0 For npcs use action_type=133 define('SAI_ACTION_EQUIP', 71); // 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 Param1 is set define('SAI_ACTION_CLOSE_GOSSIP', 72); // Closes gossip window. define('SAI_ACTION_TRIGGER_TIMED_EVENT', 73); // define('SAI_ACTION_REMOVE_TIMED_EVENT', 74); // define('SAI_ACTION_ADD_AURA', 75); // Adds aura to player(s). Use target_type 17 to make AoE aura. define('SAI_ACTION_OVERRIDE_SCRIPT_BASE_OBJECT', 76); // WARNING: CAN CRASH CORE, do not use if you dont know what you are doing define('SAI_ACTION_RESET_SCRIPT_BASE_OBJECT', 77); // define('SAI_ACTION_CALL_SCRIPT_RESET', 78); // define('SAI_ACTION_SET_RANGED_MOVEMENT', 79); // Sets movement to follow at a specific range to the target. define('SAI_ACTION_CALL_TIMED_ACTIONLIST', 80); // define('SAI_ACTION_SET_NPC_FLAG', 81); // define('SAI_ACTION_ADD_NPC_FLAG', 82); // define('SAI_ACTION_REMOVE_NPC_FLAG', 83); // define('SAI_ACTION_SIMPLE_TALK', 84); // Makes a player say text. SMART_EVENT_TEXT_OVER is not triggered and whispers can not be used. define('SAI_ACTION_INVOKER_CAST', 85); // if avaliable, last used invoker will cast spellId with castFlags on targets define('SAI_ACTION_CROSS_CAST', 86); // This action is used to make selected caster (in CasterTargetType) to cast spell. Actual target is entered in target_type as normally. define('SAI_ACTION_CALL_RANDOM_TIMED_ACTIONLIST', 87); // Will select one entry from the ones provided. 0 is ignored. define('SAI_ACTION_CALL_RANDOM_RANGE_TIMED_ACTIONLIST', 88); // 0 is ignored. define('SAI_ACTION_RANDOM_MOVE', 89); // Creature moves to random position in given radius. define('SAI_ACTION_SET_UNIT_FIELD_BYTES_1', 90); // define('SAI_ACTION_REMOVE_UNIT_FIELD_BYTES_1', 91); // define('SAI_ACTION_INTERRUPT_SPELL', 92); // This action allows you to interrupt the current spell being cast. If you do not set the spellId, the core will find the current spell depending on the withDelay and the withInstant values. define('SAI_ACTION_SEND_GO_CUSTOM_ANIM', 93); // define('SAI_ACTION_SET_DYNAMIC_FLAG', 94); // define('SAI_ACTION_ADD_DYNAMIC_FLAG', 95); // define('SAI_ACTION_REMOVE_DYNAMIC_FLAG', 96); // define('SAI_ACTION_JUMP_TO_POS', 97); // define('SAI_ACTION_SEND_GOSSIP_MENU', 98); // Can be used together with 'SMART_EVENT_GOSSIP_HELLO' to set custom gossip. define('SAI_ACTION_GO_SET_LOOT_STATE', 99); // define('SAI_ACTION_SEND_TARGET_TO_TARGET', 100); // Send targets previously stored with SMART_ACTION_STORE_TARGET, to another npc/go, the other npc/go can then access them as if it was its own stored list define('SAI_ACTION_SET_HOME_POS', 101); // Use with SMART_TARGET_SELF or SMART_TARGET_POSITION define('SAI_ACTION_SET_HEALTH_REGEN', 102); // Sets the current creatures health regen on or off. define('SAI_ACTION_SET_ROOT', 103); // Enables or disables creature movement define('SAI_ACTION_SET_GO_FLAG', 104); // oldFlag = newFlag define('SAI_ACTION_ADD_GO_FLAG', 105); // oldFlag |= newFlag define('SAI_ACTION_REMOVE_GO_FLAG', 106); // oldFlag &= ~newFlag define('SAI_ACTION_SUMMON_CREATURE_GROUP', 107); // Use creature_summon_groups table. SAI target has no effect, use 0 define('SAI_ACTION_SET_POWER', 108); // define('SAI_ACTION_ADD_POWER', 109); // define('SAI_ACTION_REMOVE_POWER', 