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Event AI documentation
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Scriptdev2 Revision 220 introduces a new database defined AI named EventAI.
This system allows users to create new creature scripts entierly within the Database.
ScriptName must still be set to "mob_eventai" within the MaNGOS database creature_template.scriptname field.

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Basic Structure of EventAI
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Event AI follows a basic if (Event) then do {Action} format.
Below is a the list of current fields within the Eventai_scripts table.

(Field_Name                 Discription)
id                          This value is mearly an incrementing counter of the current Event number. Required for sql queries.
creature_id                 Creature id which this event should occur on.

event_type                  Type of event (See Event Types below)
event_inverse_phase_mask    Mask which phases this event should NOT trigger in*
event_chance                Percent chance of this event occuring (1 - 100)
event_flags                 Event flags such as if the event is repeatable (see below)
event_param1                Variable for event (dependant on Event type)
event_param2
event_param3
event_param4

action1_type                First Type of Action to take when event occurs (See Action Types below)
action1_param1              Variables used for Action1 (dependant on Action type)
action1_param2
action1_param3

action2_type                Second Type of Action to take when event occurs (See Action Types below)
action2_param1              Variables used for Action2 (dependant on Action type)
action2_param2
action2_param3

action3_type                Third Type of Action to take when event occurs (See Action Types below)
action3_param1              Variables used for Action3 (dependant on Action type)
action3_param2
action3_param3

All params are signed 32 bit values (+/- 2147483647). If param specifies time then time is in milliseconds. If param specifies percentage then percentages are value/100 (ex: if param = 500 then that means 500%, -50 = -50%)

*Phase mask is a bit mask of which phases this event should not trigger in. Example: Phase mask value of 12 (1100) would mean that this event would trigger 0, 1 and all other phases except for 2 and 3 (0 counts as the first phase). 

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Event Types
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Below is the list of current Event types that EventAI can handle.
Each event type has its own specific interpretation of the params that accompany it.
Params are always read from Param1, then Param2, then Param3.
Events will not repeat until the creature exits combat unless EFLAG_REPEATABLE is set. Some events such as EVENT_T_AGGRO, EVENT_T_DEATH, EVENT_T_SPAWNED, and EVENT_T_EVADE cannot repeat.

#   Internal Name               Pamarm usage                                            Description
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
0    EVENT_T_TIMER               InitialMin, InitialMax, RepeatMin, RepeatMax            Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4).  but only in combat.
1    EVENT_T_TIMER_OOC           InitialMin, InitialMax, RepeatMin, RepeatMax            Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4).  but only out of combat.
2    EVENT_T_HP                  HPMax%, HPMin%, RepeatMin, RepeatMax                    Expires when HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). 
3    EVENT_T_MANA                ManaMax%,ManaMin% RepeatMin, RepeatMax                  Expires once Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). 
4    EVENT_T_AGGRO               NONE                                                    Expires upon initial aggro (does not repeat). 
5    EVENT_T_KILL                RepeatMin, RepeatMax                                    Expires upon killing a player. Will repeat between every (Param1) and (Param2).
6    EVENT_T_DEATH               NONE                                                    Expires upon Death of the Creature. 
7    EVENT_T_EVADE               NONE                                                    Expires upon creature EnterEvadeMode().
8    EVENT_T_SPELLHIT            SpellID, School, RepeatMin, RepeatMax                   Expires upon Spell hit. If (param1) is set will only expire on that spell. If (param2) will only expire on spells of that school (-1 for all). Will repeat every (Param3) and (Param4) .
9    EVENT_T_RANGE               MinDist, MaxDist, RepeatMin, RepeatMax                  Expires when the highest threat target distance is greater than (Param1) and less than (Param2). Will repeat every (Param3) and (Param4) .
10   EVENT_T_OOC_LOS             NoHostile, NoFriendly, RepeatMin, RepeatMax             Expires when a Player moves within visible distance to creature. Does not expire for Hostile Players if (Param1) is not 0. Does not expire for Friendly Players if (Param2) is not 0. Will repeat every (Param3) and (Param4) . Does not expire for creatures or pet or when the creature is in combat.
11   EVENT_T_SPAWNED             NONE                                                    Expires at initial spawn and at creature respawn (useful for setting ranged movement type)
12   EVENT_T_TARGET_HP           HPMax%, HPMin%, RepeatMin, RepeatMax                    Expires when Current Target's HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4) . 
13   EVENT_T_TARGET_CASTING      RepeatMin, RepeatatMax                                  Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2) .
14   EVENT_T_FRIENDLY_HP         HPDeficit, Radius, RepeatMin, RepeatMax                 Expires when a friendly unit in radius has at least (param1) hp missing. Will repeat every (Param3) and (Param4) .
15   EVENT_T_FRIENDLY_IS_CC      DispelType, Radius, RepeatMin, RepeatMax                Expires when a friendly unit is Crowd controlled within the given radius (param2). Will repeat every (Param3) and (Param4) .
16   EVENT_T_MISSING_BUFF        SpellId, Radius, RepeatMin, RepeatMax                   Expires when a friendly unit is missing aura's given by spell (param1) within radius (param2). Will repeat every (Param3) and (Param4) .
17   EVENT_T_SUMMONED_UNIT       CreatureId, RepeatMin, RepeatMax                        Expires after creature with entry = (param1) is spawned or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) .

