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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 'reputation_reward_rate' table for MaNGOSTwo Holds reputation multipliers for specific factions. Setting a rate to 0 disables reputation gain to the faction by the defined way completely. NOTE: For the low level kills/quests, the rate values are combined with the config file settings Rate.Reputation.LowLevel.Kill/Quest by multiplying. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes faction mediumint(8) unsigned NO PRI '0' Faction [See Faction.dbc]. quest_rate float NO '1' Rate for quest reputation. creature_rate float NO '1' Rate for creature kill reputation. spell_rate float NO '1' Rate for reputation spells. Description of the fields faction mediumint(8) unsigned Faction [See Faction.dbc] reputation gain to which is modified. quest_rate float Rate for the reputation gained from quests. creature_rate float Rate for the reputation gained from creature killing. spell_rate float Rate for the reputation gained by spells with SPELL_EFFECT_REPUTATION=103. 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 'reference_loot_template' table for MaNGOSTwo 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) unsigned 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 tinyint(3) 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) unsigned 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 tinyint(3) 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 'reputation_spillover_template' table for MaNGOSTwo This table holds information for additional factions which will be awarded reputation simultaneously with the original one. Note that the rates may be fractional and/or negative. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes faction smallint(6) unsigned NO PRI '0' Base faction [See Faction.dbc]. faction1 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_1 float NO '0' Rate for faction one. rank_1 tinyint(3) unsigned NO '0' The topmost rank allowed. faction2 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_2 float NO '0' Rate for faction two. rank_2 tinyint(3) unsigned NO '0' The topmost rank allowed. faction3 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_3 float NO '0' Rate for faction three. rank_3 tinyint(3) unsigned NO '0' The topmost rank allowed. faction4 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_4 float NO '0' Rate for faction four. rank_4 tinyint(3) unsigned NO '0' The topmost rank allowed. Description of the fields faction smallint(6) unsigned Base faction [See Faction.dbc]. Modifying reputation to this faction triggers respective reputation changes for factions 1-4 defined below. faction1 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_1 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_1 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 faction2 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_2 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_2 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 faction3 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_3 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_3 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 faction4 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_4 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_4 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 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 'reserved_name' table for MaNGOSTwo This table serves as a simple list of names that players (gmlevel == 0) cannot use when naming their characters. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes name varchar(12) NO PRI {Blank String} The name to disallow for characters created on normal player accounts. Description of the fields name varchar(12) The name to disallow for characters created on normal player accounts. 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 'script_texts' table for MaNGOSTwo This table contains the texts (and localized ones) for ScriptDev3 C++ script engine, used in the function DoScriptText(). 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 Script text ID. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Sound ID [See SoundEntries.dbc]. type tinyint(3) unsigned NO '0' Chat type [See enum chattype in creature.h]. language tinyint(3) