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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 'saved_variables' table for MaNGOSZero Stores server required values. i.e. Character Database cleanup flags and Honor Point / Rank reset date Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes NextMaintenanceDate int(11) unsigned NO '0' The Date when the Honor Points / Rank etc. are updated. cleaning_flags int(11) unsigned NO '0' The flags controlling character cleanup. Description of the fields NextMaintenanceDate int(11) unsigned The Date when the Honor Points / Rank etc. are updated. The date is then set 7 days in the future. cleaning_flags int(11) unsigned The flags controlling character cleanup: Value Enum Name Meaning 0x2 CLEANING_FLAG_SKILLS Clean out obsolete Skills [See character_skills]. 0x4 CLEANING_FLAG_SPELLS Clean out obsolete Spells (See character_spells). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'areatrigger_tavern' table for MaNGOSThree Enable a trigger when player enters a city or tavern. This causes the player to enter a resting state. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI '0' The ID of the trigger [See AreaTrigger.dbc]. name text YES NULL Name of town or tavern. Description of the fields id mediumint(8) unsigned The ID of the trigger [See AreaTrigger.dbc]. name text Name of town or tavern. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'achievement_reward' table for MaNGOSThree 'Achievment system' 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' gender tinyint(3) NO PRI '2' title_A mediumint(8) unsigned NO '0' title_H mediumint(8) unsigned NO '0' item mediumint(8) unsigned NO '0' sender mediumint(8) unsigned NO '0' subject varchar(255) YES {Blank String} text text YES NULL Description of the fields entry mediumint(8) unsigned gender tinyint(3) title_A mediumint(8) unsigned title_H mediumint(8) unsigned item mediumint(8) unsigned sender mediumint(8) unsigned subject varchar(255) text text auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'areatrigger_teleport' table for MaNGOSThree Contains all the teleport triggers definition. This table is used to complete .dbc file information. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI '0' The ID of the trigger [See AreaTrigger.dbc]. name text YES NULL The name of the teleport areatrigger. required_level tinyint(3) unsigned NO '0' The player needs to be at least this level. required_item mediumint(8) unsigned NO '0' Requested an item [See item_template.entry]. required_item2 mediumint(8) unsigned NO '0' Requested an item [See item_template.entry]. heroic_key mediumint(8) unsigned NO '0' heroic_key2 mediumint(8) unsigned NO '0' required_quest_done int(11) unsigned NO '0' Requires quest [See quest_template.entry]. required_quest_done_heroic int(11) unsigned NO '0' target_map smallint(5) unsigned NO '0' The destination map id. [See map.dbc] target_position_x float NO '0' The x location of the player at the destination. target_position_y float NO '0' The y location of the player at the destination. target_position_z float NO '0' The z location of the player at the destination. target_orientation float NO '0' The orientation of the player at the destination. Description of the fields id mediumint(8) unsigned The ID of the trigger [See AreaTrigger.dbc]. name text The name of the teleport areatrigger. required_level tinyint(3) unsigned The player needs to be at least this level. required_item mediumint(8) unsigned Requested an item [See item_template.entry]. required_item2 mediumint(8) unsigned Requested an item [See item_template.entry]. heroic_key mediumint(8) unsigned heroic_key2 mediumint(8) unsigned required_quest_done int(11) unsigned Requires quest [See quest_template.entry]. required_quest_done_heroic int(11) unsigned target_map smallint(5) unsigned The destination map id. The value has to match with a map identifier defined [See Map.dbc]. target_position_x float The x location of the player at the destination. target_position_y float The y location of the player at the destination. target_position_z float The z location of the player at the destination. target_orientation float The orientation of the player at the destination, This is measured in radians (North = 0.0, South = 3.14159). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'battleground_events' table for MaNGOSThree This table contains the description of battleground events. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes map smallint(5) NO PRI NULL The map id of the location of the event [See map.dbc]. event1 tinyint(3) unsigned NO PRI NULL The identifier for the event node in the battleground. event2 tinyint(3) unsigned NO PRI NULL The state of the event node. description varchar(255) NO {Blank String} Description of the event. Description of the fields map smallint(5) The map id of the location of the event [See map.dbc]. event1 tinyint(3) unsigned The identifier for the event node in the battleground. Event nodes usually are defined in the battleground's script. event2 tinyint(3) unsigned The state of the event node. Node status is defined differently in every battleground script. Note: If you update battleground scripts and make changes to node status values ensure that you provide database update scripts which update the battleground events accordingly. description varchar(255) Description of the event. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'autobroadcast' table for MaNGOSThree This Table sets a broadcast message to be sent to the entire server. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' content text YES NULL ratio smallint(6) unsigned NO '0' Description of the fields id int(11) unsigned Notes: The Unique identifier of the message. content text Notes: The message Text ratio smallint(6) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'battleground_template' table for MaNGOSThree Contains information about the different battlegrounds, like how many players are needed to start, how many can be inside the same one, and the locations where each side starts. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI NULL The battleground ID [See BattlemasterList.dbc]. MinPlayersPerTeam smallint(5) unsigned NO '0' The minimum number of players that need to join the battleground. MaxPlayersPerTeam smallint(5) unsigned NO '0' Controls how many players from each team can join the battleground. AllianceStartLoc mediumint(8) unsigned NO NULL The location where the alliance players get teleported to in the battleground. AllianceStartO float NO NULL The orientation of the alliance players upon teleport. HordeStartLoc mediumint(8) unsigned NO NULL The location where the horde players get teleported to in the battleground. HordeStartO float NO NULL The orientation of the horde players upon teleport into the battleground. Comment varchar(255) NO {Blank String} Description of the fields id mediumint(8) unsigned The battleground ID. [See BattlemasterList.dbc]. Value Battleground Name 1 Alterac Valley 2 Warsong Gulch 3 Arathi Basin MinPlayersPerTeam smallint(5) unsigned Controls the minimum number of players that need to join the battleground on each faction side for the battleground to start. For the battleground to start, all characters (between min and max player values) must be in the same tier. Tiers are set up in ranges of 10 levels except for level 70. Tier Level Ranges 1 10-19 2 20-29 3 30-39 4 40-49 5 50-59 6 60-69 7 70 If characters of different tiers all join the queue, they will join their respective tier's queue and wait for more players of their tier to join the queue. Characters in different tiers can never join the same battleground. MaxPlayersPerTeam smallint(5) unsigned Controls how many players from each team can join the battleground. If left at 0, mangos will use the default DBC value. AllianceStartLoc mediumint(8) unsigned The location where the alliance players get teleported to when the battleground first starts [See WorldSafeLocs.dbc]. AllianceStartO float The orientation of the alliance players upon teleport into the battleground. North is 0, south is Pi (3.14159). HordeStartLoc mediumint(8) unsigned The location where the horde players get teleported to when the battleground first starts [See WorldSafeLocs.dbc]. HordeStartO float The orientation of the horde players upon teleport into the battleground. North is 0, south is Pi (3.14159). Comment varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'battlemaster_entry' table for MaNGOSThree Holds information on which NPC can start what battleground or arena. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the creature [See creature_template.entry]. bg_template mediumint(8) unsigned NO '0' The battleground template ID [See battleground_template]. Description of the fields entry mediumint(8) unsigned The ID of the creature [See creature_template.entry]. bg_template mediumint(8) unsigned The battleground template ID [See battleground_template]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'command' table for MaNGOSThree Holds help and security information for commands. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes name varchar(50) NO PRI {Blank String} The Command Name. security tinyint(3) unsigned NO '0' The minimum security level to use the command [See account.gmlevel] in the realm help longtext YES NULL The help text for the command which explains it's use and parameters. Description of the fields name varchar(50) The Command Name. security tinyint(3) unsigned The minimum security level to use the command [See account.gmlevel] in the realm database. help longtext The help text for the command which explains it's use and parameters. Table Contents namesecurityhelp account 0 Syntax: .account Display the access level of your account. account characters 3 Syntax: .account characters [#accountId|$accountName] Show list all characters for account selected by provided #accountId or $accountName, or for selected player in game. account create 4 Syntax: .account create $account $password [$expansion] Create account and set password to it. Optionally, you may also set another expansion for this account than the defined default value. account delete 4 Syntax: .account delete $account Delete account with all characters. account lock 0 Syntax: .account lock [on|off] Allow login from account only from current used IP or remove this requirement. account onlinelist 4 Syntax: .account onlinelist Show list of online accounts. account password 0 Syntax: .account password $old_password $new_password $new_password Change your account password. account set addon 3 Syntax: .account set addon [#accountId|$accountName] #addon Set user (possible targeted) expansion addon level allowed. Addon values: 0 - normal, 1 - tbc, 2 - wotlk. account set gmlevel 4 Syntax: .account set gmlevel [#accountId|$accountName] #level Set the security level for targeted player (can't be used at self) or for #accountId or $accountName to a level of #level. #level may range from 0 to 3. account set password 4 Syntax: .account set password (#accountId|$accountName) $password $password Set password for account. achievement 3 Syntax: .achievement $playername #achivementid Show state achievment #achivmentid (can be shift link) and list of achievement criteria with progress data for selected player in game or by player name. achievement add 3 Syntax: .achievement add $playername #achivementid Complete achievement and all it's criteria for selected player in game or by player name. Command can't be used for counter achievements. achievement criteria add 3 Syntax: .achievement criteria add $playername #criteriaid #change Increase progress for non-completed criteria at #change for selected player in game or by player name. If #chnage not provided then non-counter criteria progress set to completed state. For counter criteria increased at 1. achievement criteria remove 3 Syntax: .achievement criteria remove $playername #criteriaid #change ecrease progress for criteria at #change for selected player in game or by player name. If #chnage not provided then criteria progress reset to 0. achievement remove 3 Syntax: .achievement remove $playername #achivementid Remove complete state for achievement #achivmentid and reset all achievement's criteria for selected player in game or by player name. Also command can be used for reset counter achievements. additem 2 Syntax: .additem #itemid/[#itemname]/#shift-click-item-link #itemcount Adds the specified number of items of id #itemid (or exact (!) name $itemname in brackets, or link created by shift-click at item in inventory or recipe) to your or selected character inventory. If #itemcount is omitted, only one item will be added. . additemset 3 Syntax: .additemset #itemsetid Add items from itemset of id #itemsetid to your or selected character inventory. Will add by one example each item from itemset. ahbot items amount 3 Syntax: .ahbot items amount $GreyItems $WhiteItems $GreenItems $BlueItems $PurpleItems $OrangeItems $YellowItems Set amount of each items color be selled on auction. ahbot items amount blue 3 Syntax: .ahbot items amount blue $BlueItems Set amount of Blue color items be selled on auction. ahbot items amount green 3 Syntax: .ahbot items amount green $GreenItems Set amount of Green color items be selled on auction. ahbot items amount grey 3 Syntax: .ahbot items amount grey $GreyItems Set amount of Grey color items be selled on auction. ahbot items amount orange 3 Syntax: .ahbot items amount orange $OrangeItems Set amount of Orange color items be selled on auction. ahbot items amount purple 3 Syntax: .ahbot items amount purple $PurpleItems Set amount of Purple color items be selled on auction. ahbot items amount white 3 Syntax: .ahbot items amount white $WhiteItems Set amount of White color items be selled on auction. ahbot items amount yellow 3 Syntax: .ahbot items amount yellow $YellowItems Set amount of Yellow color items be selled on auction. ahbot items ratio 3 Syntax: .ahbot items ratio $allianceratio $horderatio $neutralratio Set ratio of items in 3 auctions house. ahbot items ratio alliance 3 Syntax: .ahbot items ratio alliance $allianceratio Set ratio of items in alliance auction house. ahbot items ratio horde 3 Syntax: .ahbot items ratio horde $horderatio Set ratio of items in horde auction house. ahbot items ratio neutral 3 Syntax: .ahbot items ratio neutral $neutralratio Set ratio of items in $neutral auction house. ahbot rebuild 3 Syntax: .ahbot rebuild [all] Expire all actual auction of ahbot except bided by player. Binded auctions included to expire if "all" option used. Ahbot re-fill auctions base at current settings then. ahbot reload 3 Syntax: .ahbot reload Reload AHBot settings from configuration file. ahbot status 3 Syntax: .ahbot status [all] Show current ahbot state data in short form, and with "all" with details. announce 1 Syntax: .announce $MessageToBroadcast Send a global message to all players online in chat log. auction 3 Syntax: .auction Show your team auction store. auction alliance 3 Syntax: .auction alliance Show alliance auction store independent from your team. auction goblin 3 Syntax: .auction goblin Show goblin auction store common for all teams. auction horde 3 Syntax: .auction horde Show horde auction store independent from your team. auction item 3 Syntax: .auction item (alliance|horde|goblin) #itemid[:#itemcount] [[[#minbid] #buyout] [short|long|verylong] Add new item (in many stackes if amount grater stack size) to specific auction house at short|long|verylogn perios similar same settings in auction in game dialog. Created auction not have owner. aura 2 Syntax: .aura #spellid Add the aura from spell #spellid to the selected Unit. ban account 3 Syntax: .ban account $Name $bantime $reason Ban account kick player. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s". ban character 3 Syntax: .ban character $Name $bantime $reason Ban account and kick player. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s". ban ip 3 Syntax: .ban ip $Ip $bantime $reason Ban IP. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s". baninfo account 3 Syntax: .baninfo account $accountid Watch full information about a specific ban. baninfo character 3 Syntax: .baninfo character $charactername Watch full information about a specific ban. baninfo ip 3 Syntax: .baninfo ip $ip Watch full information about a specific ban. bank 2 Syntax: .bank Show your bank inventory. banlist account 3 Syntax: .banlist account [$Name] Searches the banlist for a account name pattern or show full list account bans. banlist character 3 Syntax: .banlist character $Name Searches the banlist for a character name pattern. Pattern required. banlist ip 3 Syntax: .banlist ip [$Ip] Searches the banlist for a IP pattern or show full list of IP bans. cast 3 Syntax: .cast #spellid [triggered] Cast #spellid to selected target. If no target selected cast to self. If 'trigered' or part provided then spell casted with triggered flag. cast back 3 Syntax: .cast back #spellid [triggered] Selected target will cast #spellid to your character. If 'trigered' or part provided then spell casted with triggered flag. cast dist 3 Syntax: .cast dist #spellid [#dist [triggered]] You will cast spell to pint at distance #dist. If 'trigered' or part provided then spell casted with triggered flag. Not all spells can be casted as area spells. cast self 3 Syntax: .cast self #spellid [triggered] Cast #spellid by target at target itself. If 'trigered' or part provided then spell casted with triggered flag. cast target 3 Syntax: .cast target #spellid [triggered] Selected target will cast #spellid to his victim. If 'trigered' or part provided then spell casted with triggered flag. character achievements 2 Syntax: .character achievements [$player_name] Show completed achievments for selected player or player find by $player_name. character customize 2 Syntax: .character customize [$name] Mark selected in game or by $name in command character for customize at next login. character deleted delete 4 Syntax: .character deleted delete #guid|$name Completely deletes the selected characters. If $name is supplied, only characters with that string in their name will be deleted, if #guid is supplied, only the character with that GUID will be deleted. character deleted list 3 Syntax: .character deleted list [#guid|$name] Shows a list with all deleted characters. If $name is supplied, only characters with that string in their name will be selected, if #guid is supplied, only the character with that GUID will be selected. character deleted old 4 Syntax: .character deleted old [#keepDays] Completely deletes all characters with deleted time longer #keepDays. If #keepDays not provided the used value from mangosd.conf option 'CharDelete.KeepDays'. If referenced config option disabled (use 0 value) then command can't be used without #keepDays. character deleted restore 3 Syntax: .character deleted restore #guid|$name [$newname] [#new account] Restores deleted characters. If $name is supplied, only characters with that string in their name will be restored, if $guid is supplied, only the character with that GUID will be restored. If $newname is set, the character will be restored with that name instead of the original one. If #newaccount is set, the character will be restored to specific account character list. This works only with one character! character erase 4 Syntax: .character erase $name Delete character $name. Character finally deleted in case any deleting options. character level 3 Syntax: .character level [$playername] [#level] Set the level of character with $playername (or the selected if not name provided) by #numberoflevels Or +1 if no #numberoflevels provided). If #numberoflevels is omitted, the level will be increase by 1. If #numberoflevels is 0, the same level will be restarted. If no character is selected and name not provided, increase your level. Command can be used for offline character. All stats and dependent values recalculated. At level decrease talents can be reset if need. Also at level decrease equipped items with greater level requirement can be lost. character rename 2 Syntax: .character rename [$name] Mark selected in game or by $name in command character for rename at next login. character reputation 2 Syntax: .character reputation [$player_name] Show reputation information for selected player or player find by $player_name. character titles 2 Syntax: .character titles [$player_name] Show known titles list for selected player or player find by $player_name. combatstop 2 Syntax: .combatstop [$playername] Stop combat for selected character. If selected non-player then command applied to self. If $playername provided then attempt applied to online player $playername. commands 0 Syntax: .commands Display a list of available commands for your account level. cooldown 3 Syntax: .cooldown [#spell_id] Remove all (if spell_id not provided) or #spel_id spell cooldown from selected character or you (if no selection). damage 3 Syntax: .damage $damage_amount [$school [$spellid]] Apply $damage to target. If not $school and $spellid provided then this flat clean melee damage without any modifiers. If $school provided then damage modified by armor reduction (if school physical), and target absorbing modifiers and result applied as melee damage to target. If spell provided then damage modified and applied as spell damage. $spellid can be shift-link. debug anim 2 Syntax: .debug anim #emoteid Play emote #emoteid for your character. debug arena 3 Syntax: .debug arena Toggle debug mode for arenas. In debug mode GM can start arena with single player. debug bg 3 Syntax: .debug bg Toggle debug mode for battlegrounds. In debug mode GM can start battleground with single player. debug getitemvalue 3 Syntax: .debug getitemvalue #itemguid #field [int|hex|bit|float] Get the field #field of the item #itemguid in your inventroy. Use type arg for set output format: int (decimal number), hex (hex value), bit (bitstring), float. By default use integer output. debug getvalue 3 Syntax: .debug getvalue #field [int|hex|bit|float] Get the field #field of the selected target. If no target is selected, get the content of your field. Use type arg for set output format: int (decimal number), hex (hex value), bit (bitstring), float. By default use integer output. debug moditemvalue 3 Syntax: .debug moditemvalue #guid #field [int|float| &= | |= | &=~ ] #value Modify the field #field of the item #itemguid in your inventroy by value #value. Use type arg for set mode of modification: int (normal add/subtract #value as decimal number), float (add/subtract #value as float number), &= (bit and, set to 0 all bits in value if it not set to 1 in #value as hex number), |= (bit or, set to 1 all bits in value if it set to 1 in #value as hex number), &=~ (bit and not, set to 0 all bits in value if it set to 1 in #value as hex number). By default expect integer add/subtract. debug modvalue 3 Syntax: .debug modvalue #field [int|float| &= | |= | &=~ ] #value Modify the field #field of the selected target by value #value. If no target is selected, set the content of your field. Use type arg for set mode of modification: int (normal add/subtract #value as decimal number), float (add/subtract #value as float number), &= (bit and, set to 0 all bits in value if it not set to 1 in #value as hex number), |= (bit or, set to 1 all bits in value if it set to 1 in #value as hex number), &=~ (bit and not, set to 0 all bits in value if it set to 1 in #value as hex number). By default expect integer add/subtract. debug play cinematic 1 Syntax: .debug play cinematic #cinematicid Play cinematic #cinematicid for you. You stay at place while your mind fly. debug play movie 1 Syntax: .debug play movie #movieid Play movie #movieid for you. debug play sound 1 Syntax: .debug play sound #soundid Play sound with #soundid. Sound will be play only for you. Other players do not hear this. Warning: client may have more 5000 sounds... debug setitemvalue 3 Syntax: .debug setitemvalue #guid #field [int|hex|bit|float] #value Set the field #field of the item #itemguid in your inventroy to value #value. Use type arg for set input format: int (decimal number), hex (hex value), bit (bitstring), float. By default expect integer input format. debug setvalue 3 Syntax: .debug setvalue #field [int|hex|bit|float] #value Set the field #field of the selected target to value #value. If no target is selected, set the content of your field. Use type arg for set input format: int (decimal number), hex (hex value), bit (bitstring), float. By default expect integer input format. debug spellcoefs 3 Syntax: .debug spellcoefs #spellid Show default calculated and DB stored coefficients for direct/dot heal/damage. debug spellmods 3 Syntax: .debug spellmods (flat|pct) #spellMaskBitIndex #spellModOp #value Set at client side spellmod affect for spell that have bit set with index #spellMaskBitIndex in spell family mask for values dependent from spellmod #spellModOp to #value. delticket 2 Syntax: .delticket all .delticket #num .delticket $character_name all to dalete all tickets at server, $character_name to delete ticket of this character, #num to delete ticket #num. demorph 2 Syntax: .demorph Demorph the selected player. die 3 Syntax: .die Kill the selected player. If no player is selected, it will kill you. dismount 0 Syntax: .dismount Dismount you, if you are mounted. distance 3 Syntax: .distance [$name/$link] Display the distance from your character to the selected creature/player, or player with name $name, or player/creature/gameobject pointed to shift-link with guid. event 2 Syntax: .event #event_id Show details about event with #event_id. event list 2 Syntax: .event list Show list of currently active events. Show list of all events event start 2 Syntax: .event start #event_id Start event #event_id. Set start time for event to current moment (change not saved in DB). event stop 2 Syntax: .event stop #event_id Stop event #event_id. Set start time for event to time in past that make current moment is event stop time (change not saved in DB). explorecheat 3 Syntax: .explorecheat #flag Reveal or hide all maps for the selected player. If no player is selected, hide or reveal maps to you. Use a #flag of value 1 to reveal, use a #flag value of 0 to hide all maps. flusharenapoints 3 Syntax: .flusharenapoints Use it to distribute arena points based on arena team ratings, and start a new week. gearscore 3 Syntax: .gearscore [#withBags] [#withBank] Show selected player's gear score. Check items in bags if #withBags != 0 and check items in Bank if #withBank != 0. Default: 1 for bags and 0 for bank gm 1 Syntax: .gm [on/off] Enable or Disable in game GM MODE or show current state of on/off not provided. gm chat 1 Syntax: .gm chat [on/off] Enable or disable chat GM MODE (show gm badge in messages) or show current state of on/off not provided. gm fly 3 Syntax: .gm fly [on/off] Enable/disable gm fly mode. gm ingame 0 Syntax: .gm ingame Display a list of available in game Game Masters. gm list 3 Syntax: .gm list Display a list of all Game Masters accounts and security levels. gm setview 1 Syntax: .gm setview Set farsight view on selected unit. Select yourself to set view back. gm visible 1 Syntax: .gm visible on/off Output current visibility state or make GM visible(on) and invisible(off) for other players. go 1 Syntax: .go [$playername|pointlink|#x #y #z [#mapid]] Teleport your character to point with coordinates of player $playername, or coordinates of one from shift-link types: player, tele, taxinode, creature/creature_entry, gameobject/gameobject_entry, or explicit #x #y #z #mapid coordinates. go creature 1 Syntax: .go creature (#creature_guid|$creature_name|id #creature_id) Teleport your character to creature with guid #creature_guid, or teleport your character to creature with name including as part $creature_name substring, or teleport your character to a creature that was spawned from the template with this entry #creature_id. go graveyard 1 Syntax: .go graveyard #graveyardId Teleport to graveyard with the graveyardId specified. go grid 1 Syntax: .go grid #gridX #gridY [#mapId] Teleport the gm to center of grid with provided indexes at map #mapId (or current map if it not provided). go object 1 Syntax: .go object (#gameobject_guid|$gameobject_name|id #gameobject_id) Teleport your character to gameobject with guid #gameobject_guid, or teleport your character to gameobject with name including as part $gameobject_name substring, or teleport your character to a gameobject that was spawned from the template with this entry #gameobject_id. go taxinode 1 Syntax: .go taxinode #taxinode Teleport player to taxinode coordinates. You can look up zone using .lookup taxinode $namepart go trigger 1 Syntax: .go trigger (#trigger_id|$trigger_shift-link|$trigger_target_shift-link) [target] Teleport your character to areatrigger with id #trigger_id or trigger id associated with shift-link. If additional arg "target" provided then character will teleported to areatrigger target point. go xy 1 Syntax: .go xy #x #y [#mapid] Teleport player to point with (#x,#y) coordinates at ground(water) level at map #mapid or same map if #mapid not provided. go xyz 1 Syntax: .go xyz #x #y #z [#mapid] Teleport player to point with (#x,#y,#z) coordinates at ground(water) level at map #mapid or same map if #mapid not provided. go zonexy 1 Syntax: .go zonexy #x #y [#zone] Teleport player to point with (#x,#y) client coordinates at ground(water) level in zone #zoneid or current zone if #zoneid not provided. You can look up zone using .lookup area $namepart gobject add 2 Syntax: .gobject add #id Add a game object from game object templates to the world at your current location using the #id. spawntimesecs sets the spawntime, it is optional. Note: this is a copy of .gameobject. gobject delete 2 Syntax: .gobject delete #go_guid Delete gameobject with guid #go_guid. gobject move 2 Syntax: .gobject move #goguid [#x #y #z] Move gameobject #goguid to character coordinates (or to (#x,#y,#z) coordinates if its provide). gobject near 2 Syntax: .gobject near [#distance] Output gameobjects at distance #distance from player. Output gameobject guids and coordinates sorted by distance from character. If #distance not provided use 10 as default value. gobject setphase 2 Syntax: .gobject setphase #guid #phasemask Gameobject with DB guid #guid phasemask changed to #phasemask with related world vision update for players. Gameobject state saved to DB and persistent. gobject target 2 Syntax: .gobject target [#go_id|#go_name_part] Locate and show position nearest gameobject. If #go_id or #go_name_part provide then locate and show position of nearest gameobject with gameobject template id #go_id or name included #go_name_part as part. gobject turn 2 Syntax: .gobject turn #goguid [#z_angle] Changes gameobject #goguid orientation (rotates gameobject around z axis). Optional parameters are (#y_angle,#x_angle) values that represents rotation angles around y and x axes. goname 1 Syntax: .goname [$charactername] Teleport to the given character. Either specify the character name or click on the character's portrait, e.g. when you are in a group. Character can be offline. gps 1 Syntax: .gps [$name|$shift-link] Display the position information for a selected character or creature (also if player name $name provided then for named player, or if creature/gameobject shift-link provided then pointed creature/gameobject if it loaded). Position information includes X, Y, Z, and orientation, map Id and zone Id groupgo 1 Syntax: .groupgo [$charactername] Teleport the given character and his group to you. Teleported only online characters but original selected group member can be offline. guid 2 Syntax: .guid Display the GUID for the selected character. guild create 2 Syntax: .guild create [$GuildLeaderName] "$GuildName" Create a guild named $GuildName with the player $GuildLeaderName (or selected) as leader. Guild name must in quotes. guild delete 2 Syntax: .guild delete "$GuildName" Delete guild $GuildName. Guild name must in quotes. guild invite 2 Syntax: .guild invite [$CharacterName] "$GuildName" Add player $CharacterName (or selected) into a guild $GuildName. Guild name must in quotes. guild rank 2 Syntax: .guild rank [$CharacterName] #Rank Set for player $CharacterName (or selected) rank #Rank in a guild. guild uninvite 2 Syntax: .guild uninvite [$CharacterName] Remove player $CharacterName (or selected) from a guild. help 0 Syntax: .help [$command] Display usage instructions for the given $command. If no $command provided show list available commands. hidearea 3 Syntax: .hidearea #areaid Hide the area of #areaid to the selected character. If no character is selected, hide this area to you. honor add 2 Syntax: .honor add $amount Add a certain amount of honor (gained today) to the selected player. honor addkill 2 Syntax: .honor addkill Add the targeted unit as one of your pvp kills today (you only get honor if it's a racial leader or a player) honor updatekills 2 Syntax: .honor updatekills Force the yesterday's honor kill fields to be updated with today's data, which will get reset for the selected player. instance listbinds 3 Syntax: .instance listbinds Lists the binds of the selected player. instance savedata 3 Syntax: .instance savedata Save the InstanceData for the current player's map to the DB. instance stats 3 Syntax: .instance stats Shows statistics about instances. instance unbind 3 Syntax: .instance unbind all All of the selected player's binds will be cleared. .instance unbind #mapid Only the specified #mapid instance will be cleared. itemmove 2 Syntax: .itemmove #sourceslotid #destinationslotid Move an item from slots #sourceslotid to #destinationslotid in your inventory Not yet implemented kick 2 Syntax: .kick [$charactername] Kick the given character name from the world. If no character name is provided then the selected player (except for yourself) will be kicked. learn 3 Syntax: .learn #spell [all] Selected character learn a spell of id #spell. If 'all' provided then all ranks learned. learn all 3 Syntax: .learn all Learn all big set different spell maybe useful for Administaror. learn all_crafts 3 Syntax: .learn crafts Learn all professions and recipes. learn all_default 1 Syntax: .learn all_default [$playername] Learn for selected/$playername player all default spells for his race/class and spells rewarded by completed quests. learn all_gm 3 Syntax: .learn all_gm Learn all default spells for Game Masters. learn all_lang 3 Syntax: .learn all_lang Learn all languages learn all_myclass 3 Syntax: .learn all_myclass Learn all spells and talents available for his class. learn all_mypettalents 3 Syntax: .learn all_mypettalents Learn all talents for your pet available for his creature type (only for hunter pets). learn all_myspells 3 Syntax: .learn all_myspells Learn all spells (except talents and spells with first rank learned as talent) available for his class. learn all_mytalents 3 Syntax: .learn all_mytalents Learn all talents (and spells with first rank learned as talent) available for his class. learn all_recipes 2 Syntax: .learn all_recipes [$profession] Learns all recipes of specified profession and sets skill level to max. Example: .learn all_recipes enchanting levelup 3 Syntax: .levelup [$playername] [#numberoflevels] Increase/decrease the level of character with $playername (or the selected if not name provided) by #numberoflevels Or +1 if no #numberoflevels provided). If #numberoflevels is omitted, the level will be increase by 1. If #numberoflevels is 0, the same level will be restarted. If no character is selected and name not provided, increase your level. Command can be used for offline character. All stats and dependent values recalculated. At level decrease talents can be reset if need. Also at level decrease equipped items with greater level requirement can be lost. linkgrave 3 Syntax: .linkgrave #graveyard_id [alliance|horde] Link current zone to graveyard for any (or alliance/horde faction ghosts). This let character ghost from zone teleport to graveyard after die if graveyard is nearest from linked to zone and accept ghost of this faction. Add only single graveyard at another map and only if no graveyards linked (or planned linked at same map). list creature 3 Syntax: .list creature #creature_id [#max_count] Output creatures with creature id #creature_id found in world. Output creature guids and coordinates sorted by distance from character. Will be output maximum #max_count creatures. If #max_count not provided use 10 as default value. list item 3 Syntax: .list item #item_id [#max_count] Output items with item id #item_id found in all character inventories, mails, auctions, and guild banks. Output item guids, item owner guid, owner account and owner name (guild name and guid in case guild bank). Will be output maximum #max_count items. If #max_count not provided use 10 as default value. list object 3 Syntax: .list object #gameobject_id [#max_count] Output gameobjects with gameobject id #gameobject_id found in world. Output gameobject guids and coordinates sorted by distance from character. Will be output maximum #max_count gameobject. If #max_count not provided use 10 as default value. list talents 3 Syntax: .list talents Show list all really known (as learned spells) talent rank spells for selected player or self. loadscripts 3 Syntax: .loadscripts $scriptlibraryname Unload current and load the script library $scriptlibraryname or reload current if $scriptlibraryname omitted, in case you changed it while the server was running. lookup account email 2 Syntax: .lookup account email $emailpart [#limit] Searchs accounts, which email including $emailpart with optional parametr #limit of results. If #limit not provided expected 100. lookup account ip 2 Syntax: lookup account ip $ippart [#limit] Searchs accounts, which last used ip inluding $ippart (textual) with optional parametr #$limit of results. If #limit not provided expected 100. lookup account name 2 Syntax: .lookup account name $accountpart [#limit] Searchs accounts, which username including $accountpart with optional parametr #limit of results. If #limit not provided expected 100. lookup achievement 2 Syntax: .lookup $name Looks up a achievement by $namepart, and returns all matches with their quest ID's. Achievement shift-links generated with information about achievment state for selected player. Also for completed achievments in list show complete date. lookup area 1 Syntax: .lookup area $namepart Looks up an area by $namepart, and returns all matches with their area ID's. lookup creature 3 Syntax: .lookup creature $namepart Looks up a creature by $namepart, and returns all matches with their creature ID's. lookup currency 3 Syntax: .lookup currency $namepart Looks up a currency by $namepart, and returns all matches. lookup event 2 Syntax: .lookup event $name Attempts to find the ID of the event with the provided $name. lookup faction 3 Syntax: .lookup faction $name Attempts to find the ID of the faction with the provided $name. lookup item 2 Syntax: .lookup item $itemname Looks up an item by $itemname, and returns all matches with their Item ID's. lookup itemset 3 Syntax: .lookup itemset $itemname Looks up an item set by $itemname, and returns all matches with their Item set ID's. lookup object 3 Syntax: .lookup object $objname Looks up an gameobject by $objname, and returns all matches with their Gameobject ID's. lookup player account 2 Syntax: .lookup player account $accountpart [#limit] Searchs players, which account username including $accountpart with optional parametr #limit of results. If #limit not provided expected 100. lookup player email 2 Syntax: .lookup player email $emailpart [#limit] Searchs players, which account email including $emailpart with optional parametr #limit of results. If #limit not provided expected 100. lookup player ip 2 Syntax: .lookup player ip $ippart [#limit] Searchs players, which account last used ip inluding $ippart (textual) with optional parametr #limit of results. If #limit not provided expected 100. lookup pool 2 Syntax: .lookup pool $pooldescpart List of pools (anywhere) with substring in description. lookup quest 3 Syntax: .lookup quest $namepart Looks up a quest by $namepart, and returns all matches with their quest ID's. lookup skill 3 Syntax: .lookup skill $$namepart Looks up a skill by $namepart, and returns all matches with their skill ID's. lookup spell 3 Syntax: .lookup spell $namepart Looks up a spell by $namepart, and returns all matches with their spell ID's. lookup taxinode 3 Syntax: .lookup taxinode $substring Search and output all taxinodes with provide $substring in name. lookup tele 1 Syntax: .lookup tele $substring Search and output all .tele command locations with provide $substring in name. lookup title 2 Syntax: .lookup title $$namepart Looks up a title by $namepart, and returns all matches with their title ID's and index's. mailbox 3 Syntax: .mailbox Show your mailbox content. maxskill 3 Syntax: .maxskill Sets all skills of the targeted player to their maximum values for its current level. modify aspeed 1 Syntax: .modify aspeed #rate Modify all speeds -run,swim,run back,swim back- of the selected player to "normalbase speed for this move type"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to 10. modify bwalk 1 Syntax: .modify bwalk #rate Modify the speed of the selected player while running backwards to "normal walk back speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to 10. modify currency 2 Syntax: .modify currency $id $amount Add $amount points of currency $id to the selected player. modify drunk 1 Syntax: .modify drunk #value Set drunk level to #value (0..100). Value 0 remove drunk state, 100 is max drunked state. modify energy 3 Syntax: .modify energy #energy Modify the energy of the selected player. If no player is selected, modify your energy. modify faction 3 Syntax: .modify faction #factionid #flagid #npcflagid #dynamicflagid Modify the faction and flags of the selected creature. Without arguments, display the faction and flags of the selected creature. modify fly 1 Syntax: .modify fly #rate .fly #rate Modify the flying speed of the selected player to "normal base fly speed"*rate. If no player is selected, modify your fly. #rate may range from 0.1 to 10. modify gender 2 Syntax: .modify gender male/female Change gender of selected player. modify hp 3 Syntax: .modify hp #newhp Modify the hp of the selected player. If no player is selected, modify your hp. modify mana 3 Syntax: .modify mana #newmana Modify the mana of the selected player. If no player is selected, modify your mana. modify money 1 Syntax: .modify money #money .money #money Add or remove money to the selected player. If no player is selected, modify your money. #gold can be negative to remove money. modify morph 2 Syntax: .modify morph #displayid Change your current model id to #displayid. modify mount 1 Syntax: .modify mount #id #speed Display selected player as mounted at #id creature and set speed to #speed value. modify phase 3 Syntax: .modify phase #phasemask Selected character phasemask changed to #phasemask with related world vision update. Change active until in game phase changed, or GM-mode enable/disable, or re-login. Character pts pasemask update to same value. modify rage 1 Syntax: .modify rage #newrage Modify the rage of the selected player. If no player is selected, modify your rage. modify rep 2 Syntax: .modify rep #repId (#repvalue | $rankname [#delta]) Sets the selected players reputation with faction #repId to #repvalue or to $reprank. If the reputation rank name is provided, the resulting reputation will be the lowest reputation for that rank plus the delta amount, if specified. You can use '.pinfo rep' to list all known reputation ids, or use '.lookup faction $name' to locate a specific faction id. modify runicpower 1 Syntax: .modify runicpower #newrunicpower Modify the runic power of the selected player. If no player is selected, modify your runic power. modify scale 1 Syntax: .modify scale #scale Change model scale for targeted player (util relogin) or creature (until respawn). modify speed 1 Syntax: .modify speed #rate .speed #rate Modify the running speed of the selected player to "normal base run speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to 10. modify standstate 2 Syntax: .modify standstate #emoteid Change the emote of your character while standing to #emoteid. modify swim 1 Syntax: .modify swim #rate Modify the swim speed of the selected player to "normal swim speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to 10. modify tp 1 Syntax: .modify tp #amount Ste free talent pointes for selected character or character's pet. It will be reset to default expected at next levelup/login/quest reward. movegens 3 Syntax: .movegens Show movement generators stack for selected creature or player. mute 1 Syntax: .mute [$playerName] $timeInMinutes Disible chat messaging for any character from account of character $playerName (or currently selected) at $timeInMinutes minutes. Player can be offline. namego 1 Syntax: .namego [$charactername] Teleport the given character to you. Character can be offline. neargrave 3 Syntax: .neargrave [alliance|horde] Find nearest graveyard linked to zone (or only nearest from accepts alliance or horde faction ghosts). notify 1 Syntax: .notify $MessageToBroadcast Send a global message to all players online in screen. npc add 2 Syntax: .npc add #creatureid Spawn a creature by the given template id of #creatureid. npc addcurrency 2 Syntax: .npc addcurrency #currencyId #buycount #extendedcost Add currency #currencyId to item list of selected vendor. npc additem 2 Syntax: .npc additem #itemId r Add item #itemid to item list of selected vendor. Also optionally set max count item in vendor item list and time to item count restoring and items ExtendedCost. npc addmove 2 Syntax: .npc addmove #creature_guid [#waittime] Add your current location as a waypoint for creature with guid #creature_guid. And optional add wait time. npc addweapon 3 Not yet implemented. npc aiinfo 2 Syntax: .npc npc aiinfo Show npc AI and script information. npc allowmove 3 Syntax: .npc allowmove Enable or disable movement creatures in world. Not implemented. npc changelevel 2 Syntax: .npc changelevel #level Change the level of the selected creature to #level. #level may range from 1 to 63. npc delcurrency 2 Syntax: .npc delcurrency #currencyId Remove currency #currencyId from item list of selected vendor. npc delete 2 Syntax: .npc delete [#guid] Delete creature with guid #guid (or the selected if no guid is provided) npc delitem 2 Syntax: .npc delitem #itemId Remove item #itemid from item list of selected vendor. npc factionid 2 Syntax: .npc factionid #factionid Set the faction of the selected creature to #factionid. npc flag 2 Syntax: .npc flag #npcflag Set the NPC flags of creature template of the selected creature and selected creature to #npcflag. NPC flags will applied to all creatures of selected creature template after server restart or grid unload/load. npc follow 2 Syntax: .npc follow Selected creature start follow you until death/fight/etc. npc info 3 Syntax: .npc info Display a list of details for the selected creature. The list includes: - GUID, Faction, NPC flags, Entry ID, Model ID, - Level, - Health (current/maximum), - Field flags, dynamic flags, faction template, - Position information, - and the creature type, e.g. if the creature is a vendor. npc move 2 Syntax: .npc move [#creature_guid] Move the targeted creature spawn point to your coordinates. npc name 2 Syntax: .npc name $name Change the name of the selected creature or character to $name. Command disabled. npc playemote 3 Syntax: .npc playemote #emoteid Make the selected creature emote with an emote of id #emoteid. npc say 1 Syntax: .npc say #text Make the selected npc says #text. npc setdeathstate 2 Syntax: .npc setdeathstate on/off Set default death state (dead/alive) for npc at spawn. npc setmodel 2 Syntax: .npc setmodel #displayid Change the model id of the selected creature to #displayid. npc setmovetype 2 Syntax: .npc setmovetype [#creature_guid] stay/random/way [NODEL] Set for creature pointed by #creature_guid (or selected if #creature_guid not provided) movement type and move it to respawn position (if creature alive). Any existing waypoints for creature will be removed from the database if you do not use NODEL. If the creature is dead then movement type will applied at creature respawn. Make sure you use NODEL, if you want to keep the waypoints. npc setphase 2 Syntax: .npc setphase #phasemask Selected unit or pet phasemask changed to #phasemask with related world vision update for players. In creature case state saved to DB and persistent. In pet case change active until in game phase changed for owner, owner re-login, or GM-mode enable/disable.. npc spawndist 2 Syntax: .npc spawndist #dist Adjust spawndistance of selected creature to dist. npc spawntime 2 Syntax: .npc spawntime #time Adjust spawntime of selected creature to time. npc subname 2 Syntax: .npc subname $Name Change the subname of the selected creature or player to $Name. Command disabled. npc tame 2 Syntax: .npc tame Tame selected creature (tameable non pet creature). You don't must have pet. npc textemote 1 Syntax: .npc textemote #emoteid Make the selected creature to do textemote with an emote of id #emoteid. npc unfollow 2 Syntax: .npc unfollow Selected creature (non pet) stop follow you. npc whisper 1 Syntax: .npc whisper #playerguid #text Make the selected npc whisper #text to #playerguid. npc yell 1 Syntax: .npc yell #text Make the selected npc yells #text. pdump load 3 Syntax: .pdump load $filename $account [$newname] [$newguid] Load character dump from dump file into character list of $account with saved or $newname, with saved (or first free) or $newguid guid. pdump write 3 Syntax: .pdump write $filename $playerNameOrGUID Write character dump with name/guid $playerNameOrGUID to file $filename. pinfo 2 Syntax: .pinfo [$player_name] Output account information for selected player or player find by $player_name. pool 2 Syntax: .pool #pool_id Pool information and full list creatures/gameobjects included in pool. pool list 2 Syntax: .pool list List of pools with spawn in current map (only work in instances. Non-instanceable maps share pool system state os useless attempt get all pols at all continents. pool spawns 2 Syntax: .pool spawns #pool_id List current creatures/objects listed in pools (or in specific #pool_id) and spawned (added to grid data, not meaning show in world. quest add 3 Syntax: .quest add #quest_id Add to character quest log quest #quest_id. Quest started from item can't be added by this command but correct .additem call provided in command output. quest complete 3 Syntax: .quest complete #questid Mark all quest objectives as completed for target character active quest. After this target character can go and get quest reward. quest remove 3 Syntax: .quest remove #quest_id Set quest #quest_id state to not completed and not active (and remove from active quest list) for selected player. quit 4 Syntax: quit Close RA connection. Command must be typed fully (quit). recall 1 Syntax: .recall [$playername] Teleport $playername or selected player to the place where he has been before last use of a teleportation command. If no $playername is entered and no player is selected, it will teleport you. reload all 3 Syntax: .reload all Reload all tables with reload support added and that can be _safe_ reloaded. reload all_achievement 3 Syntax: .reload all_achievement Reload all `achievement_*` tables if reload support added for this table and this table can be _safe_ reloaded. reload all_area 3 Syntax: .reload all_area Reload all `areatrigger_*` tables if reload support added for this table and this table can be _safe_ reloaded. reload all_eventai 3 Syntax: .reload all_eventai Reload `creature_ai_*` tables if reload support added for these tables and these tables can be _safe_ reloaded. reload all_item 3 Syntax: .reload all_item Reload `item_required_target`, `page_texts` and `item_enchantment_template` tables. reload all_locales 3 Syntax: .reload all_locales Reload all `locales_*` tables with reload support added and that can be _safe_ reloaded. reload all_loot 3 Syntax: .reload all_loot Reload all `*_loot_template` tables. This can be slow operation with lags for server run. reload all_npc 3 Syntax: .reload all_npc Reload `points_of_interest` and `npc_*` tables if reload support added for these tables and these tables can be _safe_ reloaded. reload all_quest 3 Syntax: .reload all_quest Reload all quest related tables if reload support added for this table and this table can be _safe_ reloaded. reload all_scripts 3 Syntax: .reload all_scripts Reload `dbscripts_on_*` tables. reload all_spell 3 Syntax: .reload all Reload all `spell_*` tables with reload support added and that can be _safe_ reloaded. reload config 3 Syntax: .reload config Reload config settings (by default stored in mangosd.conf). Not all settings can be change at reload: some new setting values will be ignored until restart, some values will applied with delay or only to new objects/maps, some values will explicitly rejected to change at reload. repairitems 2 Syntax: .repairitems Repair all selected player's items. reset achievements 3 Syntax: .reset achievements [$playername] Reset achievements data for selected or named (online or offline) character. Achievements for persistance progress data like completed quests/etc re-filled at reset. Achievements for events like kills/casts/etc will lost. reset all 3 Syntax: .reset all spells Syntax: .reset all talents Request reset spells or talents (including talents for all character's pets if any) at next login each existed character. reset honor 3 Syntax: .reset honor [Playername] Reset all honor data for targeted character. reset level 3 Syntax: .reset level [Playername] Reset level to 1 including reset stats and talents. Equipped items with greater level requirement can be lost. reset specs 3 Syntax: .reset specs [Playername] Removes all talents (for all specs) of the targeted player or named player. Playername can be name of offline character. With player talents also will be reset talents for all character's pets if any. reset spells 3 Syntax: .reset spells [Playername] Removes all non-original spells from spellbook. . Playername can be name of offline character. reset stats 3 Syntax: .reset stats [Playername] Resets(recalculate) all stats of the targeted player to their original VALUESat current level. reset talents 3 Syntax: .reset talents [Playername] Removes all talents (current spec) of the targeted player or pet or named player. With player talents also will be reset talents for all character's pets if any. respawn 3 Syntax: .respawn Respawn selected creature or respawn all nearest creatures (if none selected) and GO without waiting respawn time expiration. revive 3 Syntax: .revive Revive the selected player. If no player is selected, it will revive you. save 0 Syntax: .save Saves your character. saveall 1 Syntax: .saveall Save all characters in game. send items 3 Syntax: .send items #playername "#subject" "#text" itemid1[:count1] itemid2[:count2] ... itemidN[:countN] Send a mail to a player. Subject and mail text must be in "". If for itemid not provided related count values then expected 1, if count > max items in stack then items will be send in required amount stacks. All stacks amount in mail limited to 12. send mail 1 Syntax: .send mail #playername "#subject" "#text" Send a mail to a player. Subject and mail text must be in "". send mass items 3 Syntax: .send mass items #racemask|$racename|alliance|horde|all "#subject" "#text" itemid1[:count1] itemid2[:count2] ... itemidN[:countN] Send a mail to players. Subject and mail text must be in "". If for itemid not provided related count values then expected 1, if count > max items in stack then items will be send in required amount stacks. All stacks amount in mail limited to 12. send mass mail 3 Syntax: .send mass mail #racemask|$racename|alliance|horde|all "#subject" "#text" Send a mail to players. Subject and mail text must be in "". send mass money 3 Syntax: .send mass money #racemask|$racename|alliance|horde|all "#subject" "#text" #money Send mail with money to players. Subject and mail text must be in "". send message 3 Syntax: .send message $playername $message Send screen message to player from ADMINISTRATOR. send money 3 Syntax: .send money #playername "#subject" "#text" #money Send mail with money to a player. Subject and mail text must be in "". server corpses 2 Syntax: .server corpses Triggering corpses expire check in world. server exit 4 Syntax: .server exit Terminate mangosd NOW. Exit code 0. server idlerestart 3 Syntax: .server idlerestart #delay Restart the server after #delay seconds if no active connections are present (no players). Use #exist_code or 2 as program exist code. server idlerestart cancel 3 Syntax: .server idlerestart cancel Cancel the restart/shutdown timer if any. server idleshutdown 3 Syntax: .server idleshutdown #delay [#exist_code] Shut the server down after #delay seconds if no active connections are present (no players). Use #exist_code or 0 as program exist code. server idleshutdown cancel 3 Syntax: .server idleshutdown cancel Cancel the restart/shutdown timer if any. server info 0 Syntax: .server info Display server version and the number of connected players. server log filter 4 Syntax: .server log filter [($filtername|all) (on|off)] Show or set server log filters. If used "all" then all filters will be set to on/off state. server log level 4 Syntax: .server log level [#level] Show or set server log level (0 - errors only, 1 - basic, 2 - detail, 3 - debug). server motd 0 Syntax: .server motd Show server Message of the day. server plimit 3 Syntax: .server plimit [#num|-1|-2|-3|reset|player|moderator|gamemaster|administrator] Without arg show current player amount and security level limitations for login to server, with arg set player linit ($num > 0) or securiti limitation ($num server restart 3 Syntax: .server restart #delay Restart the server after #delay seconds. Use #exist_code or 2 as program exist code. server restart cancel 3 Syntax: .server restart cancel Cancel the restart/shutdown timer if any. server set motd 3 Syntax: .server set motd $MOTD Set server Message of the day. server shutdown 3 Syntax: .server shutdown #delay [#exit_code] Shut the server down after #delay seconds. Use #exit_code or 0 as program exit code. server shutdown cancel 3 Syntax: .server shutdown cancel Cancel the restart/shutdown timer if any. setskill 3 Syntax: .setskill #skill #level [#max] Set a skill of id #skill with a current skill value of #level and a maximum value of #max (or equal current maximum if not provide) for the selected character. If no character is selected, you learn the skill. showarea 3 Syntax: .showarea #areaid Reveal the area of #areaid to the selected character. If no character is selected, reveal this area to you. stable 3 Syntax: .stable Show your pet stable. start 0 Syntax: .start Teleport you to the starting area of your character. taxicheat 1 Syntax: .taxicheat on/off Temporary grant access or remove to all taxi routes for the selected character. If no character is selected, hide or reveal all routes to you. Visited taxi nodes sill accessible after removing access. tele 1 Syntax: .tele #location Teleport player to a given location. tele add 3 Syntax: .tele add $name Add current your position to .tele command target locations list with name $name. tele del 3 Syntax: .tele del $name Remove location with name $name for .tele command locations list. tele group 1 Syntax: .tele group#location Teleport a selected player and his group members to a given location. tele name 1 Syntax: .tele name [#playername] #location Teleport the given character to a given location. Character can be offline. ticket 2 Syntax: .ticket on .ticket off .ticket #num .ticket $character_name .ticket respond #num $response .ticket respond $character_name $response on/off for GMs to show or not a new ticket directly, $character_name to show ticket of this character, #num to show ticket #num. titles add 2 Syntax: .titles add #title Add title #title (id or shift-link) to known titles list for selected player. titles current 2 Syntax: .titles current #title Set title #title (id or shift-link) as current selected titl for selected player. If title not in known title list for player then it will be added to list. titles remove 2 Syntax: .titles remove #title Remove title #title (id or shift-link) from known titles list for selected player. titles setmask 2 Syntax: .titles setmask #mask Allows user to use all titles from #mask. #mask=0 disables the title-choose-field trigger 2 Syntax: .trigger [#trigger_id|$trigger_shift-link|$trigger_target_shift-link] Show detail infor about areatrigger with id #trigger_id or trigger id associated with shift-link. If areatrigger id or shift-link not provided then selected nearest areatrigger at current map. trigger active 2 Syntax: .trigger active Show list of areatriggers with activation zone including current character position. trigger near 2 Syntax: .trigger near [#distance] Output areatriggers at distance #distance from player. If #distance not provided use 10 as default value. unaura 3 Syntax: .unaura #spellid Remove aura due to spell #spellid from the selected Unit. unban account 3 Syntax: .unban account $Name Unban accounts for account name pattern. unban character 3 Syntax: .unban character $Name Unban accounts for character name pattern. unban ip 3 Syntax : .unban ip $Ip Unban accounts for IP pattern. unlearn 3 Syntax: .unlearn #spell [all] Unlearn for selected player a spell #spell. If 'all' provided then all ranks unlearned. unmute 1 Syntax: .unmute [$playerName] Restore chat messaging for any character from account of character $playerName (or selected). Character can be ofline. waterwalk 2 Syntax: .waterwalk on/off Set on/off waterwalk state for selected player. wchange 3 Syntax: .wchange #weathertype #status Set current weather to #weathertype with an intensity of #status. #weathertype can be 1 for rain, 6 for snow, and 3 for sand. #status can be 0 for disabled, and 1 for enabled. whispers 1 Syntax: .whispers on|off Enable/disable accepting whispers by GM from players. By default use mangosd.conf setting. wp add 2 Syntax: .wp add [Selected Creature or dbGuid] [pathId [wpOrigin] ] wp export 3 Syntax: .wp export [#creature_guid or Select a Creature] $filename wp import 3 Syntax: .wp import $filename wp modify 2 Syntax: .wp modify command [dbGuid, id] [value] where command must be one of: waittime | scriptid | orientation | del | move If no waypoint was selected, one can be chosen with dbGuid and id. The commands have the following meaning: waittime (Set the time the npc will wait at a point (in ms)) scriptid (Set the DB-Script that will be executed when the wp is reached) orientation (Set the orientation of this point) del (Remove the waypoint from the path) move (Move the wayoint to the current position of the player) wp show 2 Syntax: .wp show command [dbGuid] [pathId [wpOrigin] ] where command can have one of the following values on (to show all related wp) first (to see only first one) last (to see only last one) off (to hide all related wp) info (to get more info about theses wp) For using info you have to do first show on and than select a Visual-Waypoint and do the show info! with pathId and wpOrigin you can specify which path to show (optional) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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' table for MaNGOSThree Contains individual creature spawn data. Spawn of a creature is an instance of the creature object in the world. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI NULL 'auto_increment' A unique identifier given to each creature to distinguish creatures. id mediumint(8) unsigned NO MUL '0' The id of the template that is used when instantiating this creature. map smallint(5) unsigned NO MUL '0' The map id of the location of the creature [See map.dbc]. spawnMask tinyint(3) unsigned NO '1' phaseMask int(11) unsigned NO '1' modelid mediumint(8) unsigned NO '0' The model id of the the creature. equipment_id mediumint(9) NO '0' The ID of the equipment that the creature is using. position_x float NO '0' The x position of the creature. position_y float NO '0' The y position of the creature. position_z float NO '0' The z position of the creature. orientation float NO '0' The orientation of the creature. (North = 0.0; South = pi (3.14159)) spawntimesecs int(10) unsigned NO '120' The respawn time of the creature in seconds. spawndist float NO '5' The maximum distance that the creature should spawn from its spawn point. currentwaypoint mediumint(8) unsigned NO '0' The current waypoint of the creature. curhealth int(10) unsigned NO '1' The current health of the creature. curmana int(10) unsigned NO '0' The current mana of the creature. DeathState tinyint(3) unsigned NO '0' The creature's death state. MovementType tinyint(3) unsigned NO '0' The movement type associated with this creature. Description of the fields guid int(10) unsigned A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID. id mediumint(8) unsigned The id of the template that is used when instantiating this creature [See creature_template.entry]. map smallint(5) unsigned The map id of the location of the creature [See map.dbc]. spawnMask tinyint(3) unsigned phaseMask int(11) unsigned modelid mediumint(8) unsigned The model id of the the creature. equipment_id mediumint(9) The ID of the equipment that the creature is using [See creature_equip_template.entry]. position_x float The x position of the creature. position_y float The y position of the creature. position_z float The z position of the creature. orientation float The orientation of the creature. (North = 0.0; South = pi (3.14159)) spawntimesecs int(10) unsigned The respawn time of the creature in seconds. spawndist float The maximum distance that the creature should spawn from its spawn point. Also controls how far away the creature can walk from its spawn point if its MovementType = 1. currentwaypoint mediumint(8) unsigned The current waypoint of the creature. curhealth int(10) unsigned The current health of the creature. curmana int(10) unsigned The current mana of the creature. DeathState tinyint(3) unsigned The creature's death state. A boolean, 0 = Alive, 1 = Corpse lying dead around (no gossip possible when dead, if you need corpse-gossip use dynamicflags|32) Value State 0 Alive 1 Dead Note: Dead creatures can not have gossip dialogues, unless you explicitly set the dynamic flag for corpses on the "creature_template" table. MovementType tinyint(3) unsigned The movement type associated with this creature. Usually the same as creature_template.MovementType but can be different [See creature_template.MovementType] for possible values. ID Type 0 Idle; stay in one place 1 Random movement inside the spawndist radius 2 Waypoint movement auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_addon' table for MaNGOSThree The creature_addon and creature_template_addon tables define different things that are applied on creatures when they are loaded. These "different things" can be for example to have the creature be mounted, to have it emote something, to have it display an aura effect, etc. Through the use of the fields in this table, many things can be changed about the outward visual appearance of the creature. The creature_template_addon table affects all creatures with that creature template ID while the creature_addon table affects individually spawned creatures (so that two creatures using the same template can look different). NOTES: A creature_addon record will override a creature_template_addon record should they overlap on the same creature. The data for this table is largely incomplete and is mostly just a regurgitation of what the client receives from the server. This article is a WIP as to what all the possible values are. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI '0' Signifies a unique creature guid [See creature.guid]. mount mediumint(8) unsigned NO '0' The model ID of the mount to be used to make the creature appear mounted. bytes1 int(10) unsigned NO '0' The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE b2_0_sheath tinyint(3) unsigned NO '0' SheathState. b2_1_pvp_state tinyint(3) unsigned NO '0' emote int(10) unsigned NO '0' Emote ID that the creature should continually perform. moveflags int(10) unsigned NO '0' Flags controlling how the creature will behave animation-wise while moving. auras text YES NULL This field controls any auras to be applied on the creature. Description of the fields guid int(10) unsigned Signifies a unique creature guid [See creature.guid]. It will affect just that creature whose GUID matches the one specified here. mount mediumint(8) unsigned The model ID of the mount to be used to make the creature appear mounted [See creature_model_info.modelid]. The value here overrides the value for the creature's unit field UNIT_FIELD_MOUNTDISPLAYID. bytes1 int(10) unsigned The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_1. List of known values and what their visual effects on the creature Value Meaning 1Sitting on Ground 2Creature that can fly and are not on the ground appear to have this flag. If they are on the ground, flag is not present. 3Sleep 4Untrackable 7Makes the mob lying dead (combined with empty health bar (dynamicflags = 32) and gray name (dynamicflags = 4) makes the mob to appear dead) 8Makes the mob kneel (need bytes2 = 1) 9Submerges the creature below the ground b2_0_sheath tinyint(3) unsigned SheathState. Value1 State 0All Weapons Sheathed by Default 1Melee Weapon NOT Sheathed by Default (Melee Weapon In Hand) 2Ranged Weapon NOT Sheathed by Default (Ranged Weapon In Hand) b2_1_pvp_state tinyint(3) unsigned emote int(10) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED moveflags int(10) unsigned Flags controlling how the creature will behave animation-wise while moving. This table is 100% wrong as of 3.1. It is still here for a period of time for reference and to convert values in DB. See the proper table under this one Value Name Comment 0MOVEMENTFLAG_NONEDo Nothing 1MOVEMENTFLAG_FORWARDinstantly teleport creature, then creature move forward animation but no real movement 2MOVEMENTFLAG_BACKWARDinstantly teleport creature, then creature move back animation but no real movement 4MOVEMENTFLAG_STRAFE_LEFTinstantly teleport creature, then creature move left animation but no real movement 8MOVEMENTFLAG_STRAFE_RIGHTinstantly teleport creature, then creature move right animation but no real movement 16MOVEMENTFLAG_LEFTcreature spin left animation 32MOVEMENTFLAG_RIGHTthen creature spin right animation 64MOVEMENTFLAG_PITCH_UPno effect on creature 128MOVEMENTFLAG_PITCH_DOWNno effect on creature 256MOVEMENTFLAG_WALK_MODEIf flag is not set then player runs 512MOVEMENTFLAG_ONTRANSPORTcauses creatures to fly while moving (not include standing) 1024MOVEMENTFLAG_LEVITATINGhovering animation at stand (not include moving) 2048MOVEMENTFLAG_ROOTRooted 4096MOVEMENTFLAG_JUMPINGJump animation 8192MOVEMENTFLAG_FALLINGFalling animation 16384MOVEMENTFLAG_FALLINGFARFalling Great distance animation 32768MOVEMENTFLAG_UNK2 65536MOVEMENTFLAG_UNK3 131072MOVEMENTFLAG_UNK4 262144MOVEMENTFLAG_UNK5 524288MOVEMENTFLAG_UNK6 1048576MOVEMENTFLAG_UNK7Causes creature to instantly appear at new position 2097152MOVEMENTFLAG_SWIMMINGappears with fly flag also (causes creatures to fall to ground at stand state) 4194304MOVEMENTFLAG_ASCENDINGno effect on creature 8388608MOVEMENTFLAG_CAN_FLYno effect on creature 16777216MOVEMENTFLAG_FLYINGno effect on creature 33554432MOVEMENTFLAG_ONTRANSPORTCreature flying (not hover at stop moving) 67108864MOVEMENTFLAG_SPLINEprobably wrong name (no effect on creature) 134217728MOVEMENTFLAG_SPLINE2no effect on creature 268435456MOVEMENTFLAG_WATERWALKINGalso prevent creature from falling under water 536870912MOVEMENTFLAG_SAFE_FALLactive rogue safe fall spell (passive) (no effect on creature) 1073741824MOVEMENTFLAG_HOVERCauses creature to hover at stand state (not include moving) 2147483648MOVEMENTFLAG_UNK10Causes creature to roll to strange angle Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points. Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points. auras text This field controls any auras to be applied on the creature (both in effect and visually). The syntax for for an individual aura entry is "<spell ID> <index>". An aura is defined not just by the spell that applies it but also by the individual spell affect that applies it. Therefore, the effect index must be specified along with the spell ID. Each spell can have a maximum of three spell effects, so the effect index can only be 0, 1, or 2. To apply multiple auras, you can add more aura entries, separating each entry by a space. Remember that if a spell applies multiple auras, you need to specify an aura entry for each effect index if you want to apply more than one aura from the same spell. List of useful aura entries: Aura Entry Meaning 16380 0Makes the creature invisible. 18950 0 18950 1Makes the creature detect other invisible units (players or creatures). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_ai_scripts' table for MaNGOSThree This table specifies the actions that a creature script will do. A basic eventAI script works with and requires only two pieces of information: What to do and When to do it. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' The unique identifier for the AI script entry. creature_id int(11) unsigned NO '0' This references the Unique ID in the Creature Template table. event_type tinyint(5) unsigned NO '0' Event Type ID event_inverse_phase_mask int(11) NO '0' Mask for the event. event_chance int(3) unsigned NO '100' The percentage chance for this event to happen. event_flags int(3) unsigned NO '0' Event flags allow you to modify how events are executed. event_param1 int(11) NO '0' Parameter Value 1 for the eventtype [See creature_ai_scripts.event_type]. event_param2 int(11) NO '0' Parameter Value 2 for the eventtype [See creature_ai_scripts.event_type]. event_param3 int(11) NO '0' Parameter Value 3 for the eventtype [See creature_ai_scripts.event_type]. event_param4 int(11) NO '0' Parameter Value 4 for the eventtype [See creature_ai_scripts.event_type]. action1_type tinyint(5) unsigned NO '0' The first actiontype. action1_param1 int(11) NO '0' Parameter 1 of the action1_type [See creature_ai_scripts.action1_type] action1_param2 int(11) NO '0' Parameter 2 of the action1_type [See creature_ai_scripts.action1_type] action1_param3 int(11) NO '0' Parameter 3 of the action1_type [See creature_ai_scripts.action1_type] action2_type tinyint(5) unsigned NO '0' The Second actiontype [See creature_ai_scripts.action2_type] action2_param1 int(11) NO '0' Parameter 1 of action2_type [See creature_ai_scripts.action2_type] action2_param2 int(11) NO '0' Parameter 2 of action2_type [See creature_ai_scripts.action2_type] action2_param3 int(11) NO '0' Parameter 3 of action2_type [See creature_ai_scripts.action2_type] action3_type tinyint(5) unsigned NO '0' The Third actiontype [See creature_ai_scripts.action3_type] action3_param1 int(11) NO '0' Parameter 1 of action3_type [See creature_ai_scripts.action3_type] action3_param2 int(11) NO '0' Parameter 2 of action3_type [See creature_ai_scripts.action3_type] action3_param3 int(11) NO '0' Parameter 3 of action3_type [See creature_ai_scripts.action3_type] comment varchar(255) NO {Blank String} Documents what an event script is supposed to do. Description of the fields id int(11) unsigned The unique identifier for the AI script entry. To ease development, it has been defined that the identifier always equals the creature_template.entry * 100 [See creature_template.entry]. creature_id int(11) unsigned This references the Unique ID in the Creature Template table [See creature_template.id] for which the entry is valid. event_type tinyint(5) unsigned Event Type ID, from one of the Events below: Value Type Parameters Description Notes 0 EVENT_T_TIMER_IN_COMBAT InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4) EXPIRES ONLY IN COMBAT. 1 EVENT_T_TIMER_OOC InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4) EXPIRES ONLY OUT OF COMBAT BUT NOT DURING EVADE. 2 EVENT_T_HP HPMax%, HPMin%, RepeatMin, RepeatMax Expires when the NPC's HP% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 3 EVENT_T_MANA ManaMax%,ManaMin% RepeatMin, RepeatMax Expires when the NPC's Mana% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 4 EVENT_T_AGGRO NONE Expires ONLY upon the NPC's INITIAL Aggro at the Start of Combat (Does NOT Repeat) and Only Resets on Spawn or Evade. 5 EVENT_T_KILL RepeatMin, RepeatMax Expires upon Killing a Player. Will Repeat Check between (Param1) and (Param2). This Event Will Not Trigger Again Until Repeat Timer Expires 6 EVENT_T_DEATH NONE Expires on the NPC's Death. (This Triggers At The Moment The NPC Dies) 7 EVENT_T_EVADE NONE Expires at the moment the Creature EnterEvadeMode() and Exits Combat. 8 EVENT_T_SPELLHIT SpellID, School, RepeatMin, RepeatMax Expires upon Spell Hit of the NPC. When (param1) is set, it is the specific Spell ID used as the trigger. With (param2) specified, the expiration is limited to specific spell schools (-1 for all) and Spell ID value is ignored. Will repeat Event Conditions Check between every (Param3) and (Param4). Only A Spell ID or Spell School may be Specified but NOT both. 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 between every (Param3) and (Param4) if Event Conditions Are Still Met. 10 EVENT_T_OOC_LOS NoHostile, MaxRange, RepeatMin, RepeatMax Expires when a unit moves within distance (MaxAllowedRange) of the NPC. If (Param1) is 0 it will expire only when unit is hostile, If (Param1) is 1 it will expire only when unit is friendly. This depends generally on faction relations. Will repeat every (Param3) and (Param4). Does NOT expire when the NPC is in combat. 11 EVENT_T_SPAWNED Condition, CondValue1 Expires on initial spawn and respawn of the NPC (Useful for setting Ranged Movement/Summoning Pets/Applying Buffs). 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) If Event Conditions Are Still Met. 13 EVENT_T_TARGET_CASTING RepeatMin, RepeatMax Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2) If Event Conditions Are Still Met. 14 EVENT_T_FRIENDLY_HP HPDeficit, Radius, RepeatMin, RepeatMax Expires when a friendly unit in (Radius) has at least (Param1) HP points missing. Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 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_FRIENDLY_MISSING_BUFF SpellId, Radius, RepeatMin, RepeatMax Expires when a friendly unit is missing aura(s) given by a spell (Param1) within Radius (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 17 EVENT_T_SUMMONED_UNIT CreatureId, RepeatMin, RepeatMax Expires after creature with entry = (Param1) is spawned (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 18 EVENT_T_TARGET_MANA ManaMax%, ManaMin%, RepeatMin, RepeatMax Expires when current target's Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 19 EVENT_T_QUEST_ACCEPT QuestID 20 EVENT_T_QUEST_COMPLETE 21 EVENT_T_REACHED_HOME NONE Expires when a creature reaches it's home (spawn) location after evade. This is commonly used for NPC's who Stealth once reaching their Spawn Location 22 EVENT_T_RECEIVE_EMOTE EmoteId, Condition, CondValue1, CondValue2 Expires when a creature receives an emote with emote text id ("enum TextEmotes" from SharedDefines.h in Mangos Source) in (Param1). Conditions can be defined (Param2) with optional values (Param3,Param4), see (enum ConditionType) in ObjectMgr.h (Mangos Source). 