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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 'mail_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 'MyISAM' 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 'mangos_string' table for MaNGOSThree This table holds all of the strings used internally by the server. This table is provided with the main purpose of translation in mind. NOTE: The % arguments need to stay in the exact same order as they are provided by default in the English translation. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' This table holds strings used internally by the server to allow translations. 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 Description of the fields entry mediumint(8) unsigned The ID that the core uses to identify a string. These IDs are contained and used internally and need to correspond to what the core expects Note: The core will not operate if strings are missing from this table. 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 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 'npc_spellclick_spells' 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 npc_entry int(10) unsigned NO NULL spell_id int(10) unsigned NO NULL quest_start mediumint(8) unsigned NO NULL quest_start_active tinyint(1) unsigned NO '0' quest_end mediumint(8) unsigned NO '0' cast_flags tinyint(3) unsigned NO NULL condition_id mediumint(8) unsigned NO '0' Description of the fields npc_entry int(10) unsigned Notes: reference to creature_template spell_id int(10) unsigned Notes: spell which should be casted quest_start mediumint(8) unsigned Notes: reference to quest_template quest_start_active tinyint(1) unsigned quest_end mediumint(8) unsigned cast_flags tinyint(3) unsigned Notes: first bit defines caster: 1=player, 0=creature; second bit defines target, same mapping as caster bit condition_id 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 'milling_loot_template' table for MaNGOSThree 'Loot 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) NO PRI '0' ChanceOrQuestChance float NO '100' groupid tinyint(3) unsigned NO '0' mincountOrRef mediumint(9) NO '1' maxcount smallint(5) unsigned NO '1' condition_id mediumint(8) unsigned NO '0' Description of the fields entry mediumint(8) unsigned item mediumint(8) ChanceOrQuestChance float groupid tinyint(3) unsigned mincountOrRef mediumint(9) maxcount smallint(5) unsigned condition_id 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 'npc_text' table for MaNGOSThree This table contains the texts that are used for gossip. More research needs to be done on this table ! Text is shown in the start of the talk window. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes ID mediumint(8) unsigned NO PRI '0' The unique identifier of the text entry. text0_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text0_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang0 tinyint(3) unsigned NO '0' The language of the text ingame. prob0 float NO '0' This is the probability that the creature will say this text. em0_0 smallint(5) unsigned NO '0' Emote to play when text is displayed. em0_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em0_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed em0_3 smallint(5) unsigned NO '0' em0_4 smallint(5) unsigned NO '0' em0_5 smallint(5) unsigned NO '0' text1_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text1_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang1 tinyint(3) unsigned NO '0' The language of the text in game. prob1 float NO '0' This is the probability that the creature will say this text. em1_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em1_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em1_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em1_3 smallint(5) unsigned NO '0' em1_4 smallint(5) unsigned NO '0' em1_5 smallint(5) unsigned NO '0' text2_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text2_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang2 tinyint(3) unsigned NO '0' The language of the text in game. prob2 float NO '0' This is the probability that the creature will say this text. em2_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em2_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em2_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em2_3 smallint(5) unsigned NO '0' em2_4 smallint(5) unsigned NO '0' em2_5 smallint(5) unsigned NO '0' text3_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text3_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang3 tinyint(3) unsigned