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antz

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antz last won the day on December 3

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About antz

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    Lead Developer

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    Zero
    One
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    Antz#2868
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    https://getmangos.eu/wiki

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  1. hey just a big thank you for all the work you have done new here but very impressed i will help out where and when i can thank you 

  2. antz

    Howdy!

    Both Madmax and I have been involved with mangos for a very long time now If you have any issues with Mangos Two, please let us know.
  3. antz

    Howdy!

    Hi whooperdiddle, Nice to hear from you ! Cmangos is fork of MaNGOS and as such their code has divulged from ours over the years so we are unable to offer support - Perhaps their website ? If you grab the Mangos versions of the same cores from github, we should be able to help you here. - We have a knowledgable and friendly team not to mention community of like minded users. Antz
  4. Do you have OpenSSL installed correctly ?
  5. antz

    Trinitycore (3.3.5) vs mangos two

    One of my personal goals when I took over MaNGOS was to make it much easier to setup and get running. I'm glad you've discovered my work - I am hoping to get into the swing of things soon and start to get the cores updated again.
  6. antz

    mangos zero Can't fix error 1251

    When installing MySQL 4.8 there is an option to use 'Legacy Authentication', this is the option you need to select. When things in Real Life calm down a little, I will update the guides to point this fact out.
  7. antz

    Quice 1.3.2 (December 2012)

    Awesome news :D - If you need any assistance, please don't hesitate to ask !
  8. Nice :D, The only thing I will add is that we can't use it for a download unless all blizzard artwork is removed as that is a breach of copyright without their express permission.
  9. antz

    hi all

    Hi and Welcome, Something I've leant over 30+ years developing is that the language you develop in is fairly unimportant... yes some languages are better at some things than others. Although I never learnt pascal, I did use pascal and helped a colleague debug it !! Although Visual Basic has been my main language throughout those years (VB1 to VB.Net), I was also taught Java. - It was via Java that I learnt C#..... and via C# that I finally got a handle on C++ The bottom line is, learn as much as you can.... and enjoy yourself doing it
  10. antz

    mangos one EasyBuild building error

    On the error dialog, could you click on the 'details' button and see if there is anything useful listed there ?
  11. antz

    creature_template

    @zeeb - Thanks for the feedback regarding the missing tables, they are there now
  12. antz

