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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 'exploration_basexp' table for MaNGOSThree This table controls the XP gained by characters when they explore new zones. Many areas have an "area level" defined in AreaTable.dbc. It is the suggested level of the character exploring the area. This table defines exploration XP reward and in conjunction with a core mechanic limits the reward for the characters of substantial different level. The basic formula for the XP reward is: basexp[area_level] * Rate.XP.Explore where the last parameter is defined in the config file. If the area level exceeds the player level by 5 or more, the formula turns into: basexp[player_level+5] * Rate.XP.Explore Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes level tinyint(4) NO PRI '0' Area level [See AreaTable.dbc]. basexp mediumint(9) NO '0' Base XP reward. Description of the fields level tinyint(4) Area level [See ExplorationLevel in AreaTable.dbc]. basexp mediumint(9) Base XP reward for exploring the area. 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 'gameobject' table for MaNGOSThree This table holds the individual object data on each spawned game object in the world. This data along with the object's template data is read and used to instantiate the objects in the world. 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 'auto_increment' The unique identifier of the game object spawn. id mediumint(8) unsigned NO MUL '0' GameObject ID [See gameobject_template.entry]. map smallint(5) unsigned NO MUL '0' The map id that the game object is located on [See map.dbc]. spawnMask tinyint(3) unsigned NO '1' phaseMask smallint(5) unsigned NO '1' position_x float NO '0' The x location of the game object. position_y float NO '0' The y location of the game object. position_z float NO '0' The z location of the game object. orientation float NO '0' The orientation of the game object. rotation0 float NO '0' The amount of rotation of an object along one of the axis. rotation1 float NO '0' The amount of rotation of an object along one of the axis. rotation2 float NO '0' The amount of rotation of an object along one of the axis. rotation3 float NO '0' The amount of rotation of an object along one of the axis. spawntimesecs int(11) NO '0' The respawn time for the game object, defined in seconds till respawn. animprogress tinyint(3) unsigned NO '0' Not really known what this is used for at this time [See description]. state tinyint(3) unsigned NO '0' Description of the fields guid int(10) unsigned The global unique identifier (GUID, low 32-bit) of the GameObject spawn. id mediumint(8) unsigned This defines what GameObject will be spawned [See gameobject_template.entry]. map smallint(5) unsigned The map id that the game object is located on [See map.dbc]. spawnMask tinyint(3) unsigned phaseMask smallint(5) unsigned position_x float The x location of the game object. position_y float The y location of the game object. position_z float The z location of the game object. orientation float The object's orientation in the game world, where north is 0 and south is 3.14159. rotation0 float The amount of rotation of an object along one of the axis in the game world. rotation1 float The amount of rotation of an object along one of the axis in the game world. rotation2 float The amount of rotation of an object along one of the axis in the game world. rotation3 float The amount of rotation of an object along one of the axis in the game world. spawntimesecs int(11) The respawn time for the game object, defined in seconds till respawn Note: Using a negative spawn time will lead to the object being despawned until spawned by a script. It will then despawn after the time specified here. animprogress tinyint(3) unsigned Not really known what this is used for at this time Note: Set to 100 for game objects of type chest. state tinyint(3) 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 'gameobject_battleground' table for MaNGOSThree This table contains the events of gameobjects which are 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 This references the "gameobject" table's unique ID. event1 tinyint(3) unsigned NO NULL The identifier for the event node in the battleground. event2 tinyint(3) unsigned NO NULL The state of the event node. Description of the fields guid int(10) unsigned This references the "gameobject" table's unique ID for which the entry is valid. 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 'gameobject_addon' table for MaNGOSThree 'Gameobject System' 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 '0' path_rotation0 float NO '0' path_rotation1 float NO '0' path_rotation2 float NO '0' path_rotation3 float NO '1' Description of the fields guid int(10) unsigned path_rotation0 float path_rotation1 float path_rotation2 float path_rotation3 float 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 'gameobject_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' The total number of copies of an item or may reference another loot template 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) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. 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. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active 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 'gameobject_template' table for MaNGOSThree This table contains templates of all the world's objects 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' Id of the gameobject template type tinyint(3) unsigned NO '0' GameObject Type displayId mediumint(8) unsigned NO '0' A display model identifier for the Item. name varchar(100) NO {Blank String} Object's Name IconName varchar(100) NO {Blank String} castBarCaption varchar(100) NO {Blank String} unk1 varchar(100) NO {Blank String} faction smallint(5) unsigned NO '0' Object's faction, if any. [See FactionTemplate.dbc] flags int(10) unsigned NO '0' GameObject Flag size float NO '1' Object's size must be set because graphic models can be resample. 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' data0 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data1 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data2 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data3 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data4 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data5 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data6 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data7 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data8 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data9 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data10 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data11 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data12 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data13 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data14 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data15 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data16 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data17 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data18 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data19 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data20 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data21 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data22 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data23 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data24 int(10) unsigned NO '0' data25 int(10) unsigned NO '0' data26 int(10) unsigned NO '0' data27 int(10) unsigned NO '0' data28 int(10) unsigned NO '0' data29 int(10) unsigned NO '0' data30 int(10) unsigned NO '0' data31 int(10) unsigned NO '0' unk2 int(10) unsigned NO '0' mingold mediumint(8) unsigned NO '0' DEPRECATED: Defines money looted from the game object. maxgold mediumint(8) unsigned NO '0' DEPRECATED: Defines money looted from the game object. Description of the fields entry mediumint(8) unsigned Id of the gameobject template type tinyint(3) unsigned GameObject Identifier Value GAMEOBJECT_TYPE_DOOR 0 GAMEOBJECT_TYPE_BUTTON 1 GAMEOBJECT_TYPE_QUESTGIVER 2 GAMEOBJECT_TYPE_CHEST 3 GAMEOBJECT_TYPE_BINDER 4 GAMEOBJECT_TYPE_GENERIC 5 GAMEOBJECT_TYPE_TRAP 6 GAMEOBJECT_TYPE_CHAIR 7 GAMEOBJECT_TYPE_SPELLFOCUS 8 GAMEOBJECT_TYPE_TEXT 9 GAMEOBJECT_TYPE_GOOBER 10 GAMEOBJECT_TYPE_TRANSPORT 11 GAMEOBJECT_TYPE_AREADAMAGE 12 GAMEOBJECT_TYPE_CAMERA 13 GAMEOBJECT_TYPE_MAPOBJECT 14 GAMEOBJECT_TYPE_MOTRANSPORT 15 GAMEOBJECT_TYPE_DUELFLAG 16 GAMEOBJECT_TYPE_FISHINGNODE 17 GAMEOBJECT_TYPE_RITUAL 18 GAMEOBJECT_TYPE_MAILBOX 19 GAMEOBJECT_TYPE_AUCTIONHOUSE 20 GAMEOBJECT_TYPE_GUARDPOST 21 GAMEOBJECT_TYPE_SPELLCASTER 22 GAMEOBJECT_TYPE_MEETINGSTONE 23 GAMEOBJECT_TYPE_FLAGSTAND 24 GAMEOBJECT_TYPE_FISHINGHOLE 25 GAMEOBJECT_TYPE_FLAGDROP 26 GAMEOBJECT_TYPE_MINIGAME 27 GAMEOBJECT_TYPE_LOTTERYKIOSK 28 GAMEOBJECT_TYPE_CAPTUREPOINT 29 GAMEOBJECT_TYPE_AURAGENERATOR 30 GAMEOBJECT_TYPE_DUNGEONDIFFICULTY 31 GAMEOBJECT_TYPE_BARBER_CHAIR 32 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING 33 GAMEOBJECT_TYPE_GUILD_BANK 34 displayId mediumint(8) unsigned A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc]. name varchar(100) Object's Name IconName varchar(100) castBarCaption varchar(100) unk1 varchar(100) faction smallint(5) unsigned Object's faction, if any. [See FactionTemplate.dbc] flags int(10) unsigned Value Meaning 1 in use (can't interact with the object) 2 Makes chests/doors locked (requiring a key, spell, event to open) 4 Untargetable 8 Transport (Object can transport (elevator, boat, car)) 16 Player cant interact with the object. 