NO '0' The language of the text in game. prob3 float NO '0' This is the probability that the creature will say this text. em3_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em3_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em3_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em3_3 smallint(5) unsigned NO '0' em3_4 smallint(5) unsigned NO '0' em3_5 smallint(5) unsigned NO '0' text4_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text4_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang4 tinyint(3) unsigned NO '0' The language of the text in game. prob4 float NO '0' This is the probability that the creature will say this text. em4_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em4_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em4_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em4_3 smallint(5) unsigned NO '0' em4_4 smallint(5) unsigned NO '0' em4_5 smallint(5) unsigned NO '0' text5_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text5_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang5 tinyint(3) unsigned NO '0' The language of the text in game. prob5 float NO '0' This is the probability that the creature will say this text. em5_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em5_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em5_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em5_3 smallint(5) unsigned NO '0' em5_4 smallint(5) unsigned NO '0' em5_5 smallint(5) unsigned NO '0' text6_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text6_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang6 tinyint(3) unsigned NO '0' The language of the text in game. prob6 float NO '0' This is the probability that the creature will say this text. em6_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em6_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em6_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em6_3 smallint(5) unsigned NO '0' em6_4 smallint(5) unsigned NO '0' em6_5 smallint(5) unsigned NO '0' text7_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text7_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang7 tinyint(3) unsigned NO '0' The language of the text in game. prob7 float NO '0' This is the probability that the creature will say this text. em7_0 smallint(5) unsigned NO '0' emote to play when text is displayed. em7_1 smallint(5) unsigned NO '0' Second emote to play when text is displayed. em7_2 smallint(5) unsigned NO '0' Third emote to play when text is displayed. em7_3 smallint(5) unsigned NO '0' em7_4 smallint(5) unsigned NO '0' em7_5 smallint(5) unsigned NO '0' Description of the fields ID mediumint(8) unsigned The unique identifier of the text entry. Please note that the identifier is acquired from the game client by parsing the local *WDB* cache files. It is unknown if text identifiers required a specific identifier to work. text0_0 longtext This is the locale text that is displayed if the creature is male. text0_1 longtext This is the locale text that is displayed if the creature is female. lang0 tinyint(3) unsigned The language of the text ingame. prob0 float This is the probability that the creature will say this text. em0_0 smallint(5) unsigned Emote to play when text is displayed. em0_1 smallint(5) unsigned Second emote to play when text is displayed. em0_2 smallint(5) unsigned Third emote to play when text is displayed em0_3 smallint(5) unsigned em0_4 smallint(5) unsigned em0_5 smallint(5) unsigned text1_0 longtext This is the locale text that is displayed if the creature is male. text1_1 longtext This is the locale text that is displayed if the creature is female. lang1 tinyint(3) unsigned The language of the text in game. prob1 float This is the probability that the creature will say this text. em1_0 smallint(5) unsigned emote to play when text is displayed. em1_1 smallint(5) unsigned Second emote to play when text is displayed. em1_2 smallint(5) unsigned Third emote to play when text is displayed. em1_3 smallint(5) unsigned em1_4 smallint(5) unsigned em1_5 smallint(5) unsigned text2_0 longtext This is the locale text that is displayed if the creature is male. text2_1 longtext This is the locale text that is displayed if the creature is female. lang2 tinyint(3) unsigned The language of the text in game. prob2 float This is the probability that the creature will say this text. em2_0 smallint(5) unsigned emote to play when text is displayed. em2_1 smallint(5) unsigned Second emote to play when text is displayed. em2_2 smallint(5) unsigned Third emote to play when text is displayed. em2_3 