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Action Types
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Below is the list of current Action types that EventAI can handle.
Each event type has its own specific interpretation of the params that accompany it.
Params are always read from Param1, then Param2, then Param3.

(#   Internal Name                     Param usage                     Discription)
0    ACTION_T_NONE                     No Action                       Does Nothing
1    ACTION_T_SAY                      TextId                          Says Text
2    ACTION_T_YELL                     TextId                          Yells Text
3    ACTION_T_TEXTEMOTE                TextId                          Text Emotes Text
4    ACTION_T_SOUND                    SoundId                         Plays Sound
5    ACTION_T_EMOTE                    EmoteId                         Does emote
6    ACTION_T_RANDOM_SAY               TextId1, TextId2, TextId3       Says random text between 3 params*
7    ACTION_T_RANDOM_YELL              TextId1, TextId2, TextId3       Yells random text between 3 params*
8    ACTION_T_RANDOM_TEXTEMOTE         TextId1, TextId2, TextId3       Text Emotes random text between 3 params*
9    ACTION_T_RANDOM_SOUND             SoundId1, SoundId2, SoundId3    Plays random sound between 3 params*
10   ACTION_T_RANDOM_EMOTE             EmoteId1, EmoteId2, EmoteId3    Emotes random emote between 3 params
11   ACTION_T_CAST                     SpellId, Target, CastFlags      Casts spell (param1) on target type (param2). Uses Cast Flags (specified below target types)
12   ACTION_T_SUMMON                   CreatureID, Target, Duration    Summons creature (param1) to attack target (param2) for (param3) duration. Spawns on top of current creature. 
13   ACTION_T_THREAT_SINGLE_PCT        Threat%, Target                 Modifies threat by (param1) on target type (param2)
14   ACTION_T_THREAT_ALL_PCT           Threat%                         Modifies threat by (param1) on all targets (using -100% on all will result in full aggro dump)
15   ACTION_T_QUEST_EVENT              QuestID, Target                 Calls AreaExploredOrEventHappens with (param1) for target type (Param2)
16   ACTION_T_QUEST_CASTCREATUREGO     CreatureID, SpellId, Target     Sends CastCreatureOrGo for CreatureId (param1) with SpellId (param2) for target (param3)
17   ACTION_T_SET_UNIT_FIELD           Field_Number, Value, Target     Sets Unit Field (param1) to Value (param2) on target type (param3)
18   ACTION_T_SET_UNIT_FLAG            Flags, Target                   Sets flag (flags can be binary OR together to modify multiple flags at once) on for Target type (param2)
19   ACTION_T_REMOVE_UNIT_FLAG         Flags, Target                   Removes flag (flags can be binary OR together to modify multiple flags at once) on for Target type (param2)
20   ACTION_T_AUTO_ATTACK              AllowAutoAttack                 0 = stop melee attack, anything else means continue attacking/allow melee attacking
21   ACTION_T_COMBAT_MOVEMENT          AllowCombatMovement             0 = stop combat based movement, anything else continue/allow combat based movement (targeted movement generator)
22   ACTION_T_SET_PHASE                Phase                           Sets the current phase to (param1)
23   ACTION_T_INC_PHASE                Value                           Increments the phase by (param1). May be negative to decrement phase but should not be 0.
24   ACTION_T_EVADE                    No Params                       Forces the creature to evade. Wiping all threat and dropping combat.
25   ACTION_T_FLEE                     No Params                       Causes the .creature to flee. Please use this action instead of directly casting this spell so we may change this when a more correct approach is found.
26   ACTION_T_QUEST_EVENT_ALL          QuestId                         Calls GroupEventHappens with (param1). Only used if it's _expected_ event should complete for all players in current party
27   ACTION_T_CASTCREATUREGO_ALL       QuestId, SpellId                Calls CastedCreatureOrGo for all players on the threat list with QuestID(Param1) and SpellId(Param2)
28   ACTION_T_REMOVEAURASFROMSPELL     Target, Spellid                 Removes all auras on Target caused by Spellid
29   ACTION_T_RANGED_MOVEMENT          Distance, Angle                 Changes the movement generator type to a ranged type. Note: Default melee type can still be done with this. Specify 0 angle and 0 distance.
30   ACTION_T_RANDOM_PHASE             PhaseId1, PhaseId2, PhaseId3    Sets the phase to the id between 3 params*
31   ACTION_T_RANDOM_PHASE_RANGE       PhaseMin, PhaseMax              Sets the phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). PhaseMax must be greater than PhaseMin.
32   ACTION_T_SUMMON                   CreatureID, Target, SummonID    Summons creature (param1) to attack target (param2) at location specified by EventAI_Summons (param3). 
33   ACTION_T_KILLED_MONSTER           CreatureID, Target              Calls KilledMonster (param1) for target of type (param2)
34   ACTION_T_SET_INST_DATA            Field, Data                     Calls ScriptedInstance::SetData with field (param1) and data (param2)
35   ACTION_T_SET_INST_DATA64          Field, Target                   Calls ScriptedInstance::SetData64 with field (param1) and data (param2) target's GUID.
36   ACTION_T_UPDATE_TEMPLATE          TemplateId, Team                Changes the creature to a new creature template of (param1) with team = Alliance if (param2) = false or Horde if (param2) = true
37   ACTION_T_DIE                      No Params                       Kills the creature
38   ACTION_T_ZONE_COMBAT_PULSE        No Params                       Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances.