    creature_template

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_template' table for MaNGOSZero This table contains the description of creatures. Each spawned creature is an instance of a template present in this table, this means every creature MUST be defined in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes Entry mediumint(8) unsigned NO PRI '0'   This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid Name char(100) NO {Blank String}   The creature's name that will be displayed. SubName char(100) YES {Blank String}   An optional tag, which will be shown below the creature's name. MinLevel tinyint(3) unsigned NO '1'   The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned NO '1'   The maximum level of the creature when it is spawned in-game. ModelId1 mediumint(8) unsigned NO '0'   A display model identifier for the creature_template. ModelId2 mediumint(8) unsigned NO '0'   An alternative display model identifier for the creature_template. ModelId3 mediumint(8) unsigned NO '0'     ModelId4 mediumint(8) unsigned NO '0'     FactionAlliance smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. FactionHorde smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. Scale float NO '1'   The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) NO '0'   This Defines The Family That This Creature Belongs To. CreatureType tinyint(3) unsigned NO '0'   This Field Defines The Type Of Creature This NPC Is. InhabitType tinyint(3) unsigned NO '3'   This Field Controls Where The Creature Can Move Into, Chase And Attack. RegenerateStats tinyint(3) unsigned YES NULL   Controls if a creature template should regenerate it's Health/Mana. RacialLeader tinyint(3) unsigned NO '0'   Determines if a creature template is a racial leader. NpcFlags int(10) unsigned NO '0'   The flags of the creature. UnitFlags int(10) unsigned NO '0'   Allows the manual application of unit flags to creatures. DynamicFlags int(10) unsigned NO '0'   Dynamic flags are used to control the visual appearance of a creature template. ExtraFlags int(10) unsigned NO '0'   The extra flags allow to modify special behaviour for a creature_template. CreatureTypeFlags int(10) unsigned NO '0'   Type flags seem to control what actions a player can perform. SpeedWalk float NO '1'   Controls how fast the creature can move in walking mode. SpeedRun float NO '1.14286'   Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned NO '0'   A creature's class. The following table describes the available classes. Rank tinyint(3) unsigned NO '0'   The border of a creature portrait. HealthMultiplier float NO '1'   Modifies the creature template's health by this factor. PowerMultiplier float NO '1'   The affects the creature's power. DamageMultiplier float NO '1'   This affects the amount of damage a creature can do. DamageVariance float NO '1'   This is used in damage calculations. ArmorMultiplier float NO '1'   Modify the creature template's armor by this factor. ExperienceMultiplier float NO '1'   This affects the amount of experience the creature will earn. MinLevelHealth int(10) unsigned NO '0'   The minimum health of the creature. MaxLevelHealth int(10) unsigned NO '0'   The maximum health of the creature. MinLevelMana int(10) unsigned NO '0'   The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned NO '0'   The maximum mana of the creature. MinMeleeDmg float NO '0'   Minimum damage the creature deals in melee combat. MaxMeleeDmg float NO '0'   Maximum damage the creature deals in melee combat. MinRangedDmg float NO '0'   Minimum damage the creature deals in ranged combat. MaxRangedDmg float NO '0'   Maximum damage the creature deals in ranged combat. Armor mediumint(8) unsigned NO '0'   The total armor of the creature. MeleeAttackPower int(10) unsigned NO '0'   The attack power for the creature's melee attacks. RangedAttackPower smallint(5) unsigned NO '0'   The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned NO '2000'   A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned NO '2000'   The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) NO '0'   A damage school for melee combat. MinLootGold mediumint(8) unsigned NO '0'   Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned NO '0'   The money dropped by the creature in copper. LootId mediumint(8) unsigned NO '0'   This adds loot to the creature. PickpocketLootId mediumint(8) unsigned NO '0'   This adds pickpocket loot to the creature. SkinningLootId mediumint(8) unsigned NO '0'   This adds skinning loot to the creature. KillCredit1 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. KillCredit2 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. MechanicImmuneMask int(10) unsigned NO '0'   This mask can be used to make creatures immune to spell mechanics. SchoolImmuneMask int(10) unsigned NO '0'     ResistanceHoly smallint(5) NO '0'   The Holy resistance of the creature. ResistanceFire smallint(5) NO '0'   The Fire resistance of the creature. ResistanceNature smallint(5) NO '0'   The Nature resistance of the creature. ResistanceFrost smallint(5) NO '0'   The Frost resistance of the creature. ResistanceShadow smallint(5) NO '0'   The Shadow resistance of the creature. ResistanceArcane smallint(5) NO '0'   The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned NO '0'   ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned NO '0'   The movement type defines what a creature spawn will behave like after spawning. TrainerType tinyint(4) NO '0'   This details what kind of trainer the creature is. TrainerSpell mediumint(8) unsigned NO '0'   This will restrict access to a profession trainer. TrainerClass tinyint(3) unsigned NO '0'   The value of this field will restrict access to class and/or pet trainers TrainerRace tinyint(3) unsigned NO '0'   This field allows to restrict a riding trainer to a specific race. TrainerTemplateId mediumint(8) unsigned NO '0'   This field adds a training spells to a creature template. VendorTemplateId mediumint(8) unsigned NO '0'   This field adds a vendor items to a creature template. GossipMenuId mediumint(8) unsigned NO '0'   This field is used for adding gossip to the creature. EquipmentTemplateId mediumint(8) unsigned NO '0'   The field adds equipment to a creature. Civilian tinyint(3) unsigned NO '0'   Marks a creature template as a civilian. AIName char(64) YES {Blank String}   This string determines which built-in AI script will be used. Description of the fields Entry mediumint(8) unsigned This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid 10-Man Normal Mode Entry. Name char(100) The creature's name that will be displayed. SubName char(100) An optional tag, which will be shown below the creature's name. MinLevel tinyint(3) unsigned The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned The maximum level of the creature when it is spawned in-game. Must be higher than minlevel! ModelId1 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId2 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId3 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId4 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. FactionAlliance smallint(5) unsigned The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. FactionHorde smallint(5) unsigned The Faction If The Creature Is On The Horde Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. Scale float The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) This Defines The Family That This Creature Belongs To. This Is Only Used If CreatureType Is 1 (Beast). ID Family 1 Wolf 2 Cat 3 Spider 4 Bear 5 Boar 6 Crocolisk 7 Carrion Bird 8 Crab 9 Gorilla 11 Raptor 12 Tallstrider 15 Felhunter 16 Voidwalker 17 Succubus 19 Doomguard 20 Scorpid 21 Turtle 23 Imp 24 Bat 25 Hyena 26 Owl 27 Wind Serpent 28 Remote Control Note: It has to be evaluated if creatures of type 3 (Demons) should have their family set, as there are creature families defined for these. Also, remote control family would probably be having a type of 9 since these are mechanical. CreatureType tinyint(3) unsigned