23 EVENT_T_AURA Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max Expires when a creature has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 24 EVENT_T_TARGET_AURA Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max Expires when a target unit has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 25 EVENT_T_SUMMONED_JUST_DIED CreatureId, RepeatMin, RepeatMax Expires after creature with entry = (Param1) is die (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 26 EVENT_T_SUMMONED_JUST_DESPAWN CreatureId, RepeatMin, RepeatMax Expires before creature with entry = (Param1) is despawn (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 27 EVENT_T_MISSING_AURA Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max Expires when a creature not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 28 EVENT_T_TARGET_MISSING_AURA Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max Expires when a target unit not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 29 EVENT_T_TIMER_GENERIC InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4). 30 EVENT_T_RECEIVE_AI_EVENT AIEventType, Sender-Entry, unused, unused Expires when the creature receives an AIEvent of type (Param1), sent by creature (Param2 != 0). If (Param2 = 0) then sent by any Now that all of the supported events have been listed and described, we shall now move on to the actions that can be performed. Each event can take up to three actions. The actions will all be performed when the event is triggered and they will be performed in the order that they have been defined. This means that, for a certain event, action 1 will be performed first, followed by action 2, then lastly by action 3. Just like event definitions, Each action can use up to three different parameters but not all actions will use all three parameters. If a parameter isn't mentioned for an action, then that action does not need that parameter. event_inverse_phase_mask int(11) This field allows to restrict the event occurences to certain EventAI phases. The EventAI script phases are changed with actions 22 and 23, see below. This mask contains 1 in the bits corresponding to the phases for which you DO NOT wish the event occuring. The default value 0 means that the event may happen in any script phase. The value 1 will disable the event for the phase 0 while keeping it enabled for all other phases. The value 5 will disable the event for phases 0 and 2, and so on. event_chance int(3) unsigned The percentage chance for this event to happen. Values have to be between 1 and 100. event_flags int(3) unsigned Event flags allow you to modify how events are executed. Value Type Description 1 EFLAG_REPEATABLE Event repeats (Does not repeat if this flag is not set) 2 EFLAG_RESERVED_1 Unused 4 EFLAG_RESERVED_2 Unused 8 EFLAG_RESERVED_3 Unused 16 EFLAG_RESERVED_4 Unused 32 EFLAG_RANDOM_ACTION At event occur execute one random action from event actions instead all actions. 64 EFLAG_RESERVED_6 Unused 128 EFLAG_DEBUG_ONLY Event only occurs in debug builds event_param1 int(11) Parameter Value 1 for the eventtype [See creature_ai_scripts.event_type]. event_param2 int(11) Parameter Value 2 for the eventtype [See creature_ai_scripts.event_type]. event_param3 int(11) Parameter Value 3 for the eventtype [See creature_ai_scripts.event_type]. event_param4 int(11) Parameter Value 4 for the eventtype [See creature_ai_scripts.event_type]. action1_type tinyint(5) unsigned The first actiontype Before we start to list and explain the different actions that can be taken, we must first look at how the eventAI targeting system works. Due to technical reasons in how targetting is handled, the eventAI script cannot target anything or anyone that is not in its threat list or is not the scripted creature itself. It also can't currently target anyone specific in its threat list except by their position in the threat list. However, even then it can only target specifically the current victim, the second unit in its threat list, and the last unit in its threat list. It can also target units in its threat list at random and has two options for that: anyone in its threat list at random, or anyone in its threat list excluding the unit with the most threat. Aside from all of those external targets, the script can always target itself. More information on the target types can be found in the reference tables at the end of this guide. One last note before we start looking at individual actions is about the texts. The eventAI script has support for localized text entries. Therefore, you can define what the mob will say in more than one language all in another table and the script will show the corresponding localized text to the corresponding client (english text to enUS/enGB clients, german text to deDE clients, etc). All of the localized text entries will have a unique text ID assigned to them and it is that text ID that will be used by any actions that require textual input. Action Type Enum Name Description Parameters 0 ACTION_T_NONE Does nothing! 1 ACTION_T_SAY Displays the -TextId as defined. In case -TextId2 and optionally -TextId3, the output will be randomized. Type text are defined in the eventai_texts table (say, yell, whisper, etc) along with other options for the text. All values are required to be negative. Parameter 1: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote)Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc).In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale. Parameter 2: Optional. TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two. Parameter 3: Optional, if Parameter 2 exist. In this case, eventAI will randomize between three. 2 ACTION_T_YELL UNUSED 3 ACTION_T_TEXTEMOTE UNUSED 4 ACTION_T_SOUND When activated, the creature will play the specified sound. Parameter 1: The sound ID to be played. Sound IDs are contained in the DBC files. 5 ACTION_T_EMOTE When activated, 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. 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. 6 ACTION_T_RANDOM_SAY UNUSED 7 ACTION_T_RANDOM_YELL UNUSED 8 ACTION_T_RANDOM_TEXTEMOTE UNUSED 9 ACTION_T_RANDOM_SOUND Similar to the ACTION_T_SOUND action, when this action is activated, it will choose at random a sound to play. This action needs all three parameters to be filled and it will pick a random entry from the three. Note: (1) Parameter 1: The sound ID to be played as choice one. Parameter 2: The sound ID to be played as choice two. Parameter 3: The sound ID to be played as choice three. 10 ACTION_T_RANDOM_EMOTE Similar to the ACTION_T_EMOTE action, when this action is activated, it will choose at random an emote ID to emote visually. This action needs all three parameters to be filled and it will pick a random entry from the three. Note: (1) Parameter 1: The emote ID that the creature should perform as choice one. Parameter 2: The emote ID that the creature should perform as choice two. Parameter 3: The emote ID that the creature should perform as choice three. 11 ACTION_T_CAST When activated, the creature will cast a spell specified by a spell ID on a target specified by the target type. Parameter 1: The spell ID to use for the cast. The value used in this field needs to be a valid spell ID. Parameter 2: The target type defining who the creature should cast on. The value in this field needs to be a valid target type as specified in the reference tables below. Parameter 3: See spell flags. If it is 1, then the spell cast will interrupt any spells that are already in the progress of being casted; otherwise if the creature is already casting a spell and this field is 0, then this action will be skipped. 12 ACTION_T_SUMMON When activated, the creature will summon another creature at the same spot as itself that will attack the specified target. Parameter 1: The creature template ID to be summoned. The value here needs to be a valid creature template ID. Parameter 2: 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: The duration until the summoned creature should be unsummoned. The value in this field is in milliseconds or 0. If zero, then the creature will not be unsummoned until it leaves combat, but only works with t_type !=0. 13 ACTION_T_THREAT_SINGLE_PCT When activated, this action will modify the threat of a target in the creatureâ?Ts threat list by the specified percent. Parameter 1: 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: 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. 14 ACTION_T_THREAT_ALL_PCT When activated, this action will modify the threat for everyone in the creatureâ?Ts threat list by the specified percent. Parameter 1: The percent that should be used in modifying everyoneâ?Ts threat in the creatureâ?Ts threat list. The value here can range from -100 to +100. Note: Using -100 will cause the creature to reset everyoneâ?Ts threat to 0 so that everyone has the same amount of threat. It does NOT make any changes as to who is in the threat list. 15 ACTION_T_QUEST_EVENT When activated, this action will satisfy the external completion requirement for the quest for the specified target defined by the target type. This action can only be used with player targets so it must be ensured that the target type will point to a player. Parameter 1: 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: 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. 16 ACTION_T_CASTCREATUREGO When activated, this action will call CastedCreatureOrGO() function for the player. It can be used to give quest credit for casting a spell on the creature. Parameter 1: The quest template ID. The value here must be a valid quest template ID. Parameter 2: The spell ID to use to simulate the cast. The value used in this field needs to be a valid spell ID. Parameter 3: 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. 17 ACTION_T_SET_UNIT_FIELD When activated, this action can change the targetâ?Ts unit field values. More information on the field value indeces can be found at character data data. Parameter 1: The index of the field number to be changed. Use character data data for a list of indeces and what they control. Note that a creature shares the same indeces with a player except for the PLAYER_* ones. Parameter 2: The new value to be put in the field. Parameter 3: 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. 18 ACTION_T_SET_UNIT_FLAG When activated, this action changes the targetâ?Ts flags by adding (turning on) more flags. For example, this action can make the creature unattackable/unselectable if the right flags are used. Parameter 1: The flag(s) to be set. Multiple flags can be set by using bitwise-OR on them (adding them together). Parameter 2: 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. 19 ACTION_T_REMOVE_UNIT_FLAG When activated, this action changes the targetâ?Ts 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. Parameter 1: The flag(s) to be removed. Multiple flags can be set by using bitwise-OR on them (adding them together). Parameter 2: 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. 20 ACTION_T_AUTO_ATTACK This action controls whether or not the creature should stop or start the auto melee attack. Parameter 1: 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. 21 ACTION_T_COMBAT_MOVEMENT This action controls whether or not the creature will always move towards its target. 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. 22 ACTION_T_SET_PHASE When activated, this action sets the creatureâ?Ts event to the specified value. Parameter 1: The new phase to set the creature in. This number must be an integer between 0 and 31 inclusive. 23 ACTION_T_INC_PHASE When activated, this action will increase (or decrease) the current creatureâ?Ts phase. Parameter 1: The number of phases to increase or decrease. Use negative values to decrease the current phase. After increasing or decreasing the phase by this action, the current phase must not be lower than 0 or exceed 31. 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. 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". 26 ACTION_T_QUEST_EVENT_ALL This action does the same thing as the ACTION_T_QUEST_EVENT does but it does it for all players in the creatureâ?Ts threat list. Note that if a player is not in its threat list for whatever reason, he/she wonâ?Tt get the quest completed. Parameter 1: The quest ID to finish for everyone. 27 ACTION_T_CASTCREATUREGO_ALL This action does the same thing as the ACTION_T_CASTCREATUREGO does but it does it for all players in the creatureâ?Ts threat list. Note that if a player is not in its threat list for whatever reason, he/she wonâ?Tt receive the cast emulation. Parameter 1: The quest template ID. Parameter 2: The spell ID used to simulate the cast. 28 ACTION_T_REMOVEAURASFROMSPELL This action will remove all auras from a specific spell from the target. Parameter 1: 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: The spell ID whose auras will be removed. 29 ACTION_T_RANGED_MOVEMENT This action changes the movement type generator to ranged type using the specified values for angle and distance. Note that specifying zero angle and distance will make it just melee instead. Parameter 1: The distance the mob should keep between it and its target. Parameter 2: The angle the mob should use. 30 ACTION_T_RANDOM_PHASE Randomly sets the phase to one from the three parameter choices. Note: (1) Parameter 1: A possible random phase choice. Parameter 2: A possible random phase choice. Parameter 3: A possible random phase choice. 31 ACTION_T_RANDOM_PHASE_RANGE Randomly sets the phase between a range of phases controlled by the parameters. Parameter 1: The minimum of the phase range. Parameter 2: The maximum of the phase range. The number here must be greater than the one in parameter 1. 32 ACTION_T_SUMMON Summons a creature using the data specified in the separate summons table. Parameter 1: The creature template ID to be summoned. The value here needs to be a valid creature template ID. Parameter 2: 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: The summon ID from the eventai_summons table controlling the position (and spawntime) where the summoned mob should be spawned at. 33 ACTION_T_KILLED_MONSTER When activated, this action will call KilledMonster() function for the player. It can be used to give creature credit for killing a creature (note that it can be ANY creature including certain quest specific triggers). In general if the quest is set to be accompished on different creatures (e.g. "Credit" templates). Parameter 1: The creature template ID. The value here must be a valid creature template ID. Parameter 2: 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. 34 ACTION_T_SET_INST_DATA 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. Parameter 1: The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instanceâ?Ts script. Parameter 2: The value to put at that field index. The number here must be a valid 32 bit number. 35 ACTION_T_SET_INST_DATA64 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. Parameter 1: The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instanceâ?Ts script. Parameter 2: 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. 36 ACTION_T_UPDATE_TEMPLATE 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. Parameter 1: The creature template ID. The value here must be a valid creature template ID. Parameter 2: Use model_id from team: Alliance(0) or Horde (1). 37 ACTION_T_DIE Kills the creature 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. 39 ACTION_T_CALL_FOR_HELP Call any friendly creatures (if its not in combat/etc) in radius attack creature target. Parameter 1: Radius from creature. 40 ACTION_T_SET_SHEATH Let set sheath state for creature (0-no weapon show (not used mostly by creatures), 1-melee weapon show, 2-ranged weapon show) Parameter 1: Sheath state of the creature. 