32 No despawn (never despawn, typically for doors, they just change state) 64 Triggered (typically, summoned objects. Triggered by spell or other events) NOTE: All chests that contain only quest loots need to have flag 4 set as the core will only allow players who have the quest in their questlog to loot them. size float Object's size must be set because graphic models can be resample. questItem1 int(11) unsigned questItem2 int(11) unsigned questItem3 int(11) unsigned questItem4 int(11) unsigned questItem5 int(11) unsigned questItem6 int(11) unsigned data0 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data1 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data2 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data3 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data4 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data5 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data6 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data7 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data8 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data9 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data10 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data11 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data12 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data13 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data14 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data15 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data16 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data17 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data18 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data19 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data20 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data21 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data22 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data23 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: GameObject Type Field Meaning DOOR = 0 data0 startOpen (Boolean flag) data1 open (LockId from Lock.dbc) data2 autoClose (65536 * seconds) (e.g. open after 5min = 19660800) data3 noDamageImmune (Boolean flag) data4 openTextID (Unknown Text ID) data5 closeTextID (Unknown Text ID) BUTTON = 1 data0 startOpen (State) data1 open (LockId from Lock.dbc) data2 autoClose (65536 * seconds) data3 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data4 noDamageImmune (Boolean flag) data5 large? (Boolean flag) data6 openTextID (Unknown Text ID) data7 closeTextID (Unknown Text ID) data8 losOK (Boolean flag) QUESTGIVER = 2 data0 open (LockId from Lock.dbc) data1 questList (unknown ID) data2 pageMaterial (PageTextMaterial.dbc) data3 gossipID (unknown ID) data4 customAnim (unknown value from 1 to 4) data5 noDamageImmune (Boolean flag) data6 openTextID (Unknown Text ID) data7 losOK (Boolean flag) data8 allowMounted (Boolean flag) data9 large? (Boolean flag) CHEST = 3 data0 open (LockId from Lock.dbc) data1 chestLoot (gameobject_loot_template.entry) *This field is obtained from WDB data and is not to be changed* data2 chestRestockTime (time in seconds) data3 consumable (State - Boolean flag) data4 minRestock (Min successful loot attempts for Mining, Herbalism etc) data5 maxRestock (Max successful loot attempts for Mining, Herbalism etc) data6 lootedEvent (unknown ID) data7 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data8 questID (quest_template.entry of completed quest) data9 level (minimal level required to open this gameobject) data10 losOK (Boolean flag) data11 leaveLoot (Boolean flag) data12 notInCombat (Boolean flag) data13 log loot (Boolean flag) data14 openTextID (Unknown ID) data15 use group loot rules (Boolean flag) BINDER = 4 Object type not used GENERIC = 5 data0 floatingTooltip (Boolean flag) data1 highlight (Boolean flag) data2 serverOnly? (Always 0) data3 large? (Boolean flag) data4 floatOnWater (Boolean flag) data5 questID (Required active quest_template.entry to work) TRAP = 6 data0 open (LockId from Lock.dbc) data1 level (npc equivalent level for casted spell) data2 diameter (so radius*2) data3 spell (Spell Id from spell.dbc) data4 charges (0 or 1) data5 cooldown (time in seconds) data6 autoClose (unknown) data7 startDelay? (time in seconds) data8 serverOnly? (always 0) data9 stealthed (Boolean flag) data10 large? (Boolean flag) data11 stealthAffected (Boolean flag) data12 openTextID (Unknown ID) CHAIR = 7 data0 chairslots (number of players that can sit down on it) data1 chairorientation? (number of usable side?) SPELLFOCUS = 8 data0 spellFocusType (from SpellFocusObject.dbc) data1 diameter (so radius*2) data2 linkedTrap (gameobject_template.entry (Spawned GO type 6)) TEXT = 9 data0 pageID (page_text.entry) data1 language (from Languages.dbc) data2 pageMaterial (PageTextMaterial.dbc) GOOBER = 10 data0 open (LockId from Lock.dbc) data1 questID (Required active quest_template.entry to work) data2 eventID (The id of the event that the gameobject will activate) data3 autoClose (most be the same like doors (65536 * seconds)) data4 customAnim (unknown) data5 consumable (Boolean flag controling if gameobject will despawn or not) data6 cooldown (time in seconds) data7 pageID (page_text.entry) data8 language (from Languages.dbc) data9 pageMaterial (PageTextMaterial.dbc) data10 spell (Spell Id from spell.dbc) data11 noDamageImmune (Boolean flag) data12 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data13 large? (Boolean flag) data14 openTextID (Unknown ID) data15 closeTextID (Unknown ID) data16 losOK (Boolean flag) TRANSPORT = 11 No data data used, all are always 0 AREADAMAGE = 12 Object type not used CAMERA = 13 data0 open (LockId from Lock.dbc) data1 camera (Cinematic entry from CinematicCamera.dbc) MAPOBJECT = 14 No data data used, all are always 0 MOTRANSPORT = 15 data0 taxiPathID (Id from TaxiPath.dbc) data1 moveSpeed data2 accelRate DUELFLAG = 16 Only one Gameobject with this type (21680) and no data data FISHINGNODE = 17 Only one Gameobject with this type (35591) and no data data RITUAL = 18 data0 casters? data1 spell (Spell Id from spell.dbc) data2 animSpell (Spell Id from spell.dbc) data3 ritualPersistent (Boolean flag) data4 casterTargetSpell (Spell Id from spell.dbc) data5 casterTargetSpellTargets (Boolean flag) data6 castersGrouped (Boolean flag) MAILBOX = 19 No data data used, all are always 0 AUCTIONHOUSE = 20 data0 actionHouseID (From AuctionHouse.dbc ?) GUARDPOST = 21 Object type not used SPELLCASTER = 22 data0 spell (Spell Id from spell.dbc) data1 charges data2 partyOnly (Boolean flag, need to be in group to use it) MEETINGSTONE = 23 data0 minLevel data1 maxLevel data2 areaID (From AreaTable.dbc) FLAGSTAND = 24 data0 open (LockId from Lock.dbc) data1 pickupSpell (Spell Id from spell.dbc) data2 radius (distance) data3 returnAura (Spell Id from spell.dbc) data4 returnSpell (Spell Id from spell.dbc) data5 noDamageImmune (Boolean flag) data6 openTextID data7 losOK (Boolean flag) FISHINGHOLE = 25 data0 radius (distance) data1 chestLoot (gameobject_loot_template.entry) data2 minRestock data3 maxRestock FLAGDROP = 26 data0 open (LockId from Lock.dbc) data1 eventID (Unknown Event ID) data2 pickupSpell (Spell Id from spell.dbc) data3 noDamageImmune (Boolean flag) MINIGAME = 27 Object type not used Reused in core for CUSTOM_TELEPORT ** data0 areatrigger_teleport.id LOTTERYKIOSK = 28 Object type not used CAPTUREPOINT = 29 data0 radius (Distance) data1 spell (Unknown ID, not a spell id in dbc file, maybe server only side spell) data2 worldState1 data3 worldstate2 data4 winEventID1 (Unknown Event ID) data5 winEventID2 (Unknown Event ID) data6 contestedEventID1 (Unknown Event ID) data7 contestedEventID2 (Unknown Event ID) data8 progressEventID1 (Unknown Event ID) data9 progressEventID2 (Unknown Event ID) data10 neutralEventID1 (Unknown Event ID) data11 neutralEventID2 (Unknown Event ID) data12 neutralPercent data13 worldstate3 data14 minSuperiority data15 maxSuperiority data16 minTime (in seconds) data17 maxTime (in seconds) data18 large? (Boolean flag) AURAGENERATOR = 30 data0 startOpen (Boolean flag) data1 radius (Distance) data2 auraID1 (Spell Id from spell.dbc) data3 conditionID1 (Unknown ID) DUNGEONDIFFICULTY = 31 data0 mapID (From Map.dbc) data1 difficulty (0 or 1) BARBER_CHAIR = 32 Used for barber chairs. DESTRUCTIBLE_BUILDING = 33 Object type not used GUILD_BANK = 34 No data data used, all are always 0 data24 int(10) unsigned data25 int(10) unsigned data26 int(10) unsigned data27 int(10) unsigned data28 int(10) unsigned data29 int(10) unsigned data30 int(10) unsigned data31 int(10) unsigned unk2 int(10) unsigned mingold mediumint(8) unsigned DEPRECATED: Defines money looted from the game object. maxgold mediumint(8) unsigned DEPRECATED: Defines money looted from the game object. 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 'game_event_creature' table for MaNGOSThree Contains all creature instances that have to be spawned/unspawned during defined game events. 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 Creature GUID [See creature.guid]. event smallint(6) NO '0' ID of game event [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of an existing creature. event smallint(6) ID of game event [See game_event.entry]. If positive, the creature will be spawned at event start and despawned at event end. If negative, the creature will be despawned at event start and spawned again at event end. 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 'game_event' table for MaNGOSThree This table contains definitions for all game events that are activated or deactivated automatically by the Game Event System in the core. NOTE: an object (creature, GO etc.) cannot be related to a more than 1 game event. For example, if you wish something to happen only at March nights, you cannot combine events "March" and "Nights", but have to define a new event like "Nights" starting March 1 and ending April 1 of the same year. 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 ID of the event. start_time timestamp NO '0000-00-00 00:00:00' Global starting date for the event. end_time timestamp NO '0000-00-00 00:00:00' Global ending date of the event. occurence bigint(20) unsigned NO '86400' Event periodicity (minutes). length bigint(20) unsigned NO '43200' Event duration (minutes). holiday mediumint(8) unsigned NO '0' Holiday ID. description varchar(255) YES {Blank String} Description of the event. Description of the fields entry mediumint(8) unsigned ID of the event. May be any, should be as low as possible. start_time timestamp Starting date for the event. Defines the first event occurence only, see occurence and length for the next ones. NOTE: due to occurence/length event definition, the seasonal events require an editing in leap-years. The simplest solution is to change start_time to the event start at such year. end_time timestamp Ending date of the event. After this date, the event will never happen. occurence bigint(20) unsigned The interval (minutes) between consequent starts of the event. length bigint(20) unsigned The interval (in minutes) between start and end of single event occurence Note: If length is > occurence, an event would never stop. holiday mediumint(8) unsigned Holiday ID is a number, associated with the seasonal events and strictly defined since 3.x (WotLK) client version. Ignore this if you do not know one. description varchar(255) Textual comment about the event. Table Contents entrydescription 1 Midsummer Fire Festival 2 Feast of Winter Veil 3 Darkmoon Faire (Terokkar Forest) 4 Darkmoon Faire (Elwynn Forest) 5 Darkmoon Faire (Mulgore) 6 New Year's Eve 7 Lunar Festival 8 Love is in the Air 9 Noblegarden 10 Children's Week 11 Harvest Festival 12 Hallow's End 13 Elemental Invasions 14 Fishing Extravaganza Announce 15 Fishing Extravaganza 16 Gurubashi Arena Booty Run 17 Scourge Invasion 18 Call to Arms: Alterac Valley! 19 Call to Arms: Warsong Gulch! 20 Call to Arms: Arathi Basin! 21 Call to Arms: Eye of the Storm! 22 AQ War Effort 23 Wolfs Attack to the Orgrimmar (Wolfs Group One) 24 Wolfs Attack to the Orgrimmar (Wolfs Group Two) 25 Orgrimmar Grunts Start Defend 26 Brewfest 27 Leader of Jin'Alai, Kutube'sa 28 Death Legion Attack Stormwind City (Undead Attack) 29 Nights 30 Call to Arms: Strand of the Ancients! 31 Dalaran - Invitation to the Argent Crusade 32 Pirates' Day 33 Leader of Jin'Alai, Gawanil 34 L70ETC Concert 35 Edge of Madness, Gri'lek 36 Edge of Madness, Hazza'rah 37 Edge of Madness, Renataki 38 Edge of Madness, Wushoolay 39 Leader of Jin'Alai, Chulo 40 Day of the Dead 41 Pilgrim's Bounty 42 Call to Arms: Isle of Conquest! 43 Hammerfall Under Attack 44 Thrallmar Demon Attack 45 Kalu'ak Fishing Derby 46 Zalazane's Fall 47 Operation: Gnomeregan 48 Twilight's Cult & Elemental Invasion 49 Winter Veil: Gifts 50 January 51 February 52 March 53 April 54 May 55 June 56 July 57 August 58 September 59 October 60 November 61 December 62 World's End Tavern - Perry Gatner Announce 63 World's End Tavern - Perry Gatner Standup Comedy 64 Fishing (winter season) 65 Fishing (summer season) 66 Fishing (00.00-06.00) 67 Fishing (06.00-12.00) 68 Fishing (12.00-18.00) 69 Fishing (18.00-00.00) 70 World's End Tavern - L70ETC Concert Announce 71 World's End Tavern - L70ETC Concert 72 Stormwind City - Stockades Jail Break 73 Night Elf Mohawk 75 Darkmoon Faire 76 Call to Arms: The Battle for Gilneas 77 Call to Arms: Twin Peaks 78 Rated Battleground 10x10 79 Rated Battleground 15x15 80 Rated Battleground 25x25 132 Arena Season 9 133 Arena Season 10 134 Arena Season 11 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 'game_event_creature_data' table for MaNGOSThree Contains all creature instances that need to change display id and/or equipment during defined game events. 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' Creature GUID [See creature.guid]. entry_id mediumint(8) unsigned NO '0' New creature ID [See creature_template.entry]. modelid mediumint(8) unsigned NO '0' New modelID [See creature_template.ModelId1,2] equipment_id mediumint(8) unsigned NO '0' New equipment ID [See creature_equip_template.entry]. spell_start mediumint(8) unsigned NO '0' Spell ID [See Spell.dbc] to be selfcasted. spell_end mediumint(8) unsigned NO '0' Spell ID [See Spell.dbc] to be removed. event smallint(5) unsigned NO PRI '0' Event ID [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of the creature [See creature.guid] which should change their appearance during the event. entry_id mediumint(8) unsigned New ID of the creature [See creature_template.entry] applied during the event. modelid mediumint(8) unsigned New modelID of the creature (creature_template.ModelId1 or ModelId2) applied during the event Note: Set to 0 if only the equipment should be changed. equipment_id mediumint(8) unsigned New equipment ID [See creature_equip_template.entry] applied during the event. Note: Set to 0 if only the model should be changed. spell_start mediumint(8) unsigned ID of the spell [See Spell.dbc] which the creature will cast on self at event start. Usually this is an aura of unlimited duration. The aura will be removed at event end. spell_end mediumint(8) unsigned ID of the aura spell [See Spell.dbc] to be removed from the creature at event start. Usually this is an aura of unlimited duration, added to the creature via creature_template_addon/creature_addon table. The aura will be applied again at event end. event smallint(5) unsigned Event ID [See game_event.entry]. 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 'game_event_gameobject' table for MaNGOSThree Contains all gameobjects instances that participate to any game event. 