This Field Defines The Type Of Creature This NPC Is. ID Family 0 None 1 Beast 2 Dragonkin 3 Demon 4 Elemental 5 Giant 6 Undead 7 Humanoid 8 Critter 9 Mechanical 10 Not Specified 11 Totem 12 Non-combat pet 13 Gas Cloud InhabitType tinyint(3) unsigned This Field Controls Where The Creature Can Move Into, Chase And Attack. The NPC Is Limited To ONLY This: ID Family 1 Ground Movement Only 2 Water Movement Only 3 Both Ground and Water Movement 4 Always Flying RegenerateStats tinyint(3) unsigned This flag is a bitmask field which controls if a creature template should regenerate it's Health and/or Power. i.e. To Regenerate both Health and Mana, you would set the template to 3 (1+2). ID Color Quality 0 Grey Poor 1 White Common 2 Green Uncommon 3 Blue Rare 4 Purple Epic 5 Orange Legendary 6 Red Artifact RacialLeader tinyint(3) unsigned Determines if a creature template is a racial leader. Racial leaders will grant increased honor points upon death. Value Description 0 Normal creature 1 Racial leader NpcFlags int(10) unsigned The flags of the creature. Note that most of these also require the "Gossip" [1] flag to work. So if you want a NPC that is a quest giver, a vendor and can repair you just add the specific flags together: 1 + 2 + 128 + 4096 = 4227. Pure Flags Decimal Binary (32 Bit) Remarks UNIT_NPC_FLAG_NONE 0 0000 0000 0000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_GOSSIP 1 0000 0000 0000 0000 0000 0000 0000 0001 (If NPC has more gossip options, add this flag to bring up a menu.) UNIT_NPC_FLAG_QUESTGIVER 2 0000 0000 0000 0000 0000 0000 0000 0010 (Any NPC giving or taking quests needs to have this flag.) UNIT_NPC_FLAG_UNKNOWN1 4 0000 0000 0000 0000 0000 0000 0000 0100   UNIT_NPC_FLAG_UNKOWN2 8 0000 0000 0000 0000 0000 0000 0000 1000   UNIT_NPC_FLAG_TRAINER 16 0000 0000 0000 0000 0000 0000 0001 0000 (Allows the NPC to have a trainer list to teach spells, all trainers must have this flag) UNIT_NPC_FLAG_TRAINER_CLASS 32 0000 0000 0000 0000 0000 0000 0010 0000   UNIT_NPC_FLAG_TRAINER_PROF 64 0000 0000 0000 0000 0000 0000 0100 0000   UNIT_NPC_FLAG_VENDOR 128 0000 0000 0000 0000 0000 0000 1000 0000 (Any NPC selling items needs to have this flag) UNIT_NPC_FLAG_VENDOR_AMMO 256 0000 0000 0000 0000 0000 0001 0000 0000   UNIT_NPC_FLAG_VENDOR_FOOD 512 0000 0000 0000 0000 0000 0010 0000 0000   UNIT_NPC_FLAG_VENDOR_POISON 1024 0000 0000 0000 0000 0000 0100 0000 0000   UNIT_NPC_FLAG_VENDOR_REAGENT 2048 0000 0000 0000 0000 0000 1000 0000 0000   UNIT_NPC_FLAG_ARMORER 4096 0000 0000 0000 0000 0001 0000 0000 0000 (NPC with this flag can repair items.) UNIT_NPC_FLAG_TAXIVENDOR 8192 0000 0000 0000 0000 0010 0000 0000 0000 (Any NPC serving as fly master has this.) UNIT_NPC_FLAG_SPIRITHEALER 16384 0000 0000 0000 0000 0100 0000 0000 0000 (Makes the NPC invisible to alive characters and has the resurrect function.) UNIT_NPC_FLAG_SPIRITGUIDE 32768 0000 0000 0000 0000 1000 0000 0000 0000   UNIT_NPC_FLAG_INNKEEPER 65536 0000 0000 0000 0001 0000 0000 0000 0000 (NPC with this flag can set hearthstone locations.) UNIT_NPC_FLAG_BANKER 131072 0000 0000 0000 0010 0000 0000 0000 0000 (NPC with this flag can show the bank) UNIT_NPC_FLAG_ARENACHARTER 262144 0000 0000 0000 0100 0000 0000 0000 0000 UNIT_NPC_FLAG_TABARDVENDOR 524288 0000 0000 0000 1000 0000 0000 0000 0000 (Allows the designing of guild tabards.) UNIT_NPC_FLAG_BATTLEFIELDPERSON 1048576 0000 0000 0001 0000 0000 0000 0000 0000 (NPC with this flag port players to battlegrounds. Like battlemasters, arena organzier etc.) UNIT_NPC_FLAG_AUCTIONEER 2097152 0000 0000 0010 0000 0000 0000 0000 0000 (Allows NPC to display auction list.) UNIT_NPC_FLAG_STABLE 4194304 0000 0000 0100 0000 0000 0000 0000 0000 (Has the option to stable pets for hunters.) UNIT_NPC_FLAG_GUILD_BANK 8388608 0000 0000 1000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_SPELLCLICK 16777216 0000 0001 0000 0000 0000 0000 0000 0000 (Needs data on npc_spellclick_spells table) Mailbox 67108864 0000 0100 0000 0000 0000 0000 0000 0000 (NPC will act like