* = Use -1 to specify that if this param is picked to do nothing. Random is constant between actions within an event. So if you have a random Yell and a random Sound they will match up (ex: param2 with param2)

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Event Types
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Note:
COMBAT ONLY - Means that this event will only trigger durring combat.
OUT OF COMBAT ONLY - Means that this event will only trigger while out of combat.
BOTH - This event can trigger both in and out of combat.

Events that do not have lables on them are events that are directly involved with the in and out of combat state.

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0 = EVENT_T_TIMER: 
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Parameter 1: InitialMin - Minumum Time used to calculate Random Initial Expire
Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on.
This is commonly used for spells that repeat cast during combat (Simulate Spell Cooldown).

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1 = EVENT_T_TIMER_OOC:
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Parameter 1: InitialMin - Minumum Time used to calculate Random Initial Expire
Parameter 2: InitialMax - Maximum Time used to calculate Random Initial Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

OUT OF COMBAT ONLY! - Expires first between (Param1) and (Param2) and then between every (Param3) and (Param4) from then on. 
This is commonly used for events that occur and repeat outside of combat.

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2 = EVENT_T_HP:
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Parameter 1: HPMax% - Maximum HP% That this Event will Expire
Parameter 2: HPMin% - Minimum HP% That this Event will Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires when HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). 
This is commonly used for events that trigger at a specific HP% (Such as Heal/Enrage Spells or NPC's that Flee).

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3 = EVENT_T_MANA:
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Parameter 1: ManaMax% - Maximum Mana% That this Event will Expire
Parameter 2: ManaMin% - Minimum Mana% That this Event will Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires once Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). 
This is commonly used for events where an NPC low on Mana will do something (Such as stop casting spells and switch to melee).

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4 = EVENT_T_AGGRO:
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This Event Expires upon initial aggro (does not repeat).

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5 = EVENT_T_KILL:
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Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires upon killing a player. Will repeat every (Param1) and (Param2). 
This Event Expires upon killing a player. It is commonly used for NPC's who yell or do something after killing a player.

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6 = EVENT_T_DEATH:
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This Event Expires upon Death of the Scripted NPC.
This is commonly used for NPC's who have a yell on death or cast some kind if summon spell when they die.

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7 = EVENT_T_EVADE:
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This Event Expires upon the creature EnterEvadeMode(). 
This is commonly used for NPC's who use phases, allows you to reset their phase to 0 upon evade to prevent possible strange behavior.

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8 = EVENT_T_SPELLHIT:
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Parameter 1: SpellID - The Spell ID that will trigger the event to occur (NOTE: If you use Spell School as the trigger set this value to 0)
Parameter 2: School - Spell School to trigger the event (NOTE: If you use a SpellID then set this value to -1) - *See Below for Spell School Bitmask Values*
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires upon Spell hit. If (param1) is set will only expire on that spell. If (param2) will only expire on spells of that school. Will repeat every (Param3) and (Param4).
This Event is commonly used for NPC's who can do special things when you cast a spell (Or specific spell) on them.

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9 = EVENT_T_RANGE:
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Parameter 1: MinDist - This Distance is the Minimum Distance between the NPC and it's target to allow this Event to Expire
Parameter 2: MaxDist - This Distance is the Maximum Distance between the NPC and it's target to allow this Event to Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires when the highest threat target distance is greater than (Param1) and less than (Param2). Will repeat every (Param3) and (Param4).
This Event is commonly used for NPC's who have Ranged Combat and will Throw/Shoot between a certian distance. 

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10 = EVENT_T_OOC_LOS:
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Parameter 1: NoHostile - This Value is to Prevent this Action from Expiring When Caused by a Player/Creature Hostile to them (0 = Prevent Event from Expiring, 1 = Allow Event to Expire)
Parameter 2: NoFriendly - This Value is to Prevent this Action from Expiring When Caused by a Player/Creature Friendly to them (0 = Prevent Event from Expiring, 1 = Allow Event to Expire)
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

OUT OF COMBAT ONLY! - Expires when a Player moves within visible distance to the NPC. Does not expire for Hostile Players if (Param1) is not 0. Does not expire for Friendly Players if (Param2) is not 0. Will repeat every (Param3) and (Param4). Does not expire for creatures or pets when they are in combat. 
This Event is commonly used for NPC's who Do Something or Say Something when you walk past them Out of Combat.