41 ACTION_T_FORCE_DESPAWN Despawns the creature. Parameter 1: Despawn delay. action1_param1 int(11) Parameter 1 of the action1_type [See creature_ai_scripts.action1_type] action1_param2 int(11) Parameter 2 of the action1_type [See creature_ai_scripts.action1_type] action1_param3 int(11) Parameter 3 of the action1_type [See creature_ai_scripts.action1_type] action2_type tinyint(5) unsigned The Second actiontype [See creature_ai_scripts.action2_type] Possible target types Value Type Description 0 TARGET_T_SELF self cast 1 TARGET_T_HOSTILE Our current target (ie: top aggro) 2 TARGET_T_HOSTILE_SECOND_AGGRO Second highest aggro, usually offtank (generaly used for cleaves and some special attacks) 3 TARGET_T_HOSTILE_LAST_AGGRO Bottom aggro target (these are healers usually) 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 aggro 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, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 7 TARGET_T_ACTION_INVOKER_OWNER Unit owning the one responsible for Event to occur, for example, the hunter which pet triggered the event (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 8 TARGET_T_HOSTILE_RANDOM_PLAYER Just any random player on our threat list 9 TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER Any random player from threat list except top aggro (ie except main tank) 10 TARGET_T_EVENT_SENDER Unit who sent an AIEvent that was received with EVENT_T_RECEIVE_AI_EVENT action2_param1 int(11) Parameter 1 of action2_type [See creature_ai_scripts.action2_type] action2_param2 int(11) Parameter 2 of action2_type [See creature_ai_scripts.action2_type] action2_param3 int(11) Parameter 3 of action2_type [See creature_ai_scripts.action2_type] action3_type tinyint(5) unsigned The Third actiontype [See creature_ai_scripts.action3_type] action3_param1 int(11) Parameter 1 of action3_type [See creature_ai_scripts.action3_type] action3_param2 int(11) Parameter 2 of action3_type [See creature_ai_scripts.action3_type] action3_param3 int(11) Parameter 3 of action3_type [See creature_ai_scripts.action3_type] comment varchar(255) Documents what an event script is supposed to do. It has been defined that comments should use the form: 'Creature/GameObject name - Cast Spellname'. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_ai_summons' table for MaNGOSThree This table is used to provide NPC support for an event using action 32 = ACTION_T_SUMMON as one of its Actions Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' This references the third action parameter in the Creature_ai_scripts. position_x float NO '0' The X position for the creature to be spawned. position_y float NO '0' The Y position for the creature to be spawned. position_z float NO '0' The Z position for the creature to be spawned. orientation float NO '0' The orientation for the creature to be spawned. spawntimesecs int(11) unsigned NO '120' The despawn timer for the summoned creature. comment varchar(255) NO {Blank String} Documents what kind of creature will be summoned. Description of the fields id int(11) unsigned This references the third action parameter in the Creature_ai_scripts table entry [See creature_ai_scripts.entry] with a summon action assigned. position_x float The X position for the creature to be spawned. position_y float The Y position for the creature to be spawned. position_z float The Z position for the creature to be spawned. orientation float The orientation for the creature to be spawned. spawntimesecs int(11) unsigned The despawn timer for the summoned creature. comment varchar(255) Documents what kind of creature will be summoned. Currently it is common to use the summoned creature's Creature Template Entry value [See creature_template.entry] to describe what is summoned. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_ai_texts' table for MaNGOSThree This table holds all the texts used within the eventai (ACID) scripts. This table handles the actual text, display type (say/yell/emote) and corresponding sounds or emote (if any). 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) NO PRI NULL This references a script using an action of the type ACTION_T_TEXT. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' A sound identifier. type tinyint(3) unsigned NO '0' The type of message to display. language tinyint(3) unsigned NO '0' A language identifier. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL This documents the creature text. Description of the fields entry mediumint(8) This references a script using an action of the type ACTION_T_TEXT in the Creature AI Scripts tables entry [See creature_ai_scripts]. Note: IDs use the negative versions of the referenced action's ID. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned A sound identifier. The value has to match with a sound identifier [See SoundEntries.dbc]. type tinyint(3) unsigned The type of message to display. The following table lists all valid types. Value Description 0Say 1Yell 2Text emote 3Boss emote 4Whisper 5Boss whisper language tinyint(3) unsigned A language identifier. The value has to match with a language identifier [See Languages.dbc]. emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text This documents the creature text. Currently there are no hard or fast rules for the format of the comment. It should help identifying who and why does perform the emote. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_equip_template' table for MaNGOSThree This table contains all equipment creatures should wear. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Unique Id of the equipment, no link with any official data. equipentry1 mediumint(8) unsigned NO '0' This is the item of the equipment used in the right hand [See Item.dbc]. equipentry2 mediumint(8) unsigned NO '0' This is the item of the equipment used in the left hand [See Item.dbc]. equipentry3 mediumint(8) unsigned NO '0' This is the item of the equipment used in the distance slot [See Item.dbc]. Description of the fields entry mediumint(8) unsigned Unique Id of the equipment, no link with any official data. equipentry1 mediumint(8) unsigned This is the item of the equipment used in the right hand [See Item.dbc]. equipentry2 mediumint(8) unsigned This is the item of the equipment used in the left hand [See Item.dbc]. equipentry3 mediumint(8) unsigned This is the item of the equipment used in the distance slot [See Item.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_battleground' table for MaNGOSThree This table contains the description of creatures spawned on battlegrounds. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI NULL A unique identifier given to each creature to distinguish them from each other. event1 tinyint(3) unsigned NO NULL Main Event. event2 tinyint(3) unsigned NO NULL Sub Event. Description of the fields guid int(10) unsigned A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID. This GUID is linked to the creature-table. event1 tinyint(3) unsigned The identifier for the event node in the battleground. Event nodes usually are defined in the battleground's script. Nodes are locations in a battleground where characters of each faction can perform actions, such as capturing a tower in Alterac Valley, or taking control over the stables in Arathi Basin. event2 tinyint(3) unsigned The state of the event node. Node status is defined differently in every battleground script. Node events can occur for every node and usually describe changes due to character interaction. E.g. if stables in Arathi Basin are taken over by Alliance, the stables note state would become Alliance controlled. Similar node states exist for every battleground note. Note If you update battleground scripts and make changes to node status values ensure that you provide database update scripts which update the battleground events accordingly. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_linking' table for MaNGOSThree This table holds details of how creatures linked to a master creature should act in combat and non-combat situations. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI NULL This references the "creature" table tables unique ID. master_guid int(10) unsigned NO NULL This references the "creature" table tables unique ID. flag mediumint(8) unsigned NO NULL This flag determines how a linked creature will act. Description of the fields guid int(10) unsigned This references the "creature" table tables unique ID for which the entry is valid [See creature.entry]. This is a creature spawn bound to the master creature. master_guid int(10) unsigned This references the "creature" table tables unique ID for which the entry is valid [See creature.entry]. This is the master creature which defines behaviour for the linked creature. flag mediumint(8) unsigned This flag determines how a linked creature will act, when the master is changing it's combat state. Flags provide support for combat state, non combat state and life state. The following flags determine the behaviour if the master is in combat state. Value Hex FlagName Description 1 0x1 FLAG_AGGRO_ON_AGGRO The "slave" aggroes when the "master" aggroes 2 0x2 FLAG_TO_AGGRO_ON_AGGRO The master aggroes when the slave aggroes 4 0x4 FLAG_RESPAWN_ON_EVADE The slave respawns when the master evades 8 0x8 FLAG_TO_RESPAWN_ON_EVADE the master respawns when the slave evades 16 0x10 FLAG_DESPAWN_ON_DEATH the slave despawns when the master dies 32 0x20 FLAG_SELFKILL_ON_DEATH the slave goes suicide when the master dies 64 0x40 FLAG_RESPAWN_ON_DEATH the slave respawn when the master dies 128 0x80 FLAG_RESPAWN_ON_RESPAWN the slave respawns on master respawn 256 0x100 FLAG_DESPAWN_ON_RESPAWN the slave despawns on master respawn (TODO: check for slave != master) 512 0x200 FLAG_FOLLOW the slave follows the master, very basic, see TODO notes in commit, or post below 1024 0x400 FLAG_CANT_SPAWN_IF_BOSS_DEAD the slave cannot respawn while boss is dead 2048 0x800 FLAG_CANT_SPAWN_IF_BOSS_ALIVE the slave cannot respawn while boss is alive 4096 0x1000 FLAG_DESPAWN_ON_EVADE the slave despawn after the master evade 8192 0x2000 FLAG_DESPAWN_ON_DESPAWN the slave despawn after the master despawns auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_linking_template' table for MaNGOSThree This table holds details on how creature templates linked to a master creature template should act in combat and non-combat situations. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' creature_template.entry of the slave mob that is linked. map smallint(5) unsigned NO PRI '0' A map identifier master_entry mediumint(8) unsigned NO '0' master entry to trigger events flag mediumint(8) unsigned NO '0' This flag determines how a linked creature will act. search_range mediumint(8) unsigned NO '0' IF given != 0 only mobs with spawn-dist Description of the fields entry mediumint(8) unsigned creature_template.entry of the slave mob that is linked [See creature_template.entry]. map smallint(5) unsigned A map identifier. The value has to match with a map identifier [See Map.dbc]. This is the map where creature templates are located. master_entry mediumint(8) unsigned This is a unique ID for which the entry is valid [See "creature_template" table]. This is the master creature template which defines behaviour for the linked creature template. flag mediumint(8) unsigned This flag determines how a linked creature will act, when the master is changing it's combat state. Flags provide support for combat state, non combat state and life state. The following flags determine the behaviour if the master is in combat state. Value Hex FlagName Description 1 0x1 FLAG_AGGRO_ON_AGGRO The "slave" aggroes when the "master" aggroes 2 0x2 FLAG_TO_AGGRO_ON_AGGRO The master aggroes when the slave aggroes 4 0x4 FLAG_RESPAWN_ON_EVADE The slave respawns when the master evades 8 0x8 FLAG_TO_RESPAWN_ON_EVADE the master respawns when the slave evades 16 0x10 FLAG_DESPAWN_ON_DEATH the slave despawns when the master dies 32 0x20 FLAG_SELFKILL_ON_DEATH the slave goes suicide when the master dies 64 0x40 FLAG_RESPAWN_ON_DEATH the slave respawn when the master dies 128 0x80 FLAG_RESPAWN_ON_RESPAWN the slave respawns on master respawn 256 0x100 FLAG_DESPAWN_ON_RESPAWN the slave despawns on master respawn (TODO: check for slave != master) 512 0x200 FLAG_FOLLOW the slave follows the master, very basic, see TODO notes in commit, or post below 1024 0x400 FLAG_CANT_SPAWN_IF_BOSS_DEAD the slave cannot respawn while boss is dead 2048 0x800 FLAG_CANT_SPAWN_IF_BOSS_ALIVE the slave cannot respawn while boss is alive 4096 0x1000 FLAG_DESPAWN_ON_EVADE the slave despawn after the master evade 8192 0x2000 FLAG_DESPAWN_ON_DESPAWN the slave despawn after the master despawns search_range mediumint(8) unsigned IF given != 0 only mobs with spawn-dist IF = 0 all mobs on the map are linked to the master. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_loot_template' table for MaNGOSThree This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Meaning of that field is a bit different depending on its sign. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' This field defines when positive the minimum number of copies of the item. maxcount smallint(5) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) This field defines ¦when positive: the minimum number of copies of the item that can drop in a single loot ¦when negative: a reference to another template. Zero value makes no sense and should not be used. Meaning of positive values is quite clear and requires no additional comments. References can point to either a whole template or to single group of a template and decribed below. Template reference mincountOrRef Template reference asks core to process another loot template (having entry equal to "-mincountOrRef") and to include all items dropped for that template into current loot. Simple idea. Value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. So if the referenced template can produce 3 to 10 items (depending on luck) and value of maxcount is '5' then after processing of that reference 15 to 50 items will be added to the loot. An awful example, isn't it? Actually no good example for whole template reference repetition is known, but it is quite useful for group references sometimes. Be careful. Self references (loot template includes reference to itself) and loop references (loot template A includes reference to entire template B, loot template B includes reference to entire template A) are completely different from internal references. If you make a self-reference like INSERT INTO `creature_loot_template` (`entry`,`item`,`mincountOrRef`) VALUES ('21215','0','-21215'); then the core will crash due to stack overflow at first attempt of loot 21215 processing. That is why self references and loop references are strictly forbidden. Group reference mincountOrRef 0 Group reference asks core to process another loot template (having entry equal to "-mincountOrRef") only in the part of one group - with id equal to value of `groupid` field of the reference entry. So this reference may add only none or 1 item into the loot (provided maxcount is equal to 1). Meaning of maxcount field value is the same as described in Template reference. Note that there is no way to have a reference as a part of a group as such grouped reference would have the same format as reference to group described here. There are two types of group references: ¦external reference when group reference row has entry different from entry of the referenced group ¦internal reference when group reference row has the same entry as the referenced group. Basic usage of group references is to avoid repetition of group definitions when several loot sources have common parts of the loot. In this case it is possible: ¦to define groups with the same contents (items/drop chances) again and again. The simpliest way, but very RAM consumable. ¦to define the group once as a part of one of loot source loot definition and to include group references in loot definitions of the other loot sources instead of repeating group definition. ¦to define the group once as a part of an artificial loot definition (having entry not corresponding to any source) and to include group references in loot definitions for every related loot source. The first way is deprecated, both second and third use external references. UDB recommends to use the third way. As references have chance to be processed it is possible to use them effiently for zone or world drop definitions. Those drops often have different chances for different loot sources (low/high skill gameobjects, non-elite/elite creatures etc) while having the same contents of the loot. The recommended way to define such drops is as following: ¦to set up a group with 100% group chance in an artificial loot template (using equal-chanced entries when possible) ¦to include references to that group into loot definition of every related loot source setting the drop chance for the reference. Some bosses drop more than one tier item (two or three). Loot statistics looks like the same group is rolled 2 or 3 times and every time an item (possible the same) is chosen. It is simple to define a group for single item, but how to define drop for the second and the third? We can: ¦repeat group definition 2 (or 3) times with change of group id ¦define the group once and include 1 (or 2) internal references. ¦define the group once as a part of an artificial loot definition and include 2 (or 3) external group references. ¦define the group once as a part of an artificial loot definition and include an external group reference with repetition factor of 2 (or 3). The in-game results will be the same. But again - the first way is very inefficient and then deprecated. We recommends to use the forth way. maxcount smallint(5) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. ID Type Description -3 CONDITION_NOT Used to evaluate if another condition is NOT true. See Note 1 -2 CONDITION_OR Used to evaluate if condition OR condition is true. See Note 1 -1 CONDITION_AND Used to evaluate if condition AND condition is true. See Note 1 0 CONDITION_NONE This condition is not used at all. Always returns true. 1 CONDITION_AURA Checks target currently has the specified aura on him/her. 2 CONDITION_ITEM Checks if the player has the required amount (value2) of items in his/hers inventory. 