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 GUID of gameobject [See gameobject.guid]. event smallint(6) NO '0' ID of the event [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of an existing gameobject. event smallint(6) ID of the event [See game_event.entry]. If positive, the gameobject is spawned at event start and despawned at event end. If negative, the gameobject is despawned at event start and spawned again at event end. 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 'game_event_mail' table for MaNGOSThree This table holds definitions for mails sent out during game events and conditions for when to send the mail. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes event smallint(6) NO PRI '0' Event ID [See game_events.entry]. raceMask mediumint(8) unsigned NO PRI '0' Races of affected players. quest mediumint(8) unsigned NO PRI '0' Quest [See quest_template.entry] which should be rewarded. mailTemplateId mediumint(8) unsigned NO '0' Mail template ID [See MailTemplate.dbc]. senderEntry mediumint(8) unsigned NO '0' NPC entry [See creature_template.entry]. Description of the fields event smallint(6) Event ID [See game_events.entry]. raceMask mediumint(8) unsigned Races of affected players based on enum Races [See ChrRaces.dbc] in the bitmask form. Values from the table may be combined by simple adding. Race Mask Value (hex) Mask Value (dec) Human 0x1 1 Orc 0x2 2 Dwarf 0x4 4 Night Elf 0x8 8 Undead 0x10 16 Tauren 0x20 32 Gnome 0x40 64 Troll 0x80 128 Goblin 0x100 256 Blood Elf 0x200 512 Dranei 0x400 1024 quest mediumint(8) unsigned The quest [See quest_template.entry] which the player should have REWARDED (handed off) for receiving the mail. mailTemplateId mediumint(8) unsigned Mail template ID [See MailTemplate.dbc] of the mail which will be sent to the player when all conditions are satisfied. senderEntry mediumint(8) unsigned Entry [See creature_template.entry] of the NPC which will sign the mail. 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 'game_event_quest' table for MaNGOSThree This table controls availability of the quests during the events. When out of the event a questgiver may not be despawned, you can disable quests which he proposes. Quests listed here will be available only during respective events. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes quest mediumint(8) unsigned NO PRI '0' Quest ID [See quest_template.entry]. event smallint(5) unsigned NO PRI '0' Event ID [See game_event.entry]. Description of the fields quest mediumint(8) unsigned ID of the quest [See quest_template.entry] which will be accessible only during the event. event smallint(5) unsigned Event ID [See game_event.entry]. 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 'game_graveyard_zone' table for MaNGOSThree This table contains information about which zones are connected to the world's graveyards. This table set if character die in zone ghost_zone and graveyard with id accept his team (HORDE or ALIANCE or both) and this is nearest graveyard then character's ghost will be teleported to graveyard id. For a list of all existing graveyards and their respective IDs, check out WorldSafeLocs.dbc. 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' Graveyard ID [See WorldSafeLocs.dbc]. ghost_zone mediumint(8) unsigned NO PRI '0' AreaID of the zone the graveyard is tied to [See AreaTable.dbc]. faction smallint(5) unsigned NO '0' Player faction Description of the fields id mediumint(8) unsigned ID of the graveyard, see WorldSafeLocs.dbc. This DBC also defines coordinates where the ghost will pop up. ghost_zone mediumint(8) unsigned AreaID of the zone the graveyard is tied to, see AreaTable.dbc. The graveyard is considered to pop-up ghosts originated in this zone. faction smallint(5) unsigned Faction: ALLIANCE = 469, HORDE = 67, both = 0. Some graveyards accept ghosts of players only from one faction. Value Faction 0 Any faction 67 Horde only 469 Alliance only 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 'game_tele' table for MaNGOSThree This table contains a list of teleport locations that can be used with the .tele command in-game. Entries in this table can be added/deleted manually or with the .addtele/.deltele commands. 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 'auto_increment' The id of the teleport location. position_x float NO '0' The x location of the teleport location. position_y float NO '0' The y location of the teleport location. position_z float NO '0' The z location of the teleport location. orientation float NO '0' The orientation of the player when teleported to the teleport location. map smallint(5) unsigned NO '0' The map id of the teleport location [See map.dbc]. name varchar(100) NO {Blank String} The name of the teleport location. Description of the fields id mediumint(8) unsigned The id of the teleport location. position_x float The x location of the teleport location. position_y float The y location of the teleport location. position_z float The z location of the teleport location. orientation float The orientation of the player when teleported to the teleport location. map smallint(5) unsigned The map id of the teleport location [See map.dbc]. name varchar(100) The name of the teleport location Note: Using spaces and special characters for locations is prohibited. Table Contents mapname 529 AB 530 AbandonedArmory 1 AbyssalSands 558 AC 530 AccessShaftZeon 0 AddlesStead 0 AeriePeak 530 AerisLanding 1 FieldsOfBlood 0 AgamandMills 0 AgmondsEnd 0 AgolWatha 1 AlcazIsland 530 AldorRise 1 Aldrassil 0 AlexstonFarmstead 0 AlgazStation 530 AllerianPost 530 AllerianStronghold 530 AltarOfShatar 0 AltarOfStorms 0 AlteracMountains 30 AlteracValley 30 AlteracValleyAlliance 30 AlteracValleyHorde 0 AlthersMill 530 AmaniCatacombs 530 AmaniPass 0 Ambermill 0 AmberstillRanch 530 AmberwebPass 1 AmethAran 530 AmmenFields 530 AmmenFord 530 AmmenVale 530 AncestralGrounds 530 AnDaroth 530 AndilienEstate 0 AngerfangEncampment 0 AngorFortress 530 AngoRoshGrounds 530 AngoRoshStronghold 530 AnOwyn 530 AnTelas 0 ApocryphansRest 509 AQ20 531 AQ40 529 ArathiBasin 529 ArathiBasinAlliance 529 ArathiBasinHorde 0 ArathiHighlands 552 Arca 530 Area52 0 AridensCamp 530 ArklonisRidge 530 ArklonRuins 1 Ashenvale 1 Astranaar 530 AtaMalTerrace 1 Auberdine 530 AuchenaiCrypts 530 AuchenaiGrounds 530 Auchindoun 30 AV 530 Axxarien 1 Azshara 37 AzsharaCrater 530 AzurebreezeCoast 0 AzurelodeMine 530 AzuremystIsle 530 AzureWatch 0 Badlands 1 BaelDunDigsite 1 BaelDunKeep 1 BaelModan 0 BaliaMahRuins 0 BallalRuins 0 BalnirFarmstead 1 BanEthilBarrowDen 1 BanEthilHollow 0 BaradinBay 1 Barrens 1 BashalAran 530 BashirLanding 1 BathransHaunt 0 BattleRing 1 BayOfStorms 1 BearsHead 1 BeezilsWreck 0 BeggarsHaunt 0 BerensPeril 530 BerylCoast 542 Bf 48 Bfd 1 BitterReaches 0 BlackChannelMarsh 0 BlackcharCave 1 BlackfathomDeeps 1 BlackhoofVillage 0 BlackrockDepths 0 BlackrockMountain 0 BlackrockPass 0 BlackrockSpire 0 BlackrockStronghold 530 BlacksiltShore 530 BlackTemple 1 BlackthornRidge 530 BlackwindLake 530 BlackwindValley 530 BlackwingCoven 229 BlackwingLair 1 BlackwolfRiver 1 BlackwoodDen 0 BlackwoodLake 530 BladedGulch 1 BladefistBay 530 BladesEdgeMountains 530 BladespireGrounds 530 BladespireHold 530 BladesRun 530 BladeToothCanyon 530 Bladewood 530 BladspireOutpost 0 BlastedLands 530 BleedingHollowRuins 530 BleedingZiggurat 530 BloodcurseIsle 1 BloodfenBurrow 1 BloodhoofVillage 530 BloodmaulCamp 530 BloodmaulOutpost 530 BloodmaulRavine 530 BloodmystIsle 0 BloodsailCompound 530 BloodscaleEnclave 530 BloodscaleGrounds 1 BloodtoothCamp 1 BloodvenomFalls 1 BloodvenomPost 1 BloodvenomRiver 530 BloodWatch 1 Bluefen 0 BluegillMarsh 0 BogensLedge 530 BohaMuRuins 1 BolgansHole 530 BonechewerRuins 0 BootyBay 553 Bota 1 BoughShadow 0 BoulderfistHall 0 BoulderfistOuspost 0 BoulderfistOutpost 0 BoulderGor 1 BoulderLodeMine 530 BoulderMok 1 BoulderslideCavern 1 BoulderslideRavine 1 BrackenwallVillage 0 BrackwellPumpkinPatch 1 BramblebladeRavine 1 Bramblescar 230 BRD 0 BrewnallVillage 0 BrightwaterLake 0 BrightwoodGrove 0 Brill 530 BristlelimbEnclave 530 BristlelimbVillage 1 BrokenCommons 530 BrokenHill 1 BrokenPillar 530 BrokenWilds 1 BronzebeardEncampment 0 BrowmanMill 564 BT 1 BurningBladeCoven 530 BurningBladeRuins 0 BurningSteppes 469 BWL 0 CaerDarrow 1 CampAparaje 0 CampBoff 0 CampCagg 1 CampEThok 0 CampKosh 1 CampMojache 1 CampNarache 530 CampOfBoom 1 CampTaurajo 0 CampWurg 0 Canals 530 CarrionHill 0 CathedralOfLight 0 CathedralSquare 1 CavernsOfTime 530 CelestialRidge 1 CenarioHold 1 CenarionEnclave 1 CenarionHold 530 CenarionPost 530 CenarionRefuge 530 CenarionThicket 530 ChapelYard 0 ChillBreezeValley 0 ChillwindCamp 