110); // define('SAI_ACTION_GAME_EVENT_STOP', 111); // define('SAI_ACTION_GAME_EVENT_START', 112); // define('SAI_ACTION_START_CLOSEST_WAYPOINT', 113); // Make target follow closest waypoint to its location define('SAI_ACTION_MOVE_OFFSET', 114); // Use target_x, target_y, target_z With target_type=1 define('SAI_ACTION_RANDOM_SOUND', 115); // define('SAI_ACTION_SET_CORPSE_DELAY', 116); // define('SAI_ACTION_DISABLE_EVADE', 117); // define('SAI_ACTION_GO_SET_GO_STATE', 118); // define('SAI_ACTION_SET_CAN_FLY', 119); // define('SAI_ACTION_REMOVE_AURAS_BY_TYPE', 120); // define('SAI_ACTION_SET_SIGHT_DIST', 121); // define('SAI_ACTION_FLEE', 122); // define('SAI_ACTION_ADD_THREAT', 123); // define('SAI_ACTION_LOAD_EQUIPMENT', 124); // define('SAI_ACTION_TRIGGER_RANDOM_TIMED_EVENT', 125); // define('SAI_ACTION_REMOVE_ALL_GAMEOBJECTS', 126); // define('SAI_ACTION_STOP_MOTION', 127); // // define('SAI_ACTION_PLAY_ANIMKIT', 128); // // don't use on 3.3.5a // define('SAI_ACTION_SCENE_PLAY', 129); // // don't use on 3.3.5a // define('SAI_ACTION_SCENE_CANCEL', 130); // // don't use on 3.3.5a define('SAI_ACTION_SPAWN_SPAWNGROUP', 131); // define('SAI_ACTION_DESPAWN_SPAWNGROUP', 132); // define('SAI_ACTION_RESPAWN_BY_SPAWNID', 133); // Use to respawn npcs and gobs, the target in this case is always=1 and only a single unit could be a target via the spawnId (action_param1, action_param2) define('SAI_CAST_FLAG_INTERRUPT_PREV', 0x01); define('SAI_CAST_FLAG_TRIGGERED', 0x02); // define('SAI_CAST_FORCE_CAST', 0x04); // Forces cast even if creature is out of mana or out of range // define('SAI_CAST_NO_MELEE_IF_OOM', 0x08); // Prevents creature from entering melee if out of mana or out of range // define('SAI_CAST_FORCE_TARGET_SELF', 0x10); // the target to cast this spell on itself define('SAI_CAST_FLAG_AURA_MISSING', 0x20); define('SAI_CAST_FLAG_COMBAT_MOVE', 0x40); define('SAI_REACT_PASSIVE', 0); define('SAI_REACT_DEFENSIVE', 1); define('SAI_REACT_AGGRESSIVE', 2); define('SAI_REACT_ASSIST', 3); define('SAI_SUMMON_TIMED_OR_DEAD_DESPAWN', 1); define('SAI_SUMMON_TIMED_OR_CORPSE_DESPAWN', 2); define('SAI_SUMMON_TIMED_DESPAWN', 3); define('SAI_SUMMON_TIMED_DESPAWN_OOC', 4); define('SAI_SUMMON_CORPSE_DESPAWN', 5); define('SAI_SUMMON_CORPSE_TIMED_DESPAWN', 6); define('SAI_SUMMON_DEAD_DESPAWN', 7); define('SAI_SUMMON_MANUAL_DESPAWN', 8); define('SAI_TARGET_NONE', 0); // None. define('SAI_TARGET_SELF', 1); // Self cast. define('SAI_TARGET_VICTIM', 2); // Our current target. (ie: highest aggro) define('SAI_TARGET_HOSTILE_SECOND_AGGRO', 3); // Second highest aggro. define('SAI_TARGET_HOSTILE_LAST_AGGRO', 4); // Dead last on aggro. define('SAI_TARGET_HOSTILE_RANDOM', 5); // Just any random target on our threat list. define('SAI_TARGET_HOSTILE_RANDOM_NOT_TOP', 6); // Any random target except top threat. define('SAI_TARGET_ACTION_INVOKER', 7); // Unit who caused this Event to occur. define('SAI_TARGET_POSITION', 8); // Use xyz from event params. define('SAI_TARGET_CREATURE_RANGE', 9); // (Random?) creature with specified ID within specified range. define('SAI_TARGET_CREATURE_GUID', 10); // Creature with specified GUID. define('SAI_TARGET_CREATURE_DISTANCE', 11); // Creature with specified ID within distance. (Different