0-100;

event_flags:取值如下,可以叠加;
1-事件不可重复,2-事件只在普通难度地下城处理,4-事件只在英雄难度地下城处理,8-事件只在普通难度团本处理,16-事件只在英雄团本处理,128-事件只在调试版本中处理,256-事件在SmartScript脚本中不会被重置;

action_type:动作类型,跟其他action_param字段的取值关联如下:
action_type=0 无;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=1 谈话;
action_param1:参考creature_text表的groupid字段;
action_param2:TEXT_OVER事件被触发前的持续时间;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=2 设置阵营;
action_param1:参考Faction.dbc;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=3 变形;
action_param1:参考creature_template表的entry字段;
action_param2:参考creature_template表的modelID字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=4 播放声音;
action_param1:参考SoundEntries.dbc;
action_param2:只给自己播放;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=5 播放动作;
action_param1:参考Emotes.dbc;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=6 任务失败;
action_param1:任务编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=7 添加任务;
action_param1:任务编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=8 设置反应状态;
action_param1:状态;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=9 激活物体;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=10 随机动作;
action_param1:动作编号1;
action_param2:动作编号2;
action_param3:动作编号3;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=11 施法;
action_param1:法术编号;
action_param2:施法标识;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=12 召唤生物;
action_param1:参考creature_template表的entry字段;
action_param2:召唤类型;
action_param3:持续时间,毫秒;
action_param4:是否攻击召唤者;
action_param5:无;
action_param6:无;
action_type=13 单体仇恨百分比;
action_param1:仇恨增加百分比;
action_param2:仇恨降低百分比;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=14 群体仇恨百分比;
action_param1:仇恨增加百分比;
action_param2:仇恨降低百分比;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=15 区域探索持续发生;
action_param1:任务编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=16 未使用;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=17 设置动作状态;
action_param1:动作编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=18 设置单元标识;
action_param1:或许有多个字段叠加;
action_param2:类型,如果false,参考creature_template的unit_flags字段;如果true,参考creature_template的

unit_flags2字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_type=19 移除单元标识;
action_param1:或许有多个字段叠加;
action_param2:类型,如果false,参考creature_template的unit_flags字段;如果true,参考creature_template的