0 ChillwindPoint 530 CircleOfBloodArena 0 CircleOfEastBinding 0 CircleOfInnerBindindg 0 CircleOfOuterBiding 0 CircleOfWestBinding 1 CleftOfShadow 1 CliffspringFalls 1 CliffspringRiver 530 CoilfangReservoir 530 CoilskarCistern 530 CoilskarPoint 0 ColdHearthManor 0 ColdridgeValley 0 CorinsCrossing 0 CorrahnsDagger 530 Cosmowrench 530 CourtOfTheSun 1 CraftmensTerrace 1 CragpoolLake 530 CrashSite 530 CrimsonWatch 0 CrownGuardTower 0 CrusadersOutpost 0 CrusadersOutpost 0 CrushridgeHold 0 Crypt 0 CrystalLake 530 CrystalSpine 0 CrystalveinMine 530 CursedHollow 0 DabyriesFarmstead 530 DaggerfenVillage 530 DaggermawCanyon 0 DalaranCrater 0 DalsonsTears 0 DandredsFold 1 DarkcloudPinnacle 530 DarkcrestEnclave 530 DarkcrestShore 1 DarkmistCavern 0 Darkshire 1 Darkshore 1 DarkspearStrand 1 DarkwhisperGorge 1 Darnassus 0 DarrowHill 0 DarrowmereLake 0 DarrowShire 530 DawningLane 530 DawnstarSpire 1 DeadeyeShore 0 DeadmansCrossing 36 Deadmines 0 DeadwindPass 0 DeadwindRavine 1 DeadwoodVillage 530 DeathforgeTower 0 Deathknell 0 Deathnell 530 Deatholme 530 DeathsDoor 0 DeepElemMine 369 DeeprunTram 1 DemonFallCanyon 1 DemonFallRidge 0 DemontsPlace 530 DenOfHaalEsh 530 DerelictCaravan 1 Desolace 0 DigOne 0 DireforgeHill 1 DireMaulEast 1 DireMaulNorth 1 DireMaulWest 429 Dmeast 429 Dmnorth 429 Dmwest 1 Dolanaar 0 Dracodar 530 Draenethystmine 530 DragonmawBaseCamp 530 DragonmawFortress 0 DragonmawGates 530 DragonsEnd 0 DreadmaulHold 0 DreadmaulPost 0 DreadmaulRock 1 DreadmistDen 1 DreadmistPeak 1 DreadmurkShore 1 DreamBough 1 DrygulchRavine 0 DrywhiskerGorge 0 DunAlgaz 1 DunemaulCompound 0 DunGarok 1 DunMandarr 0 DunModr 0 DunMorogh 0 DurnholdeKeep 1 Durotar 1 DurotarZeppelin 530 DuskwitherGrounds 530 DuskwitherSpire 0 Duskwood 0 DustfireValley 530 DustquillRavine 1 DustwallowBay 1 DustwallowMarsh 1 DustwindCave 0 DwarvenDistrict 0 EasternPlaguelands 0 EasternStrand 1 EastmoonRuins 530 EastSanctum 0 EastvaleLoggingCamp 0 EastwallGate 0 EastwallTower 1 EchoIsles 70 EchonokCaver 0 EchoRidgeMine 530 EclipsePoint 530 EcoDomeFarfield 530 EcoDomeMidrealm 530 EcoDomeSutheron 1 ElderRise 1 EldrethRow 530 ElementalPlateau 530 ElrendarFalls 530 ElrendarRiver 0 ElwynnForest 1 EmberstrifesDen 1 EmeraldSanctuary 566 EOTS 1 EthelRethor 530 EthereumStagingGrounds 530 Evergrove 1 Everlook 530 EversongWoods 0 ExcavationCenter 530 ExpeditionArmory 530 ExpeditionPoint 550 Eye 566 EyeOfTheStorm 566 EyeOfTheStormAlliance 566 EyeOfTheStormHorde 530 FairbreezeVillage 530 FairbridgeStrand 530 FalconWatch 530 FalconwingSquare 0 FaldirsCove 1 FalfarrenRiver 1 FallenSkyLake 530 FallenSkyRidge 0 FallowSanctuary 530 FalthrienAcademy 0 FargodeepMine 530 farstriderEnclave 0 FarstriderLodge 530 FarstriderRetrear 530 FarstridersSquare 1 FarWatchPost 1 FearScarVale 0 FeatherbeardsHovel 1 FeathermoonStronghold 1 FelfireHill 1 FelpawVillage 1 FelRock 0 FelstoneField 1 Felwood 0 FenrisIsle 1 Feralas 530 FeralfenVillage 530 FethsWay 1 FieldOfGiants 1 FirePlumeRidge 1 FireScarShrine 0 FirewachtRidge 530 FirewingPoint 0 FlameCrest 0 ForestsEdge 1 ForestSong 530 ForgeBaseGehenna 530 ForgeBaseOblivion 530 ForgeCampAnger 530 ForgeCampFear 530 ForgeCampHate 530 ForgeCampMageddon 530 ForgeCampRage 530 ForgeCampTerror 530 ForgeCampWrath 1 ForlornRidge 1 FrayfeatherHighlands 1 FreewindPost 1 FrostfireHotSprings 0 FrostmaneHold 1 FrostsaberRock 1 FrostwhisperGorge 1 FungalRock 530 FunggorCavern 0 FurlbrowsPumpkinFarm 530 FurywingsPerch 1 Gadgetzan 0 GahrronsWithering 0 GallowsCorner 530 Garadar 0 GarrensHaunt 0 GarrisonArmory 1 GateOfAhnQiraj 0 GateOfIronforge 1 GatesOfAhnQiraj 0 GavinsNaze 530 GeezlesCamp 1 GelkisVillage 530 Ghostlands 1 GhostWalkerPost 1 GMIsland 1 GnarlpineHold 90 Gnome 0 Gnomeregan 1 GolakkaHotSprings 0 GolBolarQuarry 0 GoldCoastQuarry 530 GoldenboughPass 530 GoldenmistVillage 530 GoldenStrand 1 GoldRoad 0 Goldshire 1 GordunniOutpost 530 GorGazOutpost 0 GoShekFarm 530 GrangolvarVillage 1 GreatwoodVale 1 GreenpawVillage 0 GrimBatol 0 GrimesiltDigSite 1 GrimtotemCompound 1 GrimtotemPost 530 Grishnath 0 GrizzlepawRidge 1 GroldomFarm 0 GromgolBaseCamp 1 GrommashHold 0 GrongolbaseCamp 0 GroshgokCompound 1 GroveOfTheAncients 0 GrowlessCave 571 AzjolNerub 565 Gruul 530 GruulsLair 0 GurubashiArena 530 GyroPlankBridge 530 HaalEshiGorge 530 Halaa 530 HalaaniBasin 1 HaldarrEncampment 229 HallOfBlackhand 0 HallOfExplorers 450 HallOfLegends 1 HallOfTheBrave 70 HallOfTheCrafters 70 HallOfTheKeepers 0 Hammerfall 0 HammertoesDigsite 530 HatchetHills 0 Hearthglen 530 HellfireCitadel 530 HellfirePeninsula 530 HellfireRamparts 0 HelmsBedLake 0 HeroesVigil 1 HetaerasClutch 530 HewnBog 1 HiddenPath 1 Highperch 1 HighWilderness 0 HillsbradFields 0 HillsbradFoothills 0 HiriWatha 1 HiveAshi 1 HiveRegal 1 HiveZora 530 HonorHold 1 HonorsStand 530 HowlingZiggurat 1 HunterRise 530 HuntressOfTheSun 1 HyjalSummit 0 IceflowLake 1 IceThistleHills 530 IllidariPoint 530 InsidionsPerch 530 InvasionPointAnnihilator 530 InvasionPointCataclysm 530 InvasionPointOverlord 1 IrisLake 0 IronbandsCompound 0 IronbandsExcavationSite 0 IronbeardsTomb 0 Ironforge 1 IronstoneCamp 1 IronstonePlateau 1 IrontreeCavern 1 IrontreeWoods 1 IsleOfDread 530 IsleOfQuelDanas 530 IsleOfTribulations 0 IthariussCave 1 JadefireGlen 1 JadefireRun 1 JademirLake 1 Jaedenar 1 JaggedReef 530 JaggedRidge 1 JaggedswineFarm 0 JagueroIsle 0 JaneirosPoint 0 JangolodeMine 0 JasperlodeMine 0 JinthaAlor 0 JoredsLanding 0 KalaiRuins 532 Kara 0 Karazhan 0 Kargath 1 KargathiaKeep 530 KesselsCrossing 0 Kharanos 530 KilsorrowFortress 530 KirinVarVillage 1 KodoGraveyard 1 KodoRock 1 KolgarCrag 1 KolgarVillage 1 KormeksHut 0 KurzensCompound 1 LakeAlAmeth 530 LakeElrendar 1 LakeEluneAra 530 LakeEreNoru 0 LakeEverstill 1 LakeFalathim 530 LakeJorune 1 LakeKelTheril 1 LakeMennar 0 LakeMereldar 0 LakeNazferiti 0 LakeridgeHighway 0 Lakeshire 530 LakeSunspring 1 Lakkari TarPits 1 LakkariTarPits 1 LandsEndBeach 1 LarissPavilion 530 LaughingSkullRuins 229 LBRS 1 LegashEncampment 530 LegionHold 0 LethlorRavine 0 LightsHopeChapel 0 LochModan 0 Longshore 0 LordamareLake 0 LordamereInternmentCamp 1 LostPoint 1 LostRiggerCove 0 LothosRiftwaker 530 LowerCity 530 LowerVeilShilAk 1 LowerWilds 1 LushwaterOasis 1 MaestrasPost 0 MageQuarter 530 MagHarGrounds 530 MagHariProcession 530 MagharPost 0 MagicQuarter 530 MagistersTerrace 530 MagmaFields 1 MagramVillage 544 magtheridon 530 MagtheridonsLair 1 MalakaJin 0 MaldensOrchard 530 ManaforgeAra 530 ManaforgeBnaar 530 ManaforgeCoruu 530 ManaforgeDuro 530 ManaforgeUltris 530 ManaTombs 1 MannorocCoven 0 ManorMistmantle 70 MapChamber 349 Maraorange 349 Marapurple 1 Maraudon 1 MaraudonOrange 1 MaraudonPurple 0 MardenholdeKeep 1 MarshalsRefuge 530 MarshlightLake 0 MazraAlor 1 Mazthoril 409 MC 554 Mech 530 MenagerieWreckage 0 MenethilBay 0 MenethilHarbor 585 Mgt 530 Middenvale 530 MidrealmPost 0 MirageFlats 1 MirageRaceway 1 MirkfallonLake 0 MirrorLake 0 MirrorLakeOrchard 1 MistsEdge 0 MistvaleValley 0 MistyPineRefuge 0 MistyReedPost 0 MistyReedStrand 0 MistyShore 0 MistyValley 0 MizjahRuins 0 MogroshStronghold 530 MokNathalVillage 230 MoltenCore 0 Moonbrook 1 Moonglade 1 MoongladeHordeFlypoint 530 MoongrazeWoods 530 MoonwingDen 0 MorgansVigil 1 MorlosAran 1 MorshanBaseCamp 0 MoshoggOgreMound 0 MosshideFen 557 MT 1 Mudsprocket 530 MuerderRow 1 Mulgore 530 MurderEow 1 MystralLake 530 Mystwood 530 Nagrand 1 NatsLanding 533 Nax 571 Naxxramas 530 Nazzivian 0 NekManiWellspring 530 NesingwarySafari 0 NesingwarysExpedition 530 NestlewoodHills 530 NestlewoodThicket 0 NethanderStead 0 NethergardeKeep 530 Netherstone 530 Netherstorm 530 NetherwebRidge 530 NetherwingFields 530 NetherwingLedge 530 NetherwingMines 530 NetherwingPass 1 Nighthaven 0 NightmareVale 1 NightRun 1 NightsongWoods 0 NightWebsHollow 1 NijelsPoint 1 NoonshadeRuins 0 Northdale 0 NorthfoldManor 0 NorthGateOutpost 0 NorthGatePass 0 NorthpassTower 1 NorthPointTower 0 NorthridgeLumberCamp 530 NorthSanctum 0 NorthshireValley 0 NorthshireVineyards 0 NorthTidesHollow 0 NorthTidesRun 1 NorthwatchHold 530 NorthwindCleft 530 ObsidiasPerch 530 OdesyuLanding 530 Ogrila 1 OldHillsbradFoothills 0 OldTown 0 OlsensFarthing 1 Oneiros 249 onyxia 1 OnyxiasLair 0 OrbOfCommand 530 OreborHarborage 1 Orgrimmar 530 OronoksFarm 1 OrtellsHideout 530 Oshugun 1 OwlWingThicket 1 PalemaneRock 0 PestilentScar 0 PlaguemistRavine 0 Plaguewood 0 PlaguewoodTower 530 PodCluster 530 PodWreckage 0 PoolOfTears 530 PoolsOfAggonar 1 PoolsOfArlithrien 530 PortalClearing 530 ProtectorateWatchPost 0 PurgationIsle 0 PyrewoodVillage 530 QuaggRidge 0 