quest_greeting_locale
The `quest_greeting_locale` table
This table add greeting behavior to an NPC or an Gameobject.
Table Structure
| Field | Type | Attributes | Key | NULL | Default | Comment |
|---|---|---|---|---|---|---|
| ID | MEDIUMINT | UNSIGNED | Yes | NO | 0 | |
| Type | TINYINT | UNSIGNED | Yes | NO | 0 | |
| locale | VARCHAR(4) | NO | NO | |||
| Greeting | TEXT | NO | YES | NULL | ||
| VerifiedBuild | SMALLINT | SIGNED | NO | NO | 0 |
Description of the fields
ID
Unique ID (creature_template.entry or gameobject_template.entry)
Type
- 0 = Creature (The ID is point to creature_template.entry)
- 1 = GameObject (The ID is point to gameobject_template.entry)
Locale / locale
It is the language in which you want to make the translation.
You can choose from the following:
| ID | Language |
|---|---|
| 0 | enUS |
| 1 | koKR |
| 2 | frFR |
| 3 | deDE |
| 4 | zhCN |
| 5 | zhTW |
| 6 | esES |
| 7 | esMX |
| 8 | ruRU |
Greeting
Text to show
VerifiedBuild
This field is used by the TrinityCore DB Team to determine whether a template has been verified from WDB files.
- If value is 0, it has not been parsed yet.
- If value is > 0, it has been parsed with WDB files from that specific Client Build.
- If value is -1, it is just a place holder until proper data are found on WDBs.
- If value is -Client Build, it was parsed with WDB files from that specific client build and manually edited later for some specific necessity.