a mailbox, opens mailbox with right-click) Guard 268435456 0001 0000 0000 0000 0000 0000 0000 0000 (Cityguards, must be scripted) Flag Combinations Decimal Binary (32 Bit) TRAINER_CLASS + TRAINER + GOSSIP 49 0000 0000 0000 0000 0000 0000 0011 0001 VENDOR + QUESTGIVER + GOSSIP 131 0000 0000 0000 0000 0000 0000 1000 0011 VENDOR + TRAINER_CLASS + TRAINER + GOSSIP 177 0000 0000 0000 0000 0000 0000 1011 0001 TABARDVENDOR + ARENACHARTER (GUILDMASTER) 786433 0000 0000 0000 1100 0000 0000 0000 0000 UnitFlags int(10) unsigned Allows the manual application of unit flags to creatures. Again this is a bitmask field and to apply more than one flag, just add the different numbers. Some possible flags are: Bit Flag Name Comments 0 1 UNIT_FLAG_UNK_0 Movement checks disabled, likely paired with loss of client control packet. 1 2 UNIT_FLAG_NON_ATTACKABLE not attackable 2 4 UNIT_FLAG_CLIENT_CONTROL_LOST Generic unspecified loss of control initiated by server script, movement checks disabled, paired with loss of client control packet. 3 8 UNIT_FLAG_PLAYER_CONTROLLED players, pets, totems, guardians, companions, charms, any units associated with players 4 16 UNIT_FLAG_PET_RENAME   5 32 UNIT_FLAG_PET_ABANDON   6 64 UNIT_FLAG_UNK_6 Related to Movement? often paired with UNIT_FLAG_SWIMMING 7 128     8 256 UNIT_FLAG_IMMUNE_TO_PLAYER Target is immune to players 9 512 UNIT_FLAG_IMMUNE_TO_NPC makes you unable to attack everything. Almost identical to our "civilian"-term. Will ignore it's surroundings and not engage in combat unless "called upon" or engaged by another unit. 10 1024     11 2048     12 4096 UNIT_FLAG_PVP Allows item spells to be casted upon. changed in 3.0.3 13 8192 UNIT_FLAG_SILENCED silenced, 2.1.1 14 16384 UNIT_FLAG_PERSUADED persuaded, 2.0.8 15 32768 UNIT_FLAG_SWIMMING controls water swimming animation 16 65536 UNIT_FLAG_UNK_16 removes attackable icon, if on yourself, cannot assist self but can cast TARGET_SELF spells - added by SPELL_AURA_MOD_UNATTACKABLE 17 131072 UNIT_FLAG_PACIFIED pacified, 3.0.3 18 262144 UNIT_FLAG_STUNNED stunned, 2.1.1 Unit is a subject to stun, turn and strafe movement disabled 19 524288 UNIT_FLAG_IN_COMBAT   20 1048576 UNIT_FLAG_TAXI_FLIGHT Unit is on taxi, paired with a duplicate loss of client control packet (likely a legacy serverside hack). Disables any spellcasts not allowed in taxi flight client-side. 21 2097152     22 4194304 UNIT_FLAG_CONFUSED Unit is a subject to confused movement, movement checks disabled, paired with loss of client control packet. 23 8388608 UNIT_FLAG_FLEEING Unit is a subject to fleeing movement, movement checks disabled, paired with loss of client control packet. 24 16777216 UNIT_FLAG_POSSESSED Unit is under remote control by another unit, movement checks disabled, paired with loss of client control packet. New master is allowed to use melee attack and can't select this unit via mouse in the world (as if it was own character). 25 33554432 UNIT_FLAG_NOT_SELECTABLE Can't be selected by mouse 26 67108864 UNIT_FLAG_SKINNABLE   27 134217728 UNIT_FLAG_AURAS_VISIBLE magic detect 28 268435456 UNIT_FLAG_UNK_28   29 536870912 UNIT_FLAG_UNK_29   30 1073741824 UNIT_FLAG_SHEATHE   31 2147483648 UNIT_FLAG_UNK_31 set skinnable icon and also changes color of portrait)(no affect in 2.4.3) DynamicFlags int(10) unsigned Dynamic flags are used to control the visual appearance of a creature template. The following table provides a list of valid values. Multiple flags may be combined. Value Description Comments 0 None   1 Lootable   2 Track unit   4 Other tagger Makes creature name tag appear grey 8 Rooted   16 Specialinfo Show basic creature stats in tooltip 32 Dead Make creature appear dead without tag 64 Tapped by all threat list   ExtraFlags int(10) unsigned The extra flags allow to modify special behaviour for a creature_template. The following table contains a list of combinable flags. Value Type Description 0 NONE Default: do nothing. 