smallint(5) unsigned em2_4 smallint(5) unsigned em2_5 smallint(5) unsigned text3_0 longtext This is the locale text that is displayed if the creature is male. text3_1 longtext This is the locale text that is displayed if the creature is female. lang3 tinyint(3) unsigned The language of the text in game. prob3 float This is the probability that the creature will say this text. em3_0 smallint(5) unsigned emote to play when text is displayed. em3_1 smallint(5) unsigned Second emote to play when text is displayed. em3_2 smallint(5) unsigned Third emote to play when text is displayed. em3_3 smallint(5) unsigned em3_4 smallint(5) unsigned em3_5 smallint(5) unsigned text4_0 longtext This is the locale text that is displayed if the creature is male. text4_1 longtext This is the locale text that is displayed if the creature is female. lang4 tinyint(3) unsigned The language of the text in game. prob4 float This is the probability that the creature will say this text. em4_0 smallint(5) unsigned emote to play when text is displayed. em4_1 smallint(5) unsigned Second emote to play when text is displayed. em4_2 smallint(5) unsigned Third emote to play when text is displayed. em4_3 smallint(5) unsigned em4_4 smallint(5) unsigned em4_5 smallint(5) unsigned text5_0 longtext This is the locale text that is displayed if the creature is male. text5_1 longtext This is the locale text that is displayed if the creature is female. lang5 tinyint(3) unsigned The language of the text in game. prob5 float This is the probability that the creature will say this text. em5_0 smallint(5) unsigned emote to play when text is displayed. em5_1 smallint(5) unsigned Second emote to play when text is displayed. em5_2 smallint(5) unsigned Third emote to play when text is displayed. em5_3 smallint(5) unsigned em5_4 smallint(5) unsigned em5_5 smallint(5) unsigned text6_0 longtext This is the locale text that is displayed if the creature is male. text6_1 longtext This is the locale text that is displayed if the creature is female. lang6 tinyint(3) unsigned The language of the text in game. prob6 float This is the probability that the creature will say this text. em6_0 smallint(5) unsigned emote to play when text is displayed. em6_1 smallint(5) unsigned Second emote to play when text is displayed. em6_2 smallint(5) unsigned Third emote to play when text is displayed. em6_3 smallint(5) unsigned em6_4 smallint(5) unsigned em6_5 smallint(5) unsigned text7_0 longtext This is the locale text that is displayed if the creature is male. text7_1 longtext This is the locale text that is displayed if the creature is female. lang7 tinyint(3) unsigned The language of the text in game. prob7 float This is the probability that the creature will say this text. em7_0 smallint(5) unsigned emote to play when text is displayed. em7_1 smallint(5) unsigned Second emote to play when text is displayed. em7_2 smallint(5) unsigned Third emote to play when text is displayed. em7_3 smallint(5) unsigned em7_4 smallint(5) unsigned em7_5 smallint(5) 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 'npc_trainer' table for MaNGOSThree This table holds all the information on training NPCs. All spells listed in the table are learning spells. This means that the main effect of the spells listed here is to teach spells to the target (which is the player in this case). Any other spell that is not a learning spell will be ignored and an error message will be shown in the console window. Learning spells usually have the same name as their actual spell counterparts and are listed as Uncategorized in Wowhead. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. spell mediumint(8) unsigned NO PRI '0' Learning spell ID [See Spell.dbc]. spellcost int(10) unsigned NO '0' Learning cost (coppers). reqskill smallint(5) unsigned NO '0' Required skill type. reqskillvalue smallint(5) unsigned NO '0' Required skill value. reqlevel tinyint(3) unsigned NO '0' Required level. Description of the fields entry mediumint(8) unsigned ID of NPC which is a trainer, see creature_template.entry. spell mediumint(8) unsigned Spell ID [See Spell.dbc]. The spell should have SPELL_EFFECT_LEARN_SPELL=36 as one of it effects. In other case it will be ignored. spellcost int(10) unsigned The sum in coppers required to pay for learning the spell. reqskill smallint(5) unsigned Type of the skill required to learn the spell. Skill name Value SKILL_FROST 6 SKILL_FIRE 8 SKILL_ARMS 26 SKILL_COMBAT 38 SKILL_SUBTLETY 39 SKILL_POISONS 40 SKILL_SWORDS 43 SKILL_AXES 44 SKILL_BOWS 45 SKILL_GUNS 46 SKILL_BEAST_MASTERY 