diff --git a/docs/conditions.md b/docs/conditions.md index 1319c8a6..b191f72a 100644 --- a/docs/conditions.md +++ b/docs/conditions.md @@ -140,6 +140,7 @@ Two conditions with the same SourceType, SourceGroup and SourceEntry but with a | CONDITION_WORLD_SCRIPT | 103 | conditionId | state | Always 0 | | CONDITION_AI_DATA | 104 | dataId (true if AI::GetData(uint32 dataId) returns value) | value | Always 0 | | CONDITION_RANDOM_DUNGEON | 105 | checkDifficulty | difficulty | Always 0 | +| CONDITION_UNIT_IN_COMBAT | 106 | Always 0 | Always 0 | Always 0 | ### ConditionTarget @@ -664,6 +665,19 @@ Returns true when the player is queued for a random dungeon via the LFG/RDF syst - `ConditionValue2`: if `ConditionValue1 = 1`, compares against the player's current map difficulty. Value must be less than `MAX_DIFFICULTY` - `ConditionValue3`: always 0 +**CONDITION\_UNIT\_IN\_COMBAT = 106** + +Returns true when the target unit is currently engaged in combat. + +- - ConditionValue1: always 0 + - ConditionValue2: always 0 + - ConditionValue3: always 0 + - NegativeCondition: + - 0 (true if target IS in combat) + - 1 (true if target is NOT in combat) + +*Can be used with `CONDITION_SOURCE_TYPE_GOSSIP_HELLO` (type 20) and `NegativeCondition = 1` (ConditionTarget = 1 to target the creature) to prevent players from opening the gossip menu of specific creatures while they are in combat.* + ### \***REFERENCE TEMPLATES** - - SourceTypeOrReferenceId : used as negative, for reference ID