unit_flags2字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_type=20 自动攻击;
action_param1:允许自动攻击,0-停止攻击;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=21 运行移动战斗;
action_param1:允许移动战斗,0-停止攻击;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=22 设置事件相位;
action_param1:参考smart_scripts表的event_phase_mask字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=23 增加事件相位;
action_param1:增加相位;
action_param2:减少相位;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=24 闪避;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=25 逃跑;
action_param1:0-逃跑时说话,1-逃跑时不说话;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=26 群体事件发生;
action_param1:任务编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=27 被施法的生物或物体;
action_param1:参考creature_template表的entry字段;
action_param2:法术编号;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=28 法术取消光环;
action_param1:法术编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=29 跟随;
action_param1:距离(默认是0);
action_param2:角度(默认0);
action_param3:终点(参考creature_template表的entry字段);
action_param4:荣誉;
action_param5:荣誉类型;
action_param6:无;
action_type=30 随机相位;
action_param1:参考smart_scripts表的event_phase_mask1字段;
action_param2:参考smart_scripts表的event_phase_mask2字段;
action_param3:参考smart_scripts表的event_phase_mask3字段;
action_param4:参考smart_scripts表的event_phase_mask4字段;
action_param5:参考smart_scripts表的event_phase_mask5字段;
action_param6:参考smart_scripts表的event_phase_mask6字段;
action_type=31 随机相位距离;
action_param1:最小值,参考smart_scripts表的event_phase_mask字段;
action_param2:最大值,参考smart_scripts表的event_phase_mask字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=32 重置物体;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=33 召唤杀死的怪物;
action_param1:参考creature_template表的entry字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=34 设置副本数据;
action_param1:字段;
action_param2:数值;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=35 设置副本数据64;
action_param1:字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=36 更新模板;
action_param1:参考creature_template表的entry字段;
action_param2:队伍;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=37 死亡;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=38 设置进入战斗地区;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=39 求助;
action_param1:其他生物相应的半径范围;
action_param2:是否说求助台词,0-说,1-不说;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=40 设置护套;
action_param1:护套(0-未装备,1-近战,2-远程);
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=41 强制消失;
action_param1:计时器;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=42 设置无敌血量等级;
action_param1:血量绝对值;
action_param2:血量百分比;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=43 骑上坐骑;
action_param1:参考creature_template表的entry字段;
action_param2:参考creature_template表的modelID字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_type=44 设置相位标识;
action_param1:参考creature表的phasemask字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_type=45 设置数据;
action_param1:字段;
action_param2:数值;
action_param3:无;
action_param4:无;
action_param5:无;
action_type=46 向前移动;
action_param1:视野距离;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=47 设置可见;
action_param1:0-可见,1-不可见;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=48 激活;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=49 开始攻击;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=50 召唤物体;
action_param1:参考gameobject_template表的entry字段;
action_param2:消失时间,秒;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=51 杀死单元;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=52 激活交通工具;
action_param1:交通工具编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=53 开始寻路;
action_param1:0-走,1-跑;
action_param2:参考waypoint表的entry字段;
action_param3:可重复;
action_param4:参考quest_template表的id字段;
action_param5:消失时间;
action_param6:状态反应;
action_type=54 寻路暂停;
action_param1:时间,毫秒;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=55 停止寻路;
action_param1:消失时间;
action_param2:参考quest_template表的id字段;
action_param3:失败,0-是,1-否;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=56 添加物品;
action_param1:参考item_template表的entry字段;
action_param2:数量;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=57 移除物品;
action_param1:参考item_template表的entry字段;
action_param2:数量;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=58 安装AI模板;
action_param1:模板编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=59 设置为跑步状态;
action_param1:0-关,1-开;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=60 设置为飞行状态;
action_param1:0-关,1-开;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=61 设置为游泳状态;
action_param1:0-关,1-开;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=62 传送;
action_param1:地图编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=63 设置计数器;
action_param1:计数器编号;
action_param2:数值;
action_param3:重置(0-不重置,1-重置);
action_param4:无;
action_param5:无;
action_param6:无;
action_type=64 存储目标列表;
action_param1:编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=65 恢复寻路;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=66 设置朝向;
action_param1:如果目标有SMART_TARGET_SELF数据,则可以把朝向设置成初始数据;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=67 创建定时事件;
action_param1:编号;
action_param2:最小初始值;
action_param3:最大初始值;
action_param4:无最小重复;
action_param5:最大重复;
action_param6:概率;
action_type=68 播放影片;
action_param1:编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=69 移动到位置;
action_param1:pointId,路径点编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=70 重刷新目标;
action_param1:物体刷新时间,单位是秒;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=71 装备;
action_param1:creature_equip_template表的entry字段;
action_param2:槽标识;
action_param3:插槽1(参考item_template表的entry字段);
action_param4:插槽21(参考item_template表的entry字段);
action_param5:插槽3(参考item_template表的entry字段);
action_param6:无;
action_type=72 关闭对话菜单;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=73 触发定时事件;
action_param1:编号,大于1;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=74 移除定时事件;
action_param1:编号,大于1;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=75 添加光环;
action_param1:法术编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=76 覆盖脚本基础目标;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=77 重置脚本基础目标;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=78 重置脚本;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=79 远程攻击运动;
action_param1:攻击距离;
action_param2:攻击角度;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=80 定时动作列表;
action_param1:entry或guid编号;
action_param2:更新类型计时器(0-脱战,1-进入战斗,2-总是);
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=81 设置npc标识;
action_param1:参考creature_template表的npcflag字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=82 添加npc标识;
action_param1:参考creature_template表的npcflag字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=83 移除npc标识;
action_param1:参考creature_template表的npcflag字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=84 简单对话;
action_param1:参考creature_text表的groupID字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=85 调用者施法;
action_param1:法术编号;
action_param2:castFlags施法标识;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=86 施法穿透;
action_param1:法术编号;
action_param2:castFlags施法标识;
action_param3:施法者目标类型(参考target_type);
action_param4:施法者目标(target_param1);
action_param5:施法者目标(target_param2);
action_param6:施法者目标(target_param3);
action_type=87 调用随机定时动作列表;
action_param1:entry或guid编号1;
action_param2:entry或guid编号2;
action_param3:entry或guid编号3;
action_param4:entry或guid编号4;
action_param5:entry或guid编号5;
action_param6:entry或guid编号6;
action_type=88 调用随机定时远程动作列表;
action_param1:entry或guid编号1;
action_param2:entry或guid编号2;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=89 随机移动;
action_param1:半径;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=90 设置单元字段;
action_param1:数值;
action_param2:类型;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=91 移除单元字段;
action_param1:数值;
action_param2:类型;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=92 打断法术;
action_param1:延迟(0-否,1-是);
action_param2:法术编号;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=93 自定义动画;
action_param1:动画过程(0-255);
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=94 设置动态标识;
action_param1:dynamicflag动态标识;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=95 添加动态标识;
action_param1:dynamicflag动态标识;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=96 移除动态标识;
action_param1:dynamicflag动态标识;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=97 跳到位置点;
action_param1:速度XY;
action_param2:速度Z;
action_param3:目标位置x坐标;
action_param4:目标位置y坐标;
action_param5:目标位置z坐标;
action_param6:无;
action_type=98 发送对话菜单;
action_param1:参考gossip_menu_option表的menuid字段;
action_param2:参考gossip_menu_option表的npc_text_id字段;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=99 设置掉落状态;
action_param1:掉落状态(0-没准备好,1-准备好,2-激活,3-取消激活);
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=100 发送目标至目标;
action_param1:编号;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=101 设置家的位置;
action_param1:无;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=102 设置血量回复;
action_param1:0-不回复,1-回复;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=103 设置根;
action_param1:0-不设置,1-设置;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=104 设置物体标识;
action_param1:参考gameobject_template表的flags字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=105 添加物体标识;
action_param1:参考gameobject_template表的flags字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=106 移除物体标识;
action_param1:参考gameobject_template表的flags字段;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=107 召唤生物群;
action_param1:参考creature_summon_groupd表的groupId字段;
action_param2:是否攻击召唤者(0-不攻击,1-攻击);
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=108 设置能量;
action_param1:能量类型;
action_param2:新能量;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=109 添加能量;
action_param1:能量类型;
action_param2:添加的能量;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=110 移除能量;
action_param1:能量类型;
action_param2:移除的能量;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;
action_type=111 开始最近的路径点行动;
action_param1:路径点1;
action_param2:路径点2;
action_param3:路径点3;
action_param4:路径点4;
action_param5:路径点5;
action_param6:路径点6;
action_type=114 升起;
action_param1:视野距离;
action_param2:无;
action_param3:无;
action_param4:无;
action_param5:无;
action_param6:无;