QuelDanilLodge 0 QuelLithienLodge 530 RagefeatherRidge 1 RagefireChasm 1 RageScarHold 543 Ramp 1 RanazjarIsle 1 RaptorGrounds 0 RaptorRidge 1 Ratchet 1 RavagedCaravan 1 RavagedTwilightCamp 1 RavagedTwilightCapm 1 RavencrestMonument 0 RavenHill 0 RavenHillCemetery 0 RavenholdtManor 530 RavensWood 1 RaynewoodRetreat 530 RazaansLanding 1 RazorfenDowns 1 RazorfenKraul 1 RazorHill 1 RazormaneGrounds 530 RazorRidge 530 RazorthornRise 530 RazorthornShelf 530 RazorthornTrail 1 RazorwindCanyon 530 ReaversFall 0 RebelCamp 1 RedCloudMesa 0 RedridgeCanyons 0 RedridgeMountains 1 RedRocks 530 RefugeeCaravan 0 RefugePointe 1 RemtravelsExcavation 0 RendersValley 0 RethbanCaverns 0 RevantuskVillage 389 RFC 129 RFD 47 RFK 0 RidgepointTower 530 RingOfObservance 0 RiseOfTheDefiler 530 RivendarksPerch 1 RoguefeatherDen 0 RoguesQuarter 0 RoyalQuarter 0 RuinsOfAboraz 0 RuinsOfAlterac 0 RuinsOfAndorhal 530 RuinsOfBaaRi 1 RuinsOfConstellas 1 RuinsOfEldarath 530 RuinsOfEnkaat 530 RuinsOfFarahlon 1 RuinsOfIsildien 0 RuinsOfJubuwal 530 RuinsOfKarabor 0 RuinsOfLordaeron 530 RuinsOfLorethAran 1 RuinsOfMathystra 1 RuinsOfRavenwind 530 RuinsOfShaNaar 530 RuinsOfSilvermoon 1 RuinsOfSolarsal 0 RuinsOfThaurissan 0 RuinsOfZulKunda 0 RuinsOfZulMamwe 0 RuinsOfZulManwe 530 RunestoneFalithas 530 RunestoneShandor 1 RutTheranVillage 530 RuuanWeald 0 SaldeansFarm 530 SaltherilsHaven 0 SaltsprayGlen 530 SanctumOfTheMoon 530 SanctumOfTheStars 530 SanctumOfTheSun 1 SandsorrowWatch 1 SardorIsle 1 Sargeron 1 SarTherisStrand 1 Satyrnaar 1 ScalebeardsCave 530 ScalewingShelf 0 ScarletBaseCamp 0 ScarletMonastery 0 ScarletWatchPost 0 Scholomance 13 ScottTest 1 ScrabblescrewsCamp 530 ScryersTier 1 ScuttleCoast 0 SearingGorge 530 SeatOfTheNaaru 1 SenjinVillage 0 SentinelHill 0 SentinelTower 1 SentryPoint 0 Seradane 0 SerpentsCoil 530 SerpentshrineCavern 556 Sethekk 530 SethekkHalls 0 Sewers 33 SFK 540 SH 1 ShadowbreakRavine 0 ShadowFangKeep 1 Shadowglen 0 ShadowGrave 1 ShadowHold 530 ShadowLabyrinth 530 ShadowmoonVillage 1 ShadowpreyVillage 1 ShadowsongShrine 1 ShadowthreadCave 530 ShadowTomb 0 ShadraAlor 1 ShadyRestInn 530 ShalandisIsle 1 ShalzarusLair 530 ShaNaariWastes 0 ShaolWatha 530 ShartuulsTransporter 530 ShaTariBaseCamp 530 ShatteredPlains 530 ShatteredSunStaging 530 ShatterPoint 1 ShatterScarVale 1 ShatterspearVillage 530 Shattrath 0 ShimmerRidge 0 ShindiggersCamp 0 ShouthernSavageCoast 530 ShrineOfDathremar 1 ShrineOfRemulos 1 ShrineOfTheDeceiver 1 ShrineOfTheDormantFlame 1 Silithus 530 SiltingShore 530 SilvermoonCity 530 SilvermystIsle 0 SilverpineForest 0 SilverStreamMine 1 SilverwindRefuge 1 SilverwingGrove 1 SilverwingOutpost 530 SingingRidge 1 SishirCanyon 530 Skald 530 SkethLonBaseCamp 530 SkethLonWreckage 530 SkethylMountains 530 Skettis 530 SkulkingRow 0 SkulkRock 1 SkullRock 530 SkyguardOutpost 555 SL 530 SlagWatch 0 SlaughterHollow 0 SleepingGorge 0 SlitherRock 189 SMArmory 189 SMCath 189 SMGY 189 SMLib 530 SocretharsSeat 0 SollidenFarmstead 0 SorrowHill 0 Sorrowmurk 530 SorrowWingPoint 530 SoulgrindersBarrow 1 SouthbreakShore 1 SouthernBarrens 1 SouthernGoldRoad 530 SouthernRampart 0 SouthernSavageCoast 1 SouthfuryRiver 0 SouthGateOutpost 0 SouthGatePass 1 SouthmoonRuins 0 SouthpointTower 1 SouthridgeBeach 0 RuinsOfSouthshore 530 SouthwindCleft 1 SouthwindVillage 547 SP 530 SpinebreakerPost 0 SpiritDen 530 SpiritFields 1 SpiritRise 1 SpiritRock 0 SplinterspearJunction 1 SplintertreePost 1 SplithoofCrag 1 SplithoofHold 530 Sporeggar 548 SSC 109 ST 0 StagalbogCave 1 StaghelmPoint 1 StarbreezeVillage 1 StarfallVillage 1 SteamwheedlePort 0 SteelgrillsDepot 0 StendelsPond 530 StillpineHold 0 StillwaterPond 530 StillwhisperPond 0 Stonard 530 StonebreakerHold 1 StonebullLake 0 StoneCairnLake 1 StonemaulRuins 0 StonesplinterValley 1 StonetalonMountains 1 StonetalonPeak 530 StonewallCanyon 0 Stonewatch 0 StonewatchFalls 0 StonewatchKeep 0 StonewatchTower 0 StonewroughtDam 1 StormrageBarrowDens 0 Stormwind 0 Strahnbrad 0 StranglethornVale 329 Strat 0 Stratholme 0 StromgardeKeep 530 SuncrownVillage 530 SunctumOfTheSun 0 SundownMarsh 530 SunfuryHold 530 SunfurySpire 530 SungrazePeak 1 SunRockRetreat 530 SunsailAnchorage 530 SunspringPost 530 SunstriderIsle 530 SunwellPlateau 545 SV 1 SwamplightManor 0 SwampOfSorrows 530 SwampratPost 580 SWP 530 Sylvanaar 1 TahondaRuins 1 TalonbranchGlade 530 TalonStand 1 TalrendisPoint 1 Tanaris 0 TannerCamp 0 TarrenMill 530 Telaar 530 TelaariBasin 530 TelathionsCamp 1 Teldrassil 530 Telredor 530 TempestKeep 1 TempleOfArkkoran 0 TempleOfAtalHakkar 530 TempleOfTelhamat 1 TempleOfTheMoon 1 TempleOfZinMalor 530 TerokkarForest 530 TerokksRest 530 TerraceOfLight 0 TerraceOfRepose 0 Terrordale 1 TerrorRun 0 TerrorwebTunnel 0 TerrorWingPath 1 TethrisAran 1 Thalanaar 1 ThalassianBaseCamp 530 ThalassianPass 0 ThandolSpan 530 TheAltarOfDamnation 530 TheAltarOfShadows 0 TheAltarOfZul 0 TheApothecarium 530 TheArcatraz 1 TheBarrens 530 TheBarrierHills 530 TheBazaar 1 TheBlackMorass 530 TheBloodcursedReff 530 TheBloodFurnace 530 TheBoneWastes 530 TheBotanica 0 TheBulwark 0 TheCapeOfStranglethorn 0 TheCauldron 1 TheCharredValed 1 TheCleft 0 TheCorners 0 TheCreepingRuin 530 TheCrimsonReach 1 TheCrossroads 530 TheCryocore 530 TheCrystalHall 0 TheCrystalShore 1 TheCrystalVale 0 TheDaggerHills 0 TheDarkenedBank 0 TheDarkPortal 530 TheDarkPortalOutland 0 TheDawningIsles 0 TheDeadAcre 0 TheDeadField 0 TheDeadmines 530 TheDeadMire 530 TheDeadScar 530 TheDeathforge 0 TheDecrepitFerry 1 TheDen 1 TheDenOfFlame 1 TheDorDanilBarrowDen 1 TheDrag 1 TheDragonmurk 0 TheDrownedReef 1 TheDryHills 0 TheDustbowl 0 TheDustPlains 530 TheExodar 530 TheEye 530 TheFelPits 530 TheFetidPool 1 TheForgottenCoast 1 TheForgottenPools 0 TheForlornCavern 0 TheFungalVale 1 TheGapingChasm 1 TheGoldenPlains 0 TheGrandVestibule 0 TheGreatArena 530 TheGreatFissure 0 TheGreatForge 1 TheGreatLift 0 TheGreenBelt 0 TheGreynameWall 0 TheGrindingQuarry 0 TheGrizzledDen 530 TheHandOfGulDan 0 TheHarborage 0 TheHeadland 530 TheHeap 1 TheHiddenCove 0 TheHinterlands 1 TheHowlingVale 0 TheHushedBank 0 TheInfectisScar 0 TheIvarPatch 0 TheJansenStead 530 TheLagoon 530 TheLegionFront 0 ThelgenRock 530 TheLivingGrove 530 TheLivingWood 0 TheLoch 1 TheLongWash 0 TheLostFleet 530 TheLowPath 0 Thelsamar 0 TheMaclureVineyards 0 TheMakersTerrace 0 TheMarrisStead 1 TheMarshlands 1 TheMastersGlaive 1 TheMaul 530 TheMechanar 1 TheMerchantCoast 0 TheMilitaryWard 0 TheMistyWard 0 TheMolsenFarm 0 TheMoltenSpan 1 TheMorShanRampart 0 TheNorthCoast 0 TheNoxiousGlade 1 TheNoxiousLair 1 TheOracleGlade 530 TheOverlook 0 TheOverlookCliffs 0 ThePark 530 ThePathOfConquest 530 ThePathOfGlory 0 ThePillarOfAsh 1 ThePoolsOfVision 530 TheProvingGrounds 1 TheQuagmire 1 Theramore 1 TheramoreIsle 530 TheRingOfBlood 530 TheRingOfTrials 1 TheRingOfValor 1 TheRollingPlains 0 TheRottingOrchard 530 TheRoyalExhange 1 TheRuinedReaches 1 TheRuinsOfAhnQiraj 1 TheRuinsOfKelTheril 1 TheRuinsOfOrdilAran 1 TheRuinsOfStardust 1 TheRustmaulDigSite 530 TheSanctum 0 TheSavageCoast 1 TheScarabDais 1 TheScarabWall 1 TheScaradWalp 0 TheScarletBasilica 530 TheScorchedGrove 530 TheScrapField 1 TheScreechingCanyon 0 TheSeaOfCinders 0 TheSepulcher 530 TheShadowStair 1 TheShadyNook 530 TheShatteredHalls 1 TheShatteredStrand 0 TheShiftingMire 1 TheShimmeringFlats 0 TheShiningStrand 1 TheShrineOfAessina 0 TheSkitteringDark 0 TheSlagPit 530 TheSlavePens 1 TheSlitheringScar 1 TheSludgeFen 530 TheSpawningGlen 530 TheStadium 1 TheStagnantOasis 530 TheStairOfDestiny 530 TheSteamvault 0 TheStockpile 0 THeStonefieldFarm 530 TheStormspire 0 TheSunkenTemple 530 TheSunspire 1 TheSwarmingPillar 0 TheTaintedScar 1 TheTalondeepPath 1 TheTalonDen 1 TheTempleGardens 1 TheTempleOfAhnQiraj 0 TheTempleOfAtalHakkar 0 TheTempleOfTears 0 TheTundridHills 530 TheTwilightRidge 1 TheTwinColossals 530 TheUnderbog 0 TheUndercroft 0 TheUplands 530 TheVaultOfLights 530 TheVectorCoil 530 TheVeiledSea 1 TheVentureCoMine 0 TheVice 0 TheVileReef 530 TheVioletTower 530 TheVortexFields 1 TheWailingCaverns 530 TheWarpFields 530 TheWarpPiston 1 TheWeatheredNook 0 TheWeepingCave 1 TheWrithingDeep 0 TheWrithingHaunt 0 TheYorgenFarmstead 1 TheZoramStrand 1 ThistleshrubValley 0 ThondrorilRiver 0 ThoradinsWall 0 ThoriumPoint 530 ThornfangHill 1 ThornHill 1 ThousandNeedles 530 Thrallmar 530 ThrallmarMine 530 ThroneOfKiljaeden 530 ThroneOfTheElements 1 ThunderAxeFortress 1 ThunderBluff 0 ThunderFalls 1 ThunderhornWaterWell 530 ThunderlordStronghold 1 ThunderRidge 530 ThuronsLivery 1 TidefuryCove 1 TimbermawHold 1 TimbermawPost 0 TinkerTown 