50 SKILL_SURVIVAL 51 SKILL_MACES 54 SKILL_2H_SWORDS 55 SKILL_HOLY 56 SKILL_SHADOW 78 SKILL_DEFENSE 95 SKILL_LANG_COMMON 98 SKILL_RACIAL_DWARVEN 101 SKILL_LANG_ORCISH 109 SKILL_LANG_DWARVEN 111 SKILL_LANG_DARNASSIAN 113 SKILL_LANG_TAURAHE 115 SKILL_DUAL_WIELD 118 SKILL_RACIAL_TAUREN 124 SKILL_ORC_RACIAL 125 SKILL_RACIAL_NIGHT_ELF 126 SKILL_FIRST_AID 129 SKILL_FERAL_COMBAT 134 SKILL_STAVES 136 SKILL_LANG_THALASSIAN 137 SKILL_LANG_DRACONIC 138 SKILL_LANG_DEMON_TONGUE 139 SKILL_LANG_TITAN 140 SKILL_LANG_OLD_TONGUE 141 SKILL_SURVIVAL2 142 SKILL_RIDING_HORSE 148 SKILL_RIDING_WOLF 149 SKILL_RIDING_TIGER 150 SKILL_RIDING_RAM 152 SKILL_SWIMING 155 SKILL_2H_MACES 160 SKILL_UNARMED 162 SKILL_MARKSMANSHIP 163 SKILL_BLACKSMITHING 164 SKILL_LEATHERWORKING 165 SKILL_ALCHEMY 171 SKILL_2H_AXES 172 SKILL_DAGGERS 173 SKILL_THROWN 176 SKILL_HERBALISM 182 SKILL_GENERIC_DND 183 SKILL_RETRIBUTION 184 SKILL_COOKING 185 SKILL_MINING 186 SKILL_PET_IMP 188 SKILL_PET_FELHUNTER 189 SKILL_TAILORING 197 SKILL_ENGINEERING 202 SKILL_PET_SPIDER 203 SKILL_PET_VOIDWALKER 204 SKILL_PET_SUCCUBUS 205 SKILL_PET_INFERNAL 206 SKILL_PET_DOOMGUARD 207 SKILL_PET_WOLF 208 SKILL_PET_CAT 209 SKILL_PET_BEAR 210 SKILL_PET_BOAR 211 SKILL_PET_CROCILISK 212 SKILL_PET_CARRION_BIRD 213 SKILL_PET_CRAB 214 SKILL_PET_GORILLA 215 SKILL_PET_RAPTOR 217 SKILL_PET_TALLSTRIDER 218 SKILL_RACIAL_UNDED 220 SKILL_CROSSBOWS 226 SKILL_WANDS 228 SKILL_POLEARMS 229 SKILL_PET_SCORPID 236 SKILL_ARCANE 237 SKILL_PET_TURTLE 251 SKILL_ASSASSINATION 253 SKILL_FURY 256 SKILL_PROTECTION 257 SKILL_BEAST_TRAINING 261 SKILL_PROTECTION2 267 SKILL_PET_TALENTS 270 SKILL_PLATE_MAIL 293 SKILL_LANG_GNOMISH 313 SKILL_LANG_TROLL 315 SKILL_ENCHANTING 333 SKILL_DEMONOLOGY 354 SKILL_AFFLICTION 355 SKILL_FISHING 356 SKILL_ENHANCEMENT 373 SKILL_RESTORATION 374 SKILL_ELEMENTAL_COMBAT 375 SKILL_SKINNING 393 SKILL_MAIL 413 SKILL_LEATHER 414 SKILL_CLOTH 415 SKILL_SHIELD 433 SKILL_FIST_WEAPONS 473 SKILL_RIDING_RAPTOR 533 SKILL_RIDING_MECHANOSTRIDER 553 SKILL_RIDING_UNDEAD_HORSE 554 SKILL_RESTORATION2 573 SKILL_BALANCE 574 SKILL_DESTRUCTION 593 SKILL_HOLY2 594 SKILL_DISCIPLINE 613 SKILL_LOCKPICKING 633 SKILL_PET_BAT 653 SKILL_PET_HYENA 654 SKILL_PET_OWL 655 SKILL_PET_WIND_SERPENT 656 SKILL_LANG_GUTTERSPEAK 673 SKILL_RIDING_KODO 713 SKILL_RACIAL_TROLL 733 SKILL_RACIAL_GNOME 753 SKILL_RACIAL_HUMAN 754 SKILL_PET_EVENT_RC 758 SKILL_RIDING 762 reqskillvalue smallint(5) unsigned Value of the skill required to learn the spell. reqlevel tinyint(3) unsigned Minimal level of character required to learn the spell. 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 'npc_vendor' table for MaNGOSThree This table holds the vendor data for all NPCs that sell items. The gold price for each item is in its item template as BuyPrice. 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' Creature ID [See creature_template.entry]. item mediumint(8) NO PRI '0' Item ID [See item_template.entry]. maxcount smallint(5) unsigned NO '0' Items available. incrtime int(10) unsigned NO '0' Restoration time, sec. ExtendedCost mediumint(8) unsigned NO PRI '0' condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields entry mediumint(8) unsigned ID ofNPC which is a vendor, see item_template.entry. item mediumint(8) ID of item, see item_template.entry. maxcount smallint(5) unsigned Maximum count of the available item instances. If equal to 0, ulimited supply. incrtime int(10) unsigned Time interval (sec) at the end of which the limited items are fully restored, i.e. come back in stock. ExtendedCost mediumint(8) unsigned condition_id mediumint(8) unsigned ID of condition [See conditions.condition_entry] which player must fulfill to see this item in the stock. If equal to 0, unconditionally. 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 'npc_trainer_template' table for MaNGOSThree The npc_trainer_template table holds spell lists usable for multiple training creatures. For example, I've created a spell that combines the detection of mines & herbs so that they both appear on the minimap. I simply created an entry in the template table* to reference it as such: REPLACE INTO mangos0.npc_trainer_template(entry,spell,spellcost,reqskill,reqskillvalue) VALUES (182,50000,100,182,1); and then I simply update the creature_template accordingly with the TrainerTemplateId being the entry from the npc_trainer_template table. UPDATE mangos0.creature_template SET TrainerTemplateId=182 WHERE (SubName="Herbalism Trainer" AND TrainerType=2 AND (NpcFlags=17 OR NpcFlags=19 OR NpcFlags=21)); With all this, I'm then able to learn the spell from any of the herbalist trainers (I've also made one for the miners but it is irrelevant for the example). The point is, instead of adding every single spell by hand for every trainer that can teach it, I've created a single entry in the template table that links to all the spells this group of trainers can teach.? And obviously, it is working since in-game, every herbalist / miner can teach me that spell (along with the others I've added). Same thing goes for the items. The whole point of these tables (at least for me) was to provide a way to add bundles of spells & items to npcs without having to add too much entries and especially, ones in the "standard" tables. 