from #9?) define('SAI_TARGET_STORED', 12); // Uses pre-stored target(list) define('SAI_TARGET_GAMEOBJECT_RANGE', 13); // (Random?) object with specified ID within specified range. define('SAI_TARGET_GAMEOBJECT_GUID', 14); // Object with specified GUID. define('SAI_TARGET_GAMEOBJECT_DISTANCE', 15); // Object with specified ID within distance. (Different from #13?) define('SAI_TARGET_INVOKER_PARTY', 16); // Invoker's party members define('SAI_TARGET_PLAYER_RANGE', 17); // (Random?) player within specified range. define('SAI_TARGET_PLAYER_DISTANCE', 18); // (Random?) player within specified distance. (Different from #17?) define('SAI_TARGET_CLOSEST_CREATURE', 19); // Closest creature with specified ID within specified range. define('SAI_TARGET_CLOSEST_GAMEOBJECT', 20); // Closest object with specified ID within specified range. define('SAI_TARGET_CLOSEST_PLAYER', 21); // Closest player within specified range. define('SAI_TARGET_ACTION_INVOKER_VEHICLE', 22); // Unit's vehicle who caused this Event to occur define('SAI_TARGET_OWNER_OR_SUMMONER', 23); // Unit's owner or summoner define('SAI_TARGET_THREAT_LIST', 24); // All units on creature's threat list define('SAI_TARGET_CLOSEST_ENEMY', 25); // Any attackable target (creature or player) within maxDist define('SAI_TARGET_CLOSEST_FRIENDLY', 26); // Any friendly unit (creature, player or pet) within maxDist define('SAI_TARGET_LOOT_RECIPIENTS', 27); // All tagging players define('SAI_TARGET_FARTHEST', 28); // Farthest unit on the threat list define('SAI_TARGET_VEHICLE_ACCESSORY', 29); // Vehicle can target unit in given seat define('SAI_TEMPLATE_BASIC', 0); // define('SAI_TEMPLATE_CASTER', 1); // +JOIN: target_param1 as castFlag define('SAI_TEMPLATE_TURRET', 2); // +JOIN: target_param1 as castflag define('SAI_TEMPLATE_PASSIVE', 3); // define('SAI_TEMPLATE_CAGED_GO_PART', 4); // define('SAI_TEMPLATE_CAGED_NPC_PART', 5); // // profiler queue interactions define('PR_QUEUE_STATUS_ENDED', 0); define('PR_QUEUE_STATUS_WAITING', 1); define('PR_QUEUE_STATUS_WORKING', 2); define('PR_QUEUE_STATUS_READY', 3); define('PR_QUEUE_STATUS_ERROR', 4); define('PR_QUEUE_ERROR_UNK', 0); define('PR_QUEUE_ERROR_CHAR', 1); define('PR_QUEUE_ERROR_ARMORY', 2); // profiler completion manager define('PR_EXCLUDE_GROUP_UNAVAILABLE', 0x001); define('PR_EXCLUDE_GROUP_TCG', 0x002); define('PR_EXCLUDE_GROUP_COLLECTORS_EDITION', 0x004); define('PR_EXCLUDE_GROUP_PROMOTION', 0x008); define('PR_EXCLUDE_GROUP_WRONG_REGION', 0x010); define('PR_EXCLUDE_GROUP_REQ_ALLIANCE', 0x020); define('PR_EXCLUDE_GROUP_REQ_HORDE', 0x040); define('PR_EXCLUDE_GROUP_OTHER_FACTION', PR_EXCLUDE_GROUP_REQ_ALLIANCE | PR_EXCLUDE_GROUP_REQ_HORDE); define('PR_EXCLUDE_GROUP_REQ_FISHING', 0x080); define('PR_EXCLUDE_GROUP_REQ_ENGINEERING', 0x100); define('PR_EXCLUDE_GROUP_REQ_TAILORING', 0x200); define('PR_EXCLUDE_GROUP_WRONG_PROFESSION', PR_EXCLUDE_GROUP_REQ_FISHING | PR_EXCLUDE_GROUP_REQ_ENGINEERING | PR_EXCLUDE_GROUP_REQ_TAILORING); define('PR_EXCLUDE_GROUP_REQ_CANT_BE_EXALTED', 0x400); define('PR_EXCLUDE_GROUP_ANY', 0x7FF); // Areatrigger types define('AT_TYPE_NONE', 0); define('AT_TYPE_TAVERN', 1); define('AT_TYPE_TELEPORT', 2); define('AT_TYPE_OBJECTIVE', 3); define('AT_TYPE_SMART', 4); define('AT_TYPE_SCRIPT', 5); ?>