1 TiragardeKeep 0 TirisfalGlades 0 TirisfalGladesZeppelin 0 TkashiRuins 530 TombOfLights 1 TorKrenFarm 530 TorWatha 530 ToshleysStation 1 TowerOfAlthalaxx 1 TowerOfEldara 0 TowerOfIlgalar 0 TowerOfLlgalar 530 TownSquare 0 TradeDistrict 0 TradeQuarter 530 TradersTier 530 TraitorsCove 0 TranquilGardensCemetery 530 Tranquillien 530 TranquilShore 530 TrelleumMine 530 TrogmasClaim 530 TulumansLanding 530 Tuurem 1 TwilightBaseCamp 0 TwilightGrove 1 TwilightOutpost 1 TwilightPost 1 TwilightShore 1 TwilightsRun 1 TwilightVale 530 TwinSpireRuins 0 TyrsHand 0 TyrsHandAbbey 229 UBRS 70 Ulda 0 Uldaman 1 Uldum 530 UmbrafenLake 530 UmbrafenVillage 546 underbog 0 Undercity 530 UnderlightMines 1 UnGoroCrater 530 UpperVeilShilAk 1 Ursolan 0 UthersTomb 0 ValgansField 530 ValleyOfBones 0 ValleyOfFangs 1 ValleyOfHonor 0 ValleyOfKings 1 ValleyOfSpears 1 ValleyOfSpirits 1 ValleyOfStrength 1 ValleyOfTheWatchers 1 ValleyOfTrials 1 ValleyOfWisdom 1 Valormok 1 ValorsRest 0 ValorwindLake 530 VeilAlaRak 530 VeilHarrIk 530 VeilLashh 530 VeilLithic 530 VeilRhaze 530 VeilRuuan 530 VeilShalas 530 VeilShienor 530 VeilSkith 530 VeilVekh 530 VekhaarStand 0 VenomwebVale 0 VentureCoBaseCamp 1 VerdantisRiver 530 VeridianPoint 530 VimGolsCircle 530 VindicatorsRest 530 VoidwindPlateau 530 VortexPinnacle 0 VulgolOgreMound 1 WailingCaverns 530 WalkOfElders 530 WardensCage 530 WarmaulHill 0 WarQuarter 1 WarriorsTerrace 489 WarsongGulch 489 WarsongGulchAlliance 489 WarsongGulchHorde 1 WarsongLaborCamp 1 WarsongLumberCamp 1 WaterspringField 1 WavestriderBeach 43 WC 1 WeazelsCrater 1 WebwinderPath 1 WellspringLake 1 WellspringRiver 0 WestbrookGarrison 0 WesternPlaguelands 0 WesternStrand 0 Westfall 0 WestfallLighthouse 530 WestSanctum 0 Wetlands 0 WhelgarsExcavationSite 0 WhisperingGardens 0 WhisperingShore 1 WhitereachPost 1 WildbendRiver 0 WildhammerKeep 530 WildhammerStronghold 1 WildmaneWaterWell 0 WildShore 1 WindbreakCanyon 1 WindfuryRidge 530 WindrunnerSpire 530 WindrunnerVillage 1 WindshearCrag 1 WindshearMine 1 WinterfallVillage 1 Winterspring 1 WitchHill 0 WitherbarkVillage 530 WizardRow 1 WoodpawHills 530 WorldsEndTavern 530 WrathscaleLair 530 WrathscalePoint 530 WrithingMound 489 WSG 1 Wyrmbog 530 WyrmscarIsland 530 WyrmskullBridge 530 WyrmskullTunnel 1 Xavian 0 YojambaIsle 568 ZA 530 Zabrajin 1 ZalashjisDen 530 Zangarmarsh 530 ZangarRidge 530 ZebNowa 530 ZebSora 530 ZebTela 530 ZebWatha 530 ZeppelinCrash 530 ZethGor 0 ZiatajaiRuins 1 ZoramgarOutpost 530 ZulAman 1 ZulFarrak 0 ZulGurub 0 Zulmashar 0 ZunWatha 0 ZuuldaiaRuins 0 StormwindHarbor 571 Valgarde 571 NewAgamand 571 Kamagua 571 WestguardKeep 571 VengeanceLanding 571 FortWildervar 571 CampWinterhoof 571 UtgardePinnacle 571 UtgardeKeep 571 ValianceKeep 571 WarsongHold 571 FizzcrankAirstrip 571 TheNexus 571 BorgorokOutpost 571 Kaskala 571 Unupe 571 TaunkaleVillage 571 Dalaran 571 Dragonblight 571 BoreanTundra 571 HowlingFjord 571 GrizzlyHills 571 ZulDrak 571 Gundrak 571 StormPeaks 571 Ulduar 571 Icecrown 0 StormwindKeep 0 WizardsSanctum 571 VaultOfArchavon 571 DrakTharonKeep 571 Wintergrasp 571 SholazarBasin 571 ArgentTournament 571 TheVioletHold 571 AmberpineLodge 571 WintergardeKeep 571 IcecrownCitadelRaid 571 TheFrozenHalls 571 TheShadowVault 571 ChamberOfAspects 571 BloodmoonIsle 0 TheMendersStead 0 AcherusTheEbonHold 0 ForsakenHighCommand 0 ForsakenRearGuard 0 TheSludgeFields 0 WhelgarsRetreat 0 GreenwardensGrove 0 SlabchiselsSurvey 0 Thundermar 0 Kirthaven 0 VictorsPoint 0 FirebeardsPatrol 0 Highbank 0 NewTinkertown 0 DragonsMouth 0 DustwindDig 0 Fuselight 0 CampEverstill 0 ShalewindCanyon 0 MarshtideWatch 0 Surwich 0 NorthStranglethorn 0 FortLivingston 0 ExplorersLeagueDigsite 732 TolBaradPeninsula 732 BaradinHold 0 TheForsakenFront 0 GilneasCity 0 RuinsOfGilneas 0 ForsakenForwardCommand 974 DarkmoonFaire 0 TwilightHighlands 0 VermillionRedoubt 0 GlopgutsHollow 0 Bloodgulch 0 TheKrazzworks 0 DragonmawPort 0 Crushblow 0 EastpointTower 0 SouthpointGate 0 BloodwatcherPoint 0 NewKargath 0 FlamestarPost 0 Chiselgrip 0 Bambala 0 HardwrenchHideaway 0 SunveilExcursion 1 SchnottzsLanding 1 Ramkahen 1 DawnriseExpedition 1 MarshalsStand 1 WestreachSummit 1 Fizzle&PozziksSpeedbarge 1 StonemaulHold 1 CampAtaya 1 FuriensPost 1 CenarionWildlands 1 DesolationHold 1 VendettaPoint 1 HuntersHill 1 NorthernBarrens 1 NozzlepotsOutpost 1 KromgarFortress 1 TheSludgewerks 1 CliffwalkerPost 1 HellscreamsWatch 1 WildheartPoint 1 WhisperwindGrove 1 IrontreeClearing 1 Nordrassil 1 MountHyjal 1 ShrineOfAviana 1 GroveOfAessina 1 SanctuaryOfMalorne 1 GatesOfSothann 1 BilgewaterHarbor 1 SouthernRocketway 1 MossyPile 1 OasisOfVirsar 1 FortTriumph 1 NorthwatchExpeditionBaseCamp 1 WindshearHold 1 MirkfallonPost 1 FarwatchersGlen 1 ThaldarahOverlook 1 BlackfathomCamp 1 StardustSpire 648 Kezan 0 LegionsRest 0 SilverTideHollow 0 ShimmeringExpanse 0 SmugglersScar 0 KelptharForest 0 TenebrousCavern 0 AbyssalDepth 646 Deepholm 730 TheMaelstrom 1 Firelands 571 TrialOfTheCrusader 571 TrialOfTheChampion 0 BlackrockCaverns 0 BlackwingDescent 0 TheBastionofTwilight 0 GrimBatol 0 ThroneoftheTides 1 EndTime 1 HallsofOrigination 1 HourofTwilight 1 LostCityoftheTol'vir 646 TheStonecore 1 TheVortexPinnacle 1 WellofEternity 732 BaradinHold 1 DragonSoul 1 ThroneoftheFourWinds 0 Vashj'irAbyssalDepths 0 Vashj'irKelp'tharForest 0 Vashj'irShimmeringExpanse 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 'game_weather' table for MaNGOSThree This table holds the percentages for weather changes in various zones. Not all zones can have their weather changed. For any given zone the percentage of all weather types for each season should total, and not exceed 100%. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes zone mediumint(8) unsigned NO PRI '0' A zone identifier spring_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Winter. Description of the fields zone mediumint(8) unsigned A zone identifier. The value has to match with a zone identifier defined in AreaTable.dbc. spring_rain_chance tinyint(3) unsigned Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned Percentage chance for storm in the Winter. 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 'gossip_menu' table for MaNGOSThree This table is used for displaying gossip when a player talks to an NPC. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(6) unsigned NO PRI '0' Gossip menu ID [See creature_template.GossipMenuId]. text_id mediumint(8) unsigned NO PRI '0' Displayed text ID [See npc_text.ID]. script_id mediumint(8) unsigned NO PRI '0' DB script ID [See dbscritps_on_gossip.id]. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields entry smallint(6) unsigned Gossip menu ID [See creature_template.GossipMenuId]. These values are predefined, but a lot of them is unknown. text_id mediumint(8) unsigned ID of the text (npc_text.ID), shown at the top of the gossip windows, above any variants of answer. script_id mediumint(8) unsigned ID of the DB script [See db_scripts.id] with a type of 2, tied to the action of requesting the gossip. condition_id mediumint(8) unsigned ID of the condition (conditions.condition_entry), allowing the gossip to appear. If the condition is not fulfilled by the player, he may not get the gossip. 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 'gossip_menu_option' table for MaNGOSThree This table holds infos about menu options a gossip NPC can have. Examples of options: "Train me!" or "I want to unlearn my talents". Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes menu_id smallint(6) unsigned NO PRI '0' Gossip menu ID [See gossip_menu.entry]. id smallint(6) unsigned NO PRI '0' Menu item ID. option_icon mediumint(8) unsigned NO '0' Icon type for the menu item. option_text text YES NULL Menu item text displayed. option_id tinyint(3) unsigned NO '0' Gossip option ID. npc_option_npcflag int(10) unsigned NO '0' NPC flag required [See creature_template.NpcFlags]. action_menu_id mediumint(8) NO '0' Gossip ID for the action [See gossip_menu.entry]. action_poi_id mediumint(8) unsigned NO '0' POI ID [See points_of_interest.entry]. action_script_id mediumint(8) unsigned NO '0' DB script ID [See dbscripts_on_gossip.id]. box_coded tinyint(3) unsigned NO '0' Flag for text entering into the pop-up box. box_money int(11) unsigned NO '0' Sum of money requested by pop-up box. box_text text YES NULL Text for the pop-up box. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields menu_id smallint(6) unsigned ID of the gossip (gossip_menu.entry), to which this menu item is tied. id smallint(6) unsigned ID of this menu item. Some gossips may contain several variants of the player reply. The variants are numberred by this ID. Menu items are numbered sequentially starting from 0. option_icon mediumint(8) unsigned Icon type displayed at the beginning of the menu option text.See enum GossipOptionIcon in GossipDef.h. Icon type Value Outlook GOSSIP_ICON_CHAT 0 white chat bubble GOSSIP_ICON_VENDOR 1 brown bag GOSSIP_ICON_TAXI 2 flight GOSSIP_ICON_TRAINER 3 book GOSSIP_ICON_INTERACT_1 4 interaction wheel GOSSIP_ICON_INTERACT_2 5 interaction wheel GOSSIP_ICON_MONEY_BAG 6 brown bag with yellow dot GOSSIP_ICON_TALK 7 white chat bubble with black dots GOSSIP_ICON_TABARD 8 tabard GOSSIP_ICON_BATTLE 9 two crossed swords GOSSIP_ICON_DOT 10 yellow dot option_text text Text displayed for the menu item. Should be English only, find localizations in the locales_gossip_menu_option table. option_id tinyint(3) unsigned ID of the option of the gossip menu item, see enum Gossip_Option in GossipDef.h. Gossip option Value NPC flag required (value) GOSSIP_OPTION_NONE 0 UNIT_NPC_FLAG_NONE (0) GOSSIP_OPTION_GOSSIP 1 UNIT_NPC_FLAG_GOSSIP (1) GOSSIP_OPTION_QUESTGIVER 2 UNIT_NPC_FLAG_QUESTGIVER (2) GOSSIP_OPTION_VENDOR 3 UNIT_NPC_FLAG_VENDOR (128) GOSSIP_OPTION_TAXIVENDOR 4 UNIT_NPC_FLAG_TAXIVENDOR (8192) GOSSIP_OPTION_TRAINER 5 UNIT_NPC_FLAG_TRAINER (16) GOSSIP_OPTION_SPIRITHEALER 6 UNIT_NPC_FLAG_SPIRITHEALER (16384) GOSSIP_OPTION_SPIRITGUIDE 7 UNIT_NPC_FLAG_SPIRITGUIDE (32768) GOSSIP_OPTION_INNKEEPER 8 UNIT_NPC_FLAG_INNKEEPER (65536) GOSSIP_OPTION_BANKER 9 UNIT_NPC_FLAG_BANKER (131072) GOSSIP_OPTION_PETITIONER 10 UNIT_NPC_FLAG_PETITIONER (262144) GOSSIP_OPTION_TABARDDESIGNER 11 UNIT_NPC_FLAG_TABARDDESIGNER (524288) GOSSIP_OPTION_BATTLEFIELD 12 UNIT_NPC_FLAG_BATTLEFIELDPERSON (1048576) GOSSIP_OPTION_AUCTIONEER 13 UNIT_NPC_FLAG_AUCTIONEER (2097152) GOSSIP_OPTION_STABLEPET 14 UNIT_NPC_FLAG_STABLE (4194304) GOSSIP_OPTION_ARMORER 15 UNIT_NPC_FLAG_ARMORER (4096) GOSSIP_OPTION_UNLEARNTALENTS 16 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) GOSSIP_OPTION_UNLEARNPETSKILLS 17 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) Note: In order for gossip_menu_option entries to work, the npcflag of the "creature_template" table table entry needs to be set appropriately. npc_option_npcflag int(10) unsigned NPC flag [See creature_template.NpcFlags] which the NPC should have set to allow this menu item be displayed. The values are from enum NPCFlags in Unit.h. NPC flag Value (hex) Value (dec) UNIT_NPC_FLAG_GOSSIP 0x00000001 1 UNIT_NPC_FLAG_QUESTGIVER 0x00000002 2 UNIT_NPC_FLAG_VENDOR 0x00000004 4 UNIT_NPC_FLAG_FLIGHTMASTER 0x00000008 8 UNIT_NPC_FLAG_TRAINER 0x00000010 16 UNIT_NPC_FLAG_SPIRITHEALER 0x00000020 32 UNIT_NPC_FLAG_SPIRITGUIDE 0x00000040 64 UNIT_NPC_FLAG_INNKEEPER 0x00000080 128 UNIT_NPC_FLAG_BANKER 0x00000100 256 UNIT_NPC_FLAG_PETITIONER 0x00000200 512 UNIT_NPC_FLAG_TABARDDESIGNER 0x00000400 1024 UNIT_NPC_FLAG_BATTLEMASTER 0x00000800 2048 UNIT_NPC_FLAG_AUCTIONEER 0x00001000 4096 UNIT_NPC_FLAG_STABLEMASTER 0x00002000 8192 UNIT_NPC_FLAG_REPAIR 0x00004000 16384 action_menu_id mediumint(8) Gossip ID for the action [See gossip_menu.entry]. The scheme allows to create chains of gossips. Typical situation is a long story NPC tells to the player, requesting menu item as a confirmation after each brief part Note: If you want the gossip_menu_option to close the gossip window, set this field to -1. action_poi_id mediumint(8) unsigned ID of the POI [See points_of_interest.entry] which should be displayed as an action. action_script_id mediumint(8) unsigned ID of DB script [See db_scripts.id] with a type of 2 which should be executed as an action. box_coded tinyint(3) unsigned Setting this flag (to 1) allows to player enter any text into the pop-up box. box_money int(11) unsigned Money (in coppers) requested by pop-up box as an action. box_text text The text names the pop-up box requesting a special input from player. condition_id mediumint(8) unsigned ID of the conditions [See conditions.condition_entry] which must be fulfilled by the player in order to get this gossip menu option. If condition is not fulfilled, the option will be hidden (i.e. not present). 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 'gossip_texts' table for MaNGOSThree This table defines textes for gossip menu items, used by native ScriptDev3 C++ scripts. 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 Menu item ID text, referred by SD2 scripts. 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 comment text YES NULL Textual comment. Description of the fields entry mediumint(8) ID of the text of a menu item, generated by SD2 scripts. Numbered starting from -3000000 in arithmetically decreasing order (i.e. to more negative values). 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 comment text Textual comment, ignored by the core. Usually should contain the named constant by which this text is referred within the C++ sources. 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 'hotfix_data' table for MaNGOSThree Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(10) unsigned NO PRI NULL type int(10) unsigned NO PRI '0' hotfixDate datetime NO PRI '0000-00-00 00:00:00' Description of the fields entry int(10) unsigned type int(10) unsigned hotfixDate datetime 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 'instance_template' table for MaNGOSThree This table has all the templates for every instance. When a group enters an instance, a new copy of that instance is made from the values in these fields. 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) unsigned NO PRI NULL Map ID [See Map.dbc]. parent smallint(5) unsigned NO '0' Map ID of the parent instance[See Map.dbc]. levelMin tinyint(3) unsigned NO '0' Minimum allowed player level. levelMax tinyint(3) unsigned NO '0' Maximum allowed player level. Description of the fields map smallint(5) unsigned ID of the instance map [See Map.dbc]. This map should be instanceable. parent smallint(5) unsigned Map ID [See Map.dbc] of the parent instance, from which player may enter to this one. Cases like Blackrock Depths/Molten Core. levelMin tinyint(3) unsigned Minimum allowed player level. levelMax tinyint(3) unsigned Maximum allowed player level. 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 'instance_encounters' table for MaNGOSThree Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(10) unsigned NO PRI NULL creditType tinyint(3) unsigned NO '0' creditEntry int(10) unsigned NO '0' lastEncounterDungeon smallint(5) unsigned NO '0' Description of the fields entry int(10) unsigned Notes: Unique entry from DungeonEncounter.dbc creditType tinyint(3) unsigned creditEntry int(10) unsigned lastEncounterDungeon smallint(5) unsigned Notes: If not 0, LfgDungeon.dbc entry for the instance it is last encounter in 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 'item_enchantment_template' table for MaNGOSThree This table holds enchantment chance information for items that should have either a random property or a random suffix attached to them. 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) NO PRI '0' Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned NO PRI '0' Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned NO '0' Chance to get the enchantment (%). Description of the fields entry mediumint(8) Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned Chance in % for item to get this enchantment. 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 'item_convert' table for MaNGOSThree 'Item Convert 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' item mediumint(8) unsigned NO '0' Description of the fields entry mediumint(8) unsigned item 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 'item_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' The total number of copies of an item or may reference another loot template 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) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. 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. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active 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 'item_expire_convert' table for MaNGOSThree 'Item Convert 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' item mediumint(8) unsigned NO '0' Description of the fields entry mediumint(8) unsigned item mediumint(8) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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