1 INSTANCE_BIND Bounds killer's party to the instance 2 CIVILIAN Makes creature ignore aggro 4 NO_PARRY Prohibits from parrying 8 NO_PARRY_HASTEN Parries do not speed up its next attack 16 NO_BLOCK Prohibits from blocking 32 NO_CRUSH Prohibits from dealing crushing blows 64 NO_XP_AT_KILL Creature rewards no XP at kill 128 INVISIBLE Creature invisible for player, e.g triggers 256 NOT_TAUNTABLE Creature is immune to taunts 512 AGGRO_ZONE Sets itself in combat with zone on aggro 1024 GUARD Is zone guard and death will be announced 2048 NO_TALKTO_CREDIT Does not give quest credit (temporary) CreatureTypeFlags int(10) unsigned This Field Controls If a Mob Is Mineable or Herbable. If Any Of These Flags Are Used Then The Loot Given When It Is Herb Picked / Mined Will Be Stored In The "Skinning_Loot_Template" Table. Aside From These Two Flags, This Field Has No Special Meaning Server-Side. It will be send to the client in SMSG_CREATURE_QUERY_RESPONSE Flag Name Comments 1 CREATURE_TYPEFLAGS_TAMEABLE Makes the mob tameable (must also be a beast and have family set) 2 CREATURE_TYPEFLAGS_GHOST_VISIBLE Sets Creatures that can ALSO be seen when player is a ghost. Used in CanInteract function by client, can't be attacked 4 CREATURE_TYPEFLAGS_UNK3 Sets "BOSS" flag for tooltips 8 CREATURE_TYPEFLAGS_UNK4   16 CREATURE_TYPEFLAGS_UNK5 Controls something in client tooltip related to creature faction 32 CREATURE_TYPEFLAGS_UNK6 Something related to Sound 64 CREATURE_TYPEFLAGS_UNK7 Related to attackable / not attackable creatures with spells 128 CREATURE_TYPEFLAGS_INTERACT_DEAD has something to do with unit interaction / quest status requests 136 CREATURE_TYPEFLAGS_NON_PVP_PLAYER   256 CREATURE_TYPEFLAGS_HERBLOOT Makes Mob Corpse Herbable - Uses Skinning Loot Field 512 CREATURE_TYPEFLAGS_MININGLOOT Makes Mob Corpse Mineable - Uses Skinning Loot Field 1024 CREATURE_TYPEFLAGS_ANIMATION_UNK11 no idea, but it used by client 2048 CREATURE_TYPEFLAGS_ANIMATION_UNK12 related to possibility to cast spells while mounted 4096 CREATURE_TYPEFLAGS_CAN_ASSIST Can aid any player or group in combat. Typically seen for escorting NPC's 8192 CREATURE_TYPEFLAGS_UNK14 checked from calls in Lua_PetHasActionBar 16384 CREATURE_TYPEFLAGS_UNK15 Lua_UnitGUID, client does guid_low &= 0xFF000000 if this flag is set 32768 CREATURE_TYPEFLAGS_ENGINEERLOOT Makes Mob Corpse Engineer Lootable - Uses Skinning Loot Field SpeedWalk float Controls how fast the creature can move in walking mode. SpeedRun float Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned A creature's class. The following table describes the available classes. Value Name Description 1 Warrior Has increased health and no mana 2 Paladin Has increased health and low mana 4 Rogue Has increased damage, but lower armor 8 Mage Has low health, but increased mana Note: Depending on the creature's class, you have to make sure that the mana values are set properly. E.g. a Warrior or Rogue will not have mana set. Rank tinyint(3) unsigned The rank of a creature determines which border the game client will draw around the creature tooltip in the user interface. The following table lists all valid values: Value Name Description 0 Normal Default type 1 Elite Increased health, damage, better loot 2 Rare elite Like Elite but with increased respawn time 3 World boss Highest rank, best loot, highest respawn time 4 Rare Increased respawn time, better loot HealthMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's health by this factor. PowerMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's power by this factor. DamageMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's damage by this factor. DamageVariance float Damage Variance is a Co-Efficient used in Damage Calculations To Limit the Min/Max Damage Range. Default Value is 1 (Normal) ===> See DamageMultiplier for More Information ArmorMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's armor by this factor. ExperienceMultiplier float Setting this value to a value smaller or larger than 1 will modify experience gained from the creature template by this factor. MinLevelHealth int(10) unsigned The minimum health of the creature if the creature has variable health. MaxLevelHealth int(10) unsigned The maximum health of the creature if the creature has a variable health. When added to world, the health value is chosen in proportion to the level chosen. MinLevelMana int(10) unsigned The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned The maximum mana of the creature if the creature has variable mana. When added to world, the mana value is chosen in proportion to the level chosen. MinMeleeDmg float Minimum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MaxMeleeDmg float Maximum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MinRangedDmg float Minimum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. MaxRangedDmg float Maximum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. Armor mediumint(8) unsigned The armor value of the creature. It controls how much damage reduction the creature gets from physical attacks. MeleeAttackPower int(10) unsigned The attack power for the creature's melee attacks. This field along with MinMeleeDmg and MaxMeleeDmg dictate how much the creature will hit for. The formula for applying correct damages is as follows: UPDATE `creature_template` SET `MinMeleeDmg` = , `MaxMeleeDmg` = , `MeleeAttackPower` = ROUND((`MinMeleeDmg` + `MaxMeleeDmg`) / 4 * 7), `MinMeleeDmg` = ROUND(`MinMeleeDmg` - `MeleeAttackPower` / 7), `MaxMeleeDmg` = ROUND(`MaxMeleeDmg` - `MeleeAttackPower` / 7) WHERE `Entry` = ... In the query above, substitute with the minimum damage you want the creature to deal and with the maximum damage you want the creature to deal. Note: You might want to double check the calculated values after the query has run because a large difference between MinMeleeDmg and MaxMeleeDmg can cause MinMeleeDmg to become a negative value. RangedAttackPower smallint(5) unsigned The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) A damage school for melee combat. The following table provides a list of valid values. Value Description 0 Normal damage 1 Holy damage 2 Fire damage 3 Nature damage 4 Frost damage 5 Shadow damage 6 Arcane damage MinLootGold mediumint(8) unsigned Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned The money dropped by the creature in copper (1000 = 10s, 100000 = 1g, 111111 = 11g 11s 11c) LootId mediumint(8) unsigned The field adds loot to a creature template and references the "creature_loot_template" table unique ID for which the entry is valid. PickpocketLootId mediumint(8) unsigned The field adds pickpocketing loot to a creature template and references the "pickpocketing_loot_template" tables unique ID for which the entry is valid. SkinningLootId mediumint(8) unsigned The field adds skinning loot to a creature template and references the "skinning_loot_template" tables unique ID for which the entry is valid. KillCredit1 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. KillCredit2 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. MechanicImmuneMask int(10) unsigned This mask can be used to make creatures immune to spell mechanics. Multiple immunities can be combined. Value Type Value Type 0 NONE 32768 BANDAGE 1 CHARM 65536 POLYMORPH 2 CONFUSED 131072 BANISH 4 DISARM 262144 SHIELD 8 DISTRACT 524288 SHACKLE 16 FEAR 1048576 MOUNT 32 FUMBLE 2097152 PERSUADE 64 ROOT 4194304 TURN 128 PACIFY 8388608 HORROR 256 SILENCE 16777216 INVULNERABILITY 512 SLEEP 33554432 INTERRUPT 1024 SNARE 67108864 DAZE 2048 STUN 134217728 DISCOVERY 4096 FREEZE 268435456 IMMUNE_SHIELD 8192 KNOCKOUT 536870912 SAPPED 16384 BLEED     Note: In theory this should somehow relates to SpellMechanic.dbc and the immunities list there, but it does not match. SchoolImmuneMask int(10) unsigned This makes the NPC immune to specific spell schools. Name Value SPELL_SCHOOL_MASK_NORMAL 1 SPELL_SCHOOL_MASK_HOLY 2 SPELL_SCHOOL_MASK_FIRE 4 SPELL_SCHOOL_MASK_NATURE 8 SPELL_SCHOOL_MASK_FROST 16 SPELL_SCHOOL_MASK_SHADOW 32 SPELL_SCHOOL_MASK_ARCANE 64 To combine spell school immunities just add