3 CONDITION_ITEM_EQUIPPED Checks if the player has the specified item equipped. 4 CONDITION_AREAID Checks if the player is within the specified area/zone. 5 CONDITION_REPUTATION_RANK_MIN Checks if the player has the minimum required reputation rank with a specific faction. 6 CONDITION_TEAM Checks what team the target is a member of (Alliance or Horde). 7 CONDITION_SKILL Checks if the player has the required minimum skill value of the specified skill. 8 CONDITION_QUESTREWARDED Checks if the player has complete the specified quest. 9 CONDITION_QUESTTAKEN Checks if the player has taken the quest (as in has it in his/hers quest log.) and not completed it yet. 10 CONDITION_AD_COMMISSION_AURA TODO 11 CONDITION_NO_AURA Checks if the target DOES NOT currently have the specified aura on him/her. 12 CONDITION_ACTIVE_GAME_EVENT Checks if a game event is currently active. 13 CONDITION_AREA_FLAG Checks if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0) 14 CONDITION_RACE_CLASS Checks if the target is a certain race AND/OR class. 15 CONDITION_LEVEL Checks the targets level. 16 CONDITION_NOITEM Checks if the player DOES NOT have the required amount (value2) of items in his/hers inventory. 17 CONDITION_SPELL Checks if the target has or hasn't (value2) the specified spell. 18 CONDITION_INSTANCE_SCRIPT SD3 based condition 19 CONDITION_QUESTAVAILABLE Checks if the specified quest is available (can start it) for the player. 20 CONDITION_ACHIEVEMENT Has or has no special achievement. 21 CONDITION_ACHIEVEMENT_REALM Realm wide achievement (like 20 above but realm wide). 22 CONDITION_QUEST_NONE Checks if the player has NOT taken the quest AND has NOT been rewarded for the quest. 23 CONDITION_ITEM_WITH_BANK Checks if the player has the required amount (value2) of items in his/hers inventory OR bank. 24 CONDITION_NOITEM_WITH_BANK Checks if the player DOES NOT have count (value2) of items in his/hers inventory OR bank. 25 CONDITION_NOT_ACTIVE_GAME_EVENT Checks if a game event is currently NOT active. 26 CONDITION_ACTIVE_HOLIDAY Checks if a holiday is active 27 CONDITION_NOT_ACTIVE_HOLIDAY Checks if a holiday is not active 28 CONDITION_LEARNABLE_ABILITY Checks if the player can learn ability - using minimum skill value from [See SkillLineAbility.dbc] If the player has spell or has item (when defined) the condition will evaluate to false. 29 CONDITION_SKILL_BELOW TODO 30 CONDITION_REPUTATION_RANK_MAX Checks if the player has a higher reputation rank than specified a faction. 31 CONDITION_COMPLETED_ENCOUNTER Checks if an encounter has been completed. 32 CONDITION_SOURCE_AURA Checks if the source of the condition (like looted npc) has an aura. 33 CONDITION_LAST_WAYPOINT Checks the waypoint-state of the source of the condition. 34 CONDITION_XP_USER Checks if a player has turned XP earning on/off 35 CONDITION_GENDER Checks the gender of a player. 36 CONDITION_DEAD_OR_AWAY TODO 37 CONDITION_CREATURE_IN_RANGE TODO 38 CONDITION_PVP_SCRIPT TODO 39 CONDITION_SPAWN_COUNT Returns if specified count of creature entry exists on map. 36 CONDITION_DEAD_OR_AWAY Checks if a player, a player's group, all players in an instance, or a creature is dead or left the map. NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_model_info' table for MaNGOSThree This table contains all models of mobs, their gender and other information that are model related. This means that when a creature uses another model, this information will change as well. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes modelid mediumint(8) unsigned NO PRI '0' The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float NO '0' This is the distance the creature stands from the player to attack him. combat_reach float NO '0' This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned NO '2' Gender of the creature. modelid_other_gender mediumint(8) unsigned NO '0' A Model information entry [See creature_model_info.modelid]. modelid_alternative mediumint(8) unsigned NO '0' Description of the fields modelid mediumint(8) unsigned The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float This is the distance the creature stands from the player to attack him while in melee. combat_reach float This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned Gender of the creature ValueGender 0Male 1Female 2None modelid_other_gender mediumint(8) unsigned Point to Creature_model_info.modelid. When the entry is gender male (0) or female (1), this value can point to the display id of the other gender [See creature_model_info.modelid] modelid_alternative mediumint(8) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_movement' table for MaNGOSThree This table holds all the information on each creature's waypoints. In essence, a set of waypoints just defines a path that the creature will follow by going from point to point. More specifically, once the creature arrives at a point, it can do different things like cast a spell, do an emote, etc. Usually this table is filled through the .wp command (and its various subcommands) in the world. Please note that for a creature to use waypoints, its MovementType must be 2. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI NULL Creature GUID [See creature.guid]. point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' If the creature should wait at the movement point. script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid2 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid3 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid4 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid5 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. wpguid int(11) NO '0' A unique identifier for this waypoint. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields id int(10) unsigned Creature GUID [See creature.guid]. point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned If the creature should wait at the movement point, set this to the time in milliseconds. Otherwise set to zero for the creature to immediately proceed to the next movement point. script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid2 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid3 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid4 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid5 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. emote mediumint(8) unsigned Emote ID that the creature should perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. This refers to a spell which should be cast by the creature on this waypoint. wpguid int(11) A unique identifier for this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, where 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_model_race' table for MaNGOSThree 'Model system' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes modelid mediumint(8) unsigned NO PRI '0' racemask mediumint(8) unsigned NO PRI '0' creature_entry mediumint(8) unsigned NO '0' modelid_racial mediumint(8) unsigned NO '0' Description of the fields modelid mediumint(8) unsigned racemask mediumint(8) unsigned creature_entry mediumint(8) unsigned Notes: option 1, modelid_N from creature_template modelid_racial mediumint(8) unsigned Notes: option 2, explicit modelid auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_movement_template' table for MaNGOSThree This table holds informations on paths for creature_template entries and allows the behaviour to be defined along the movement path (set of waypoints). Template movement is usually applied to creature templates spawned by scripts, or for templates which are unique and have only one spawn. Note: Movement attached to a creature template will be applied to all spawns of this template, unless there is a unique movement defined for the creature guids in the creature_movement table. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' Delay time in milliseconds script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' Obsolete, Do not use this Field textid2 int(11) NO '0' Obsolete, Do not use this Field textid3 int(11) NO '0' Obsolete, Do not use this Field textid4 int(11) NO '0' Obsolete, Do not use this Field textid5 int(11) NO '0' Obsolete, Do not use this Field emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. wpguid int(11) NO '0' A unique identifier for this waypoint. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields entry mediumint(8) unsigned Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned Delay time in milliseconds script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) Obsolete, Do not use this Field textid2 int(11) Obsolete, Do not use this Field textid3 int(11) Obsolete, Do not use this Field textid4 int(11) Obsolete, Do not use this Field textid5 int(11) Obsolete, Do not use this Field emote mediumint(8) unsigned Emote ID that the creature should perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. This refers to a spell which should be cast on this waypoint. wpguid int(11) A unique identifier for this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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_onkill_reputation' table for MaNGOSThree This table controls the reputation given by creatures when killed by other players. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes creature_id mediumint(8) unsigned NO PRI '0' The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. RewOnKillRepFaction2 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. MaxStanding1 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward1 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue1 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). MaxStanding2 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward2 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue2 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). TeamDependent tinyint(3) unsigned NO '0' Gender Description of the fields creature_id mediumint(8) unsigned The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc] RewOnKillRepFaction2 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc]. MaxStanding1 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward1 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue1 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. MaxStanding2 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward2 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue2 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. TeamDependent tinyint(3) unsigned Boolean 0 or 1.Boolean 0 or 1. ValueGender 0The creature will give reputation to the any player from both fields (RewOnKillRepFaction1 and RewOnKillRepFaction2) if both fields are non-zero. 1The creature will award alliance players the reputation from RewOnKillRepFaction1 and will award horde players the reputation from RewOnKillRepFaction2. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 MaNGOSThree 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. IconName char(100) YES {Blank String} 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. DifficultyEntry1 mediumint(8) unsigned NO '0' DifficultyEntry2 mediumint(8) unsigned NO '0' DifficultyEntry3 mediumint(8) unsigned NO '0' 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 NO '3' 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. UnitFlags2 int(10) unsigned NO '0' 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. Expansion tinyint(3) NO '-1' 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 int(10) 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 '0' A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned NO '0' 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. QuestItem1 int(11) unsigned NO '0' QuestItem2 int(11) unsigned NO '0' QuestItem3 int(11) unsigned NO '0' QuestItem4 int(11) unsigned NO '0' QuestItem5 int(11) unsigned NO '0' QuestItem6 int(11) unsigned NO '0' MechanicImmuneMask int(10) unsigned NO '0' This mask can be used to make creatures immune to spell mechanics. 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. MovementTemplateId int(11) unsigned NO '0' 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. EquipmentTemplateId mediumint(8) unsigned NO '0' The field adds equipment to a creature. VehicleTemplateId mediumint(8) unsigned NO '0' GossipMenuId mediumint(8) unsigned NO '0' This field is used for adding gossip to the creature. AIName char(64) NO {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. IconName char(100) 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! DifficultyEntry1 mediumint(8) unsigned DifficultyEntry2 mediumint(8) unsigned DifficultyEntry3 mediumint(8) unsigned 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 ModelId4 mediumint(8) unsigned 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_RENAME 5 32 UNIT_FLAG_PREPARATION don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP 6 64 UNIT_FLAG_UNK_6 Related to Movement? often paired with UNIT_FLAG_SWIMMING 7 128 UNIT_FLAG_NOT_ATTACKABLE_1 UNIT_FLAG_PVP + UNIT_FLAG_NOT_ATTACKABLE_1 = UNIT_FLAG_NON_PVP_ATTACKABLE - blue color target 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 UNIT_FLAG_LOOTING loot animation 11 2048 UNIT_FLAG_PET_IN_COMBAT in combat?, 2.0.8 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_NON_ATTACKABLE_2 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 UNIT_FLAG_DISARMED disable melee spells casting... "Requires melee weapon" added to melee spells tooltip. 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_MOUNT The client seems to handle it perfectly 28 268435456 UNIT_FLAG_UNK_28 29 536870912 UNIT_FLAG_UNK_29 used in Feint Death spell 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) UnitFlags2 int(10) unsigned 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 Expansion tinyint(3) 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 int(10) 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. QuestItem1 int(11) unsigned QuestItem2 int(11) unsigned QuestItem3 int(11) unsigned QuestItem4 int(11) unsigned QuestItem5 int(11) unsigned QuestItem6 int(11) unsigned 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. 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 MovementTemplateId int(11) unsigned 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. 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. VehicleTemplateId mediumint(8) unsigned 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. 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
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