Skip to content
Merged
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
14 changes: 14 additions & 0 deletions docs/conditions.md
Original file line number Diff line number Diff line change
Expand Up @@ -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

Expand Down Expand Up @@ -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
Expand Down
Loading