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11 = EVENT_T_SPAWNED:
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Expires at initial spawn and at creature respawn.
This Event is commonly used for setting ranged movement type or Summoning a Pet on Spawn

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12 = EVENT_T_TARGET_HP:
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Parameter 1: HPMax% - Maximum HP% That this Event will Expire
Parameter 2: HPMin% - Minimum HP% That this Event will Expire
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires when Current NPC's Target's HP is between (Param1) and (Param2). Will repeat every (Param3) and (Param4). 
This Event is commonly used for NPC's who have a special ability (Like Execute) that only casts when a Player HP is low.

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13 = EVENT_T_TARGET_CASTING:
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Parameter 1: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 2: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2). 
This event is commonly used for NPC's who will cast a counter spell when their target starts to cast a spell.

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14 = EVENT_T_FRIENDLY_HP:
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Parameter 1: HPDeficit - This is the Amount of HP Missing from Full HP to trigger this event (You would need to calculate the amount of HP the event happens and subtract that from Full HP Value to get this number)
Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing amount of HP in Param1.
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires when a friendly unit in radius(param2) has at least (param1) hp missing. Will repeat every (Param3) and (Param4).
This is commonly used when an NPC in Combat will heal a nearby Friendly NPC in Combat with a Heal/Renew Spell.

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15 = EVENT_T_FRIENDLY_IS_CC:
----------------------------
Parameter 1: DispelType - Dispel Type to trigger the event - *See Below for Dispel Bitmask Values*
Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies being Crowd Controlled
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

COMBAT ONLY! - Expires when a friendly unit is Crowd controlled within the given radius (param2). Will repeat every (Param3) and (Param4). 
This is commonly used for NPC's who can come to the resule of other Friendly NPC's if being Crowd Controlled

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16 = EVENT_T_MISSING_BUFF:
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Parameter 1: SpellId - This is the SpellID That the Aura Check will look for (If it is missing this Aura)
Parameter 2: Radius - This is the Range in Yards the NPC will scan for nearby Friendlies (Faction is Friendly To) for the missing Aura.
Parameter 3: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 4: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires when a friendly unit is missing aura's given by spell (param1) within radius (param2). Will repeat every (Param3) and (Param4).
This is commonly used for NPC's who watch friendly units for a debuff to end so they can recast it on them again.

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17 = EVENT_T_SUMMONED_UNIT:
---------------------------
Parameter 1: CreatureId - The CreatureID that the NPC is watching to spawn to trigger this event
Parameter 2: RepeatMin - Minimum Time used to calculate Random Repeat Expire
Parameter 3: RepeatMax - Maximum Time used to calculate Random Repeat Expire

BOTH - Expires after creature with entry(Param1) is spawned or for all spawns if param1 = 0. Will repeat every (Param2) and (Param3) . 
This is commonly used for NPC's who will do something special once another NPC is summoned. Usually used is Complex Scripts or Special Events.


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Action Types
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1 = ACTION_T_SAY:
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Parameter 1: The ID of the text that the NPC should SAY from the Localized_Texts Table. 

This action is pretty straightforward. When activated, the creature will SAY the specified text (Speech Bubble). 

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2 = ACTION_T_YELL:
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Parameter 1: The ID of the text that the NPC should YELL from the Localized_Texts Table. 

The creature will YELL the specified text (Red Speech Bubble). 

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3 = ACTION_T_TEXTEMOTE:
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Parameter 1: The ID of the text that the NPC should TEXTEMOTE from the Localized_Texts Table.  

When activated, the creature will do a text emote using the specified text. A text emote is what you would regularly see by using the /em slash command. 
NOTE: The text should be written with the assumption that the creature's name is the first word or words in the sentence (for example, "is doing a text emote" would appear as "XYZ is doing a text emote" for a creature named XYZ). 

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4 = ACTION_T_SOUND:
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Parameter 1: The Sound ID to be played. (Sound IDs are contained in the DBC files.)

The creature will play the specified sound.
This is commonly used for Bosses who Yell and then also have a Voice for the same thing.

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5 = ACTION_T_EMOTE:
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Parameter 1: The Emote ID that the creature should perform. (Emote IDs are also contained in the DBC but they can be found in the mangos source as well).

The creature will perform a visual emote. Unlike a text emote, a visual emote is one where the creature will actually move or perform a gesture.
This is commonly used for NPC's who may perform a special action (Salute, Roar, ect...). Not all player emotes work for creature models.

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6 = ACTION_T_RANDOM_SAY:
------------------------
Parameter 1: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #1). 
Parameter 2: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #2). 
Parameter 3: The ID of the text that the NPC should SAY from the Localized_Texts Table (Random Choice #3). 

Similar to the ACTION_T_SAY action, it will choose at random a text entry to SAY. This action will pick a random entry from the three.
NOTE: If you want any of the options if selected to do nothing you set that Param to -1 value. Then if selected it will do nothing.
NOTE: When using Random Select Actions, ALL The Actions using Random in a Single Event (Action 1,2,3) will select the SAME Random Choice when it expires. This can come in handy if you are doing a ACTION_T_RANDOM_YELL for Action1 and then the corresponding sounds for ACTION_T_RANDOM_SOUND in Action2. If it selects Random Choice #2 for the Yell it will Select Random Choice #2 for the sound so you can match them up as required.
This is commonly used for NPC's who have several different Aggro Say's and you would like one of them selected at random.

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7 = ACTION_T_RANDOM_YELL:
-------------------------
Parameter 1: The ID of the text that the NPC should YELL from the Localized_Texts Table (Random Choice #1). 
Parameter 2: The ID of the text that the NPC should YELL from the Localized_Texts Table (Random Choice #2). 
Parameter 3: The ID of the text that the NPC should YELL from the Localized_Texts Table (Random Choice #3). 

Similar to the ACTION_T_YELL action, it will choose at random a text entry to YELL. 

------------------------------
8 = ACTION_T_RANDOM_TEXTEMOTE:
------------------------------
Parameter 1: The ID of the text that the NPC should TEXTEMOTE from the Localized_Texts Table (Random Choice #1). 
Parameter 2: The ID of the text that the NPC should TEXTEMOTE from the Localized_Texts Table (Random Choice #2). 
Parameter 3: The ID of the text that the NPC should TEXTEMOTE from the Localized_Texts Table (Random Choice #3). 

Similar to the ACTION_T_TEXTEMOTE action, it will choose at random a text entry to TEXTEMOTE. 

--------------------------
9 = ACTION_T_RANDOM_SOUND:
--------------------------
Parameter 1: The Sound ID to be played as Random Choice #1.
Parameter 2: The Sound ID to be played as Random Choice #2.
Parameter 3: The Sound ID to be played as Random Choice #3. 

Similar to the ACTION_T_SOUND action, it will choose at random a sound to play. 

---------------------------
10 = ACTION_T_RANDOM_EMOTE:
---------------------------
Parameter 1: The Emote ID to be played as Random Choice #1.
Parameter 2: The Emote ID to be played as Random Choice #2.
Parameter 3: The Emote ID to be played as Random Choice #3. 

Similar to the ACTION_T_EMOTE action, it will choose at random an Emote to Visually Perform.

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11 = ACTION_T_CAST:
-------------------
Parameter 1: SpellId - The Spell ID to use for the NPC to cast. The value used in this field needs to be a valid Spell ID.
Parameter 2: Target - The Target Type defining who the creature should cast the spell at. The value in this field needs to be a valid Target Type as specified in the reference tables below.
Parameter 3: CastFlags - See Table Below for Cast Flag Bitmask Values. If you are unsure what to set this value at leave it at 0.

The creature will cast a spell specified by a spell ID on a target specified by the target type. 
This is commonly used for NPC's who cast spells.

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12 = ACTION_T_SUMMON:
---------------------
Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID.
Parameter 2: Target - The Target Type defining who the Summoned creature will attack once spawned. The value in this field needs to be a valid Target Type as specified in the reference tables below. 
Parameter 3: Duration - The duration until the summoned creature should be unsummoned AFTER Combat ends. The value in this field is in milliseconds or 0. 

The NPC will Summon another creature at the same spot as itself that will attack the specified target. 
NOTE: Almost all Creature Summons have proper Summon Spells that should be used when possible. This Action is a powerful last resort option only to be used if nothing else works.
NOTE: Using Target Type 0 will cause the Summoned creature to not attack anyone.
NOTE: If Duration is set at 0, then the summoned creature will not despawn until it has died. 
This is used as a manual way to force an NPC to Summon.
--------------------------------
13 = ACTION_T_THREAT_SINGLE_PCT:
--------------------------------
Parameter 1: Threat% - Threat percent that should be modified. The value in this field can range from -100 to +100. If it is negative, threat will be taken away and if positive, threat will be added.
Parameter 2: Target - The Target Type defining on whom the threat change should occur. The value in this field needs to be a valid target type as specified in the reference tables below. 

This action will modify the threat of a target in the creature's threat list by the specified percent.
This is commonly used to allow an NPC to adjust the Threat to a single player.

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14 = ACTION_T_THREAT_ALL_PCT:
-----------------------------
Parameter 1: Threat% - The percent that should be used in modifying everyone's threat in the creature's threat list. The value here can range from -100 to +100. 

This action will modify the threat for everyone in the creature's threat list by the specified percent.
NOTE: Using -100 will cause the creature to reset everyone's threat to 0 so that everyone has the same amount of threat. It will NOT remove anyone from the threat list.
This is commonly used to allow an NPC to drop threat for all players to zero.

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15 = ACTION_T_QUEST_EVENT:
--------------------------
Parameter 1: QuestID - The Quest Template ID. The value here must be a valid quest template ID. Furthermore, the quest should have SpecialFlags | 2 as it would need to be completed by an external event which is the activation of this action.
Parameter 2: Target - The Target Type defining whom the quest should be completed for. The value in this field needs to be a valid target type as specified in the reference tables below. 

This action will satisfy the external completion requirement for the quest for the specified target defined by the target type. 
NOTE: This action can only be used with player targets so it must be ensured that the target type will point to a player. 
This is commonly used for Quests where only ONE player will gain credit for the quest.

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16 = ACTION_T_CASTCREATUREGO:
-----------------------------
Parameter 1: CreatureID - The Creature Template ID to be Summoned. The value here needs to be a valid Creature Template ID.
Parameter 2: SpellId - The Spell ID to use to simulate the cast. The value used in this field needs to be a valid Spell ID.
Parameter 3: Target - The Target Type defining whom the quest credit should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. 

This action will call CastedCreatureOrGO() function for the player. It can be used to give quest credit for casting a spell on the creature. 
This is commonly used for NPC's who have a special requirement to have a Spell cast on them to complete a quest.

-----------------------------
17 = ACTION_T_SET_UNIT_FIELD:
-----------------------------
Parameter 1: Field_Number - The index of the Field Number to be changed. Use (http://wiki.udbforums.org/index.php/Character_data) for a list of indeces and what they control. Creatures only contain the OBJECT_FIELD_* and UNIT_FIELD_* fields. They do not contain the PLAYER_FIELD_* fields.
Parameter 2: Value - The new value to be put in the field.
Parameter 3: Target - The Target Type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. 

When activated, this action can change the target's unit field values. More information on the field value indeces can be found at (http://wiki.udbforums.org/index.php/Character_data)

----------------------------
18 = ACTION_T_SET_UNIT_FLAG:
----------------------------
Parameter 1: Flags - The flag(s) to be set. Multiple flags can be set by using bitwise-OR on them (adding them together).
Parameter 2: Target - The Target Type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below. 

When activated, this action changes the target's flags by adding (turning on) more flags. For example, this action can make the creature unattackable/unselectable if the right flags are used. 

-------------------------------
19 = ACTION_T_REMOVE_UNIT_FLAG:
-------------------------------
Parameter 1: Flags - The flag(s) to be removed. Multiple flags can be set by using bitwise-OR on them (adding them together).
Parameter 2: Target - The target type defining for whom the flags should be changed. The value in this field needs to be a valid Target Type as specified in the reference tables below. 

When activated, this action changes the target's flags by removing (turning off) flags. For example, this action can make the creature normal after it was unattackable/unselectable if the right flags are used. 

--------------------------
20 = ACTION_T_AUTO_ATTACK:
--------------------------
Parameter 1: AllowAutoAttack - If zero, then the creature will stop its melee attacks. If non-zero, then the creature will either continue its melee attacks (the action would then have no effect) or it will start its melee attacks on the target with the top threat if its melee attacks were previously stopped. 

This action controls whether or not the creature should stop or start the auto melee attack. 
NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values (0 = Stop Melee, 1 = Start Melee).
This is commonly used in combination with EVENT_T_RANGE and ACTION_T_COMBAT_MOVEMENT for Ranged Combat for Mages and Spell Casters.

------------------------------
21 = ACTION_T_COMBAT_MOVEMENT:
------------------------------
Parameter 1: If zero, then the creature will stop moving towards its victim (if its victim gets out of melee range) and will be stationary. If non-zero, then the creature will either continue to follow its victim (the action would have no effect) or it will start to follow the target with the top threat if its movement was disabled before. 

This action controls whether or not the creature will always move towards its target.
NOTE: The ACID Dev Team has conformed to using either 0 or 1 for the Param values. (0 = Stop Movement, 1 = Start Movement)
This is commonly used with EVENT_T_RANGE and ACTION_T_AUTO_ATTACK for NPC's who engage in Ranged Comabt (Either Spells or Ranged Attacks)

------------------------
22 = ACTION_T_SET_PHASE:
------------------------
Parameter 1: The new phase to set the creature in. This number must be an integer between 0 and 31. Numbers outside of that range will result in an error. 

When activated, this action sets the creature's event to the specified value.
NOTE: The creature's current Phase is NOT reset at creature evade. You must manually set the phase back to 0 at EVENT_T_RESET.
NOTE: The value used for the Param is the actual Phase Number (Not The Event_Inverse_Phase_Mask)
This is commonly used for complex scripts with several phases and you need to switch to a different phase.

------------------------
23 = ACTION_T_INC_PHASE:
------------------------
Parameter 1: Value - The number of phases to increase or decrease. Use negative values to decrease the current phase. 

When activated, this action will increase (or decrease) the current creature's phase. 
NOTE: After increasing or decreasing the phase by this action, the current phase must NOT be lower than 0 or exceed 31. 
This can be used instead of ACTION_T_SET_PHASE to change phases in scripts. Just a user friendly option for changing phases.

--------------------
24 = ACTION_T_EVADE:
--------------------
When activated, the creature will immediately exit out of combat, clear its threat list, and move back to its spawn point. Basically, this action will reset the whole encounter. 
NOTE: All Param Values Are 0 for this Action.

-------------------
25 = ACTION_T_FLEE: 
-------------------
When activated, the creature will try to flee from combat. Currently this is done by it casting a fear-like spell on itself called "Run Away". A Better Flee system is in Development but will take time before it is implimented.
NOTE: All Param Values Are 0 for this Action.

------------------------------
26 = ACTION_T_QUEST_EVENT_ALL:
------------------------------
Parameter 1: QuestId - The quest ID to finish for everyone. 

This action does the same thing as the ACTION_T_QUEST_EVENT does but it does it for all players in the creature's threat list. 
NOTE: If a player is not in the NPC's threat list for whatever reason, he/she won't get the quest completed. 

---------------------------------
27 = ACTION_T_CASTCREATUREGO_ALL:
---------------------------------
Parameter 1: QuestId - The quest template ID.
Parameter 2: SpellId - The spell ID used to simulate the cast. 

This action does the same thing as the ACTION_T_CASTCREATUREGO does but it does it for all players in the creature's threat list. 
NOTE: If a player is not in its threat list for whatever reason, he/she won't receive the cast emulation. 

-----------------------------------
28 = ACTION_T_REMOVEAURASFROMSPELL:
-----------------------------------
Parameter 1: Target - The target type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below.
Parameter 2: SpellId - The spell ID whose auras will be removed. 

This action will remove all auras from a specific spell from the target.  
This is commonly used for NPC's who have an OOC Aura that is removed at combat start or a similar idea (Like Stealth or Shape Shift)

------------------------------
29 = ACTION_T_RANGED_MOVEMENT:
------------------------------
Parameter 1: Distance - The distance the mob should keep between it and its target.
Parameter 2: Angle - The angle the mob should use. 

This action changes the movement type generator to ranged type using the specified values for angle and distance. 
NOTE: Specifying zero angle and distance will make it just melee instead. 
This is commonly used for NPC's who always attack at range and you can specify the distance they will maintain from the target. 

---------------------------
30 = ACTION_T_RANDOM_PHASE:
---------------------------
Parameter 1: PhaseId1 - A possible random phase choice.
Parameter 2: PhaseId2 - A possible random phase choice.
Parameter 3: PhaseId3 - A possible random phase choice. 

Randomly sets the phase to one from the three parameter choices. 
NOTE: Use -1 to specify that if this param is picked to do nothing. Random is constant between actions within an event. So if you have a random Yell and a random Sound they will match up (ex: param2 with param2)
NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE.
This is commonly used for Spellcasting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have up to 3 phases used, otherwise use Action 31 for more then 3 phases.

---------------------------------
31 = ACTION_T_RANDOM_PHASE_RANGE:
---------------------------------
Parameter 1: PhaseMin - The minimum of the phase range.
Parameter 2: PhaseMax - The maximum of the phase range. The number here must be greater than PhaseMin. 

Randomly sets the phase between a range of phases controlled by the parameters. Sets the phase to a random id (Phase = PhaseMin + rnd % PhaseMin-PhaseMax). 
NOTE: PhaseMax must be greater than PhaseMin.
NOTE 2: PLEASE NOTE THAT EACH OF THE PARAM VALUES ARE ACTUAL PHASE NUMBERS NOT THE INVERSE PHASE MASK VALUE.
This is commonly used for Spellcasting NPC's who on Aggro may select at random a school of spells to use for the fight. Use this if you have MORE then 3 phases used, otherwise use Action 30.

---------------------
32 = ACTION_T_SUMMON:
---------------------
Parameter 1: CreatureID - The creature template ID to be summoned. The value here needs to be a valid creature template ID.
Parameter 2: Target - The target type defining who the summoned creature will attack. The value in this field needs to be a valid target type as specified in the reference tables below. NOTE: Using target type 0 will cause the summoned creature to not attack anyone.
Parameter 3: SummonID - The summon ID from the eventai_summons table controlling the position (and spawntime) where the summoned mob should be spawned at. 

Summons creature (param1) to attack target (param2) at location specified by EventAI_Summons (param3). 
NOTE: Param3 Value is the ID Value used for the entry used in EventAI_Summons for this action. You MUST have an EventAI_Summons entry to use this action.
This is commonly used for NPC's who need to Summon a creature at a specific location. (Normally used for complex events)

-----------------------------
33 = ACTION_T_KILLED_MONSTER:
-----------------------------
Parameter 1: CreatureID - The creature template ID. The value here must be a valid creature template ID.
Parameter 2: Target - The target type defining whom the quest kill count should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. 