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 unique identifier for the training template. spell mediumint(8) unsigned NO PRI '0' The spell identifier. . spellcost int(10) unsigned NO '0' The cost that the player needs to pay in order to learn the spell in copper. reqskill smallint(5) unsigned NO '0' The required skill to be able to learn the spell. reqskillvalue smallint(5) unsigned NO '0' The minimum skill level required for the skill referenced in reqskill. reqlevel tinyint(3) unsigned NO '0' The character level required in order to learn the spell. Description of the fields entry mediumint(8) unsigned The unique identifier for the training template. A "creature_template" table references this from its trainer_id column. spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc [See Spell.dbc]. This has to be a spell which teaches the actual spell. spellcost int(10) unsigned The cost that the player needs to pay in order to learn the spell in copper. reqskill smallint(5) unsigned The required skill to be able to learn the spell. This references the skill's entry in the SkillLine.dbc table [See Spell.dbc]. reqskillvalue smallint(5) unsigned The minimum skill level required for the skill referenced in reqskill. reqlevel tinyint(3) unsigned The character level required in order to learn the spell. 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 'npc_vendor_template' table for MaNGOSThree The npc_vendor_template table holds item lists usable for multiple vending creatures. 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' The unique identifier for the vending template. item mediumint(8) NO PRI '0' Template ID of the item. maxcount smallint(3) unsigned NO '0' The maximum amount of the item a vendor should carry incrtime int(10) unsigned NO '0' How frequently a vendor will restock an item having a maximum count. ExtendedCost mediumint(8) unsigned NO PRI '0' condition_id mediumint(8) unsigned NO '0' This references the 'conditions' tables unique ID for which the entry is valid. Description of the fields entry mediumint(8) unsigned The unique identifier for the vending template. A "creature_template" table references this from its vendor_id column. item mediumint(8) The item a vendor should sell. This references the "item_template" tables unique ID. maxcount smallint(3) unsigned The maximum amount of the item a vendor should carry. Set to 0 to provide unlimited supplies. incrtime int(10) unsigned This field decides how frequently a vendor will restock an item having a maximum count. The value is given in seconds, and for limited items, the BuyCount column of the "item_template" table is taken into account when restocking. ExtendedCost mediumint(8) unsigned condition_id mediumint(8) unsigned This references the "conditions" tables unique ID for which the entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pet_levelstats' table for MaNGOSThree This table holds information on individual pet base stats based on level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes creature_entry mediumint(8) unsigned NO PRI NULL Creature ID [See creature_template.entry]. level tinyint(3) unsigned NO PRI NULL Pet level. hp smallint(5) unsigned NO NULL Pet HP at the level. mana smallint(5) unsigned NO NULL Pet MP at the level. armor int(10) unsigned NO '0' Pet armor at the level. str smallint(5) unsigned NO NULL Pet strength at the level. agi smallint(5) unsigned NO NULL Pet agility at the level. sta smallint(5) unsigned NO NULL Pet stamina at the level. inte smallint(5) unsigned NO NULL Pet intellect at the level. spi smallint(5) unsigned NO NULL Pet spirit at the level. Description of the fields creature_entry mediumint(8) unsigned Creature ID [See creature_template.entry] of the pet. level tinyint(3) unsigned Pet level. hp smallint(5) unsigned Pet HP at the level. mana smallint(5) unsigned Pet mana points at the level. armor int(10) unsigned Pet armor at the level. str smallint(5) unsigned Pet strength at the level. agi smallint(5) unsigned Pet agility at the level. sta smallint(5) unsigned Pet stamina at the level. inte smallint(5) unsigned Pet intellect at the level. spi smallint(5) unsigned Pet spirit at the 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 'page_text' table for MaNGOSThree This table holds the text for letter items or any items that when moused-over turn the cursor into a magnifying glass and on right-click will open up a window where you can read the contents of the letter. 