target_type:目标类型,跟其他数据的关联如下:
target_type=0 无
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=1 自身
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=2 当前目标(最高仇恨)
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=3 第二仇恨目标
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=4 最后仇恨目标
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=5 威胁值列表中的随机目标
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=6 非最高威胁值随机目标
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=7 召唤者
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=8 位置
target_param1:无;
target_param2:无;
target_param3:无;
target_x:x;
target_y:y;
target_z:z;
target_o:o;
target_type=9 随机生物
target_param1:生物entry编号;
target_param2:最小距离;
target_param3:最大距离;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=10 指定guid的生物
target_param1:生物guid编号;
target_param2:生物entry编号;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=11 范围内生物
target_param1:生物entry编号;
target_param2:最大距离;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=12 存储
target_param1:编号;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=13 随机物体
target_param1:物体entry编号(0表示任意);
target_param2:最小距离;
target_param3:最大距离;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=14 指定guid物体
target_param1:物体guid编号;
target_param2:物体entry编号;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=15 距离内物体
target_param1:物体entry编号;
target_param2:最大距离;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=16 召唤者队伍
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=17 远程玩家
target_param1:最小距离;
target_param2:最大距离;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=18 距离内玩家
target_param1:最大距离;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=19 最近生物
target_param1:生物entry编号;
target_param2:最大距离(0-100码);
target_param3:死亡(0-否,1-是);
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=20 最近物体
target_param1:物体entry编号;
target_param2:最大距离(0-100码);
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=21 最近玩家
target_param1:最大距离;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=22 调用者交通工具
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=23 拥有者或召唤者
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=24 仇恨列表
target_param1:无;
target_param2:无;
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=25 最近的敌方
target_param1:最大距离;
target_param2:仅仅是玩家(0-否,1-是);
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;
target_type=26 最近的友方
target_param1:最大距离;
target_param2:仅仅是玩家(0-否,1-是);
target_param3:无;
target_x:无;
target_y:无;
target_z:无;
target_o:无;

comment:脚本说明,一般用以下格式 “生物-事件-动作”


CastFlags:施法标识, 1-打断任意施法,2-触发(瞬发,零消耗),4-强制施法(哪怕生物缺少法力值或在射程外),8-防止生物进入混战,16-强制生物对自己施法,32-只在目标没有光环时施法,64-防止施放时战斗

React States:反应状态, 0-什么都不做,1-被攻击时反击,2-攻击仇恨半径和仇恨列表上的目标(默认)

Summon Types:召唤类型,取值如下:
1-生物过了特定时间或消失时消失,2-生物过了特定时间或死亡后消失,3-指定时间后消失,4-生物脱战后的指定时间后消失,5-死亡后立即消失,6-死亡后的指定时间后消失,7-生物消失后消失;8-取消召唤或强制消失指令后消失
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