When activated, this action will call KilledMonster() function for the player. It can be used to give creature credit for killing a creature. In general if the quest is set to be accompished on different creatures (e.g. "Credit" templates). 
NOTE: It can be ANY creature including certain quest specific triggers
This is commonly used for giving the player Quest Credits for NPC kills (Many NPC's may use the same CreatureID for the Kill Credit)

----------------------------
34 = ACTION_T_SET_INST_DATA:
----------------------------
Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script.
Parameter 2: Data - The value to put at that field index.

Sets data for the instance. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. 
NOTE: Param1 Value is located in "def_<instance name>.h" SD2 File and Param2 value is generally found in the "sc_instance.h" file in SD2
This is commonly used to link an ACID script with a SD2 C++ Script. You make make things happen like opening doors on specific events that happen. ACID Just triggers the C++ Script to function.

------------------------------
35 = ACTION_T_SET_INST_DATA64:
------------------------------
Parameter 1: Field - The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instance's script.
Parameter 2: Target - The target type to use to get the GUID that will be stored at the field index. The value in this field needs to be a valid target type as specified in the reference tables below. 

Sets GUID (64 bits) data for the instance based on the target. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. 
Calls ScriptedInstance::SetData64 with field (param1) and data (param2) target's GUID.

------------------------------
36 = ACTION_T_UPDATE_TEMPLATE:
------------------------------
Parameter 1: TemplateId - The creature template ID. The value here must be a valid creature template ID.
Parameter 2: Team - Use model_id from team : Alliance(0) or Horde (1). 

This function temporarily changes creature entry to new entry, display is changed, loot is changed, but AI is not changed. At respawn creature will be reverted to original entry. 
Changes the creature to a new creature template of (param1) with team = Alliance if (param2) = false or Horde if (param2) = true

------------------
37 = ACTION_T_DIE:
------------------
Kills the creature
This is commonly used if you need to Instakill the creature for one reason or another. 

--------------------------------
38 = ACTION_T_ZONE_COMBAT_PULSE:
--------------------------------
Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances. 


=========================================
Target Types
=========================================
Below is the list of current Target types that EventAI can handle.
Target types are used by certain actions and may effect actions differently

(#   Internal Name                      Discription)
0    TARGET_T_SELF                      Self cast
1    TARGET_T_HOSTILE                   Our current target (ie: highest aggro)
2    TARGET_T_HOSTILE_SECOND_AGGRO      Second highest aggro (generaly used for cleaves and some special attacks)
3    TARGET_T_HOSTILE_LAST_AGGRO        Dead last on aggro (no idea what this could be used for)
4    TARGET_T_HOSTILE_RANDOM            Just any random target on our threat list
5    TARGET_T_HOSTILE_RANDOM_NOT_TOP    Any random target except top threat
6    TARGET_T_ACTION_INVOKER            Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP)

=========================================
Cast Flags
=========================================
Below is the list of current Cast Flags that EventAI's spell casting can handle.
Cast flags are handled bitwise. Bit 0 is Interrupt Previous, bit 1 is triggered, etc.
So for example the number "3" (11 in Binary, selecting first 2 options) would mean that this cast has both CAST_INTURRUPT_PREVIOUS and CAST_TRIGGERED.
Another example: the number "5" (101 in Binary, selecting first and third options) would mean that this cast has CAST_INTURRUPT_PREVIOUS and CAST_FORCE_CAST.

(bit#   Decimal     Internal Name                  Discription)
0       1           CAST_INTURRUPT_PREVIOUS        Interrupts any previous spell casting (basicaly makes sure that this spell goes off)
1       2           CAST_TRIGGERED                 Forces the spell to be instant cast and require no mana/reagents.
2       4           CAST_FORCE_CAST                Forces spell to cast even if the target is possibly out of range or the creature is possibly out of mana
3       8           CAST_NO_MELEE_IF_OOM           Prevents creature from entering melee if out of mana or out of range
4       16          CAST_FORCE_TARGET_SELF         Forces the target to cast this spell on itself

NOTE: You can add the numbers in the decimal column to combine flags. 
 For example if you wanted to use CAST_NO_MELEE_IF_OOM(8) and CAST_TRIGGERED(2) you would simply use 10 in the cast flags field (8 + 2 = 10).

=========================================
Event Flags
=========================================
Below is the list of current Event Flags that EventAI can handle. Event flags are handled bitwise.

(bit#   Decimal   Internal Name                  Discription)
0       1         EFLAG_REPEATABLE               Event repeats (Does not repeat if this flag is not set)
1       2         EFLAG_NORMAL                   Event occurs in Normal instance difficulty (will not occur in Normal if not set)
2       4         EFLAG_HEROIC                   Event occurs in Heroic instance difficulty (will not occur in Heroic if not set)
3       8
4       16
5       32
6       64
7       128        EFLAG_DEBUG_ONLY              Prevents events from occuring on Release builds of ScriptDev2. Useful for testing new features.

NOTE: You can add the numbers in the decimal column to combine flags. 