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' Reference to item_template.PageText. text longtext NO NULL Text of single page. next_page mediumint(8) unsigned NO '0' Reference to page_text.entry. Description of the fields entry mediumint(8) unsigned Reference to item_template.PageText. text longtext Text of single page. next_page mediumint(8) unsigned ID of the next page, see page_text.entry. Equals to 0 for the last page. 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 'pet_name_generation' table for MaNGOSThree This table holds pieces of names (first and last half) that are use for pet name generation. Table Notes This table uses the 'MyISAM' 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' Table index. word tinytext NO NULL Part of the name. entry mediumint(8) unsigned NO '0' Creature ID [See creature_template.entry]. half tinyint(4) NO '0' Type of the word. Description of the fields id mediumint(8) unsigned Table index, increases sequentially starting from 1. word tinytext Part of the name. The first namepart for half equal to 0, the second part otherwise. entry mediumint(8) unsigned Creature ID [See creature_template.entry]. half tinyint(4) Type of the word. If equal to 0, the word is first namepart, otherwise is the second one. Value Description 0 First half 1 Last half 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 'phase_definitions' 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 zoneId mediumint(7) unsigned NO PRI '0' entry smallint(5) unsigned NO PRI NULL 'auto_increment' phasemask bigint(20) unsigned NO '0' phaseId tinyint(3) unsigned NO '0' terrainswapmap smallint(5) unsigned NO '0' flags tinyint(3) unsigned YES '0' condition_id mediumint(8) unsigned NO '0' comment text YES NULL Description of the fields zoneId mediumint(7) unsigned entry smallint(5) unsigned phasemask bigint(20) unsigned phaseId tinyint(3) unsigned terrainswapmap smallint(5) unsigned flags tinyint(3) unsigned condition_id mediumint(8) unsigned comment text auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pickpocketing_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 'MyISAM' 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 'playercreateinfo_action' table for MaNGOSThree This table holds information on what default actions a brand new character should start out with. Each race-class combination can have a different default starting setup. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. button smallint(5) unsigned NO PRI '0' The ID of the button on the action ba. action int(11) unsigned NO '0' See description in the lower half of this page.. type smallint(5) unsigned NO '0' The following values are valid types: Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. button smallint(5) unsigned The ID of the button on the action bar where the action icon will be placed. Special bars are used for stances, auras, pets, stealth and other similar special modes. button ID(s) Set key 1-11 1 (SHIFT + 1) 12-23 2 (SHIFT + 2) 24-35 3 (SHIFT + 3) h1. Right Side Bar 36-47 4 (SHIFT + 4) Right Side Bar 2 48-59 5 (SHIFT + 5) h1. Bottom Right Bar 60-71 6 (SHIFT + 6) Bottom Left Bar 72-83 1 SpecialA 84-95 1 SpecialB 96-107 1 SpecialC 108-119 1 SpecialD action int(11) unsigned Depending on the type value, this could reference either a spell identifier as defined in Spell.dbc, a reference to the unique identifier of an "item_template" table, or the identifier for a macro. type smallint(5) unsigned The following values are valid types: ID Type 0 Spell 64 Macro 128 Item 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 'playercreateinfo' table for MaNGOSThree This table holds the start positions of each class-race combinations for all newly created characters. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. map smallint(5) unsigned NO '0' The map ID [See Map.dbc] zone mediumint(8) unsigned NO '0' A zone identifier. position_x float NO '0' The X position for the characters initial position. position_y float NO '0' The Y position for the characters initial position. position_z float NO '0' The Z position for the characters initial position. orientation float NO '0' The orientation for the characters initial position. phaseMap smallint(5) unsigned NO '0' Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. map smallint(5) unsigned A map identifier. The value has to match with a map identifier defined in Map.dbc. zone mediumint(8) unsigned A zone identifier. The value has to match with a map identifier defined in AreaTable.dbc. position_x float The X position for the characters initial position. position_y float The Y position for the characters initial position. position_z float The Z position for the characters initial position. orientation float The orientation for the characters initial position. phaseMap smallint(5) 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 'playercreateinfo_item' table for MaNGOSThree This table holds information on what items each race-class combination of a new character starts out with. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO MUL '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO '0' A bit-mask corresponding to class that should get the spell. itemid mediumint(8) unsigned NO '0' The item a character should receive upon creation. amount tinyint(3) unsigned NO '1' The number of copies of the item to be awarded. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. itemid mediumint(8) unsigned The item a character should receive upon creation. This references the "item_template" tables unique ID. amount tinyint(3) unsigned The number of copies of the item to be awarded. 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 'player_levelstats' table for MaNGOSThree This table holds information on what stats are gained by characters when they level up. Each race-class combination has different level stats. All of the values in this table signify only the base stats of the race-class combination at a specific level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI NULL A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI NULL A bit-mask corresponding to class that should get the spell level tinyint(3) unsigned NO PRI NULL The level at which the stats should be applied. str tinyint(3) unsigned NO NULL The base strength of the character. agi tinyint(3) unsigned NO NULL The base agility of the character. sta tinyint(3) unsigned NO NULL The base stamina of the character. inte tinyint(3) unsigned NO NULL The base intellect of the character. spi tinyint(3) unsigned NO NULL The base spirit of the character. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. level tinyint(3) unsigned The level at which the stats should be applied. str tinyint(3) unsigned The base strength of the character. agi tinyint(3) unsigned The base agility of the character. sta tinyint(3) unsigned The base stamina of the character. inte tinyint(3) unsigned The base intellect of the character. spi tinyint(3) unsigned The base spirit of the character. 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 'playercreateinfo_spell' table for MaNGOSThree This table holds information on what spells newly created characters should start out with. A character in this table is defined by his/her race and class combination. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. Spell mediumint(8) unsigned NO PRI '0' The spell identifier. Note varchar(255) YES {Blank String} A note explaining what the spell is. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. Spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. Note varchar(255) A note explaining what the spell is. This is only for reference purposes. 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 'points_of_interest' table for MaNGOSThree This table holds definitions for points of interests in various locations. 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' POI ID. x float NO '0' X coordinate. y float NO '0' Y coordinate. icon mediumint(8) unsigned NO '0' POI icon. flags mediumint(8) unsigned NO '0' data mediumint(8) unsigned NO '0' Custom data to be sent for a point of interest. icon_name text NO NULL The text to display as tooltip for the icon on the in-game map. Description of the fields entry mediumint(8) unsigned POI ID. x float X coordinate of the POI. y float Y coordinate of the POI. icon mediumint(8) unsigned Icon for the POI. An incomplete list of icons follows. Name Value Meaning ICON_POI_GREY_AV_MINE 0 Grey mine lorry ICON_POI_RED_AV_MINE 1 Red mine lorry ICON_POI_BLUE_AV_MINE 2 Blue mine lorry ICON_POI_BWTOMB 3 Blue and White Tomb Stone ICON_POI_SMALL_HOUSE 4 Small house ICON_POI_GREYTOWER 5 Grey Tower ICON_POI_REDFLAG 6 Red Flag w/Yellow ! ICON_POI_TOMBSTONE 7 Normal tomb stone (brown) ICON_POI_BWTOWER 8 Blue and White Tower ICON_POI_REDTOWER 9 Red Tower ICON_POI_BLUETOWER 10 Blue Tower ICON_POI_RWTOWER 11 Red and White Tower ICON_POI_REDTOMB 12 Red Tomb Stone ICON_POI_RWTOMB 13 Red and White Tomb Stone ICON_POI_BLUETOMB 14 Blue Tomb Stone ICON_POI_BLANK 15 Blank (not visible) ICON_POI_16 16 Grey ? ICON_POI_17 17 Blue/White ? ICON_POI_18 18 Blue ? ICON_POI_19 19 Red and White ? ICON_POI_20 20 Red ? ICON_POI_GREYLOGS 21 Grey Wood Logs ICON_POI_BWLOGS 22 Blue and White Wood Logs ICON_POI_BLUELOGS 23 Blue Wood Logs ICON_POI_RWLOGS 24 Red and White Wood Logs ICON_POI_REDLOGS 25 Red Wood Logs ICON_POI_26 26 Grey ? ICON_POI_27 27 Blue and White ? ICON_POI_28 28 Blue ? ICON_POI_29 29 Red and White ? ICON_POI_30 30 Red ? ICON_POI_GREYHOUSE 31 Grey House ICON_POI_BWHOUSE 32 Blue and White House ICON_POI_BLUEHOUSE 33 Blue House ICON_POI_RWHOUSE 34 Red and White House ICON_POI_REDHOUSE 35 Red House ICON_POI_GREYHORSE 36 Grey Horse ICON_POI_BWHORSE 37 Blue and White Horse ICON_POI_BLUEHORSE 38 Blue Horse ICON_POI_RWHORSE 39 Red and White Horse ICON_POI_REDHORSE 40 Red Horse flags mediumint(8) unsigned data mediumint(8) unsigned Custom data to be sent for a point of interest. This currently is 0 for all points of interests in vanilla WoW. icon_name text The text to display as tooltip for the icon on the in-game map. 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 'player_xp_for_level' table for MaNGOSThree Includes information on how much experience needed for next level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes lvl int(3) unsigned NO PRI NULL The player's level. xp_for_next_level int(10) unsigned NO NULL The experience needed to upgrade from the value in lvl field to lvl +1. Description of the fields lvl int(3) unsigned The player's level. xp_for_next_level int(10) unsigned The experience needed to upgrade from the value in lvl field to lvl +1. 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 'pool_creature' table for MaNGOSThree Contains all pool instances that participate, in particular, to any game event. 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' Creature GUID [See creature.guid]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance in %. description varchar(255) NO {Blank String} Description. Description of the fields guid int(10) unsigned GUID of the creature, see creature.guid. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the creature to be spawned in the pool. Either the sum of chances should be equal to 100, or all the chances for a pool should be 0. The latter is provided for description of even-chance pools. description varchar(255) Textual description ignored by the core. 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 'pool_gameobject' table for MaNGOSThree Contains all pool instances that participate, in particular, to any game event. 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' Gameobject GUID [See gameobject.guid]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields guid int(10) unsigned GUID of the gameobject, see gameobject.guid. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the gameobject to be spawned within the pool. For a pool, either the sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. 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 'pool_creature_template' table for MaNGOSThree Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI '0' Creature ID [See creature_template.entry]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields id int(10) unsigned ID of the creature, see creature_template.entry. pool_entry mediumint(8) unsigned Pool ID [See pool_template.entry]. chance float unsigned Chance (%) of the creature to be spawned within the pool. For a pool, either sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. 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 'pool_gameobject_template' table for MaNGOSThree Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI '0' Gameobject ID [See gameobject_template.entry]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields id int(10) unsigned ID of the gameobject, see gameobject_template.entry. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the gameobject to be spawned within the pool. For a pool, either the sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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