values. Immune to everything corresponds to the value 127. ResistanceHoly smallint(5) The Holy resistance of the creature. ResistanceFire smallint(5) The Fire resistance of the creature. ResistanceNature smallint(5) The Nature resistance of the creature. ResistanceFrost smallint(5) The Frost resistance of the creature. ResistanceShadow smallint(5) The Shadow resistance of the creature. ResistanceArcane smallint(5) The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned The movement type defines what a creature spawn will behave like after spawning. Value Behaviour 0 Idle on spawn point 1 Random movement within spawndist radius 2 Waypoint movement TrainerType tinyint(4) For creature templates set to be trainers, this details what kind of trainer the creature is. The following table provides a list of valid trainer types. ID Type Related Field Comments 0 TRAINER_TYPE_CLASS trainer_class Trains Class Spells 1 TRAINER_TYPE_MOUNTS trainer_race Trains Riding Skill 2 TRAINER_TYPE_TRADESKILLS trainer_spell Trains Professions 3 TRAINER_TYPE_PETS trainer_class Trains Pet Skills TrainerSpell mediumint(8) unsigned If set to a valid spell identifier from Spell.dbc [See Spell.dbc], this will restrict access to a profession trainer so that the player needs to already have access to the spell to access the trainer. TrainerClass tinyint(3) unsigned The value of this field will restrict access to class and/or pet trainers, if set to a value corresponding with the class identifiers from ChrClasses.dbc. Value Description 1 Warrior 2 Paladin 3 Hunter 4 Rogue 5 Priest 7 Shaman 8 Mage 9 Warlock 11 Druid Note: Pet trainers should always use the Hunter class identifier 3. TrainerRace tinyint(3) unsigned This field allows to restrict a riding trainer to a specific race. Players not from that race will require exalted reputation with the trainers race before being able to buy from him. Values in this field correspond with the content of ChrRaces.dbc [See ChrRaces.dbc]. TrainerTemplateId mediumint(8) unsigned This field adds a training spells to a creature template and references the "npc_trainer_template" tables unique ID for which the entry is valid. VendorTemplateId mediumint(8) unsigned This field adds a vendor items to a creature template and references the "npc_vendor_template" tables unique ID for which the entry is valid. GossipMenuId mediumint(8) unsigned This references the "gossip_menu" tables unique ID for which the entry is valid, if the creature_template should have a gossip dialogue. EquipmentTemplateId mediumint(8) unsigned The field adds equipment to a creature template and references the "creature_equip_template" tables unique ID for which the entry is valid. Civilian tinyint(3) unsigned Marking a creature template as civilian will prevent it from aggroing and may influence the honor points gained negatively. Value Description 0 No civilian 1 Civilian AIName char(64) This string determines which built-in AI script will be used for the creature template. By default and empty string will lead to the creature doing nothing. The following table lists all valid entries. Value Description NullAI Do nothing. Same as empty string. AggressorAI Creature attacks when entering aggro radius. ReactorAI Creature attacks only if aggroed by spell. GuardAI Creature is a zone guard. PetAI Creature is a pet. TotemAI Creature casts spell from spell1. EventAI Creature uses event based AI. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  13. antz

    Is Mangos Zero development dead?

    All the team seem to be having some issue or another in real life atm, including myself. - Since we are all volunteers, this is often the way of things We always welcome new contributors though !!
  14. You are using Cmangos rather than MaNGOS, we are unable to help you here. Sorry ---=== Google Translate ===--- 您正在使用Cmangos而不是MaNGOS,我们无法在这里为您提供帮助
  15. @x6zn - I committed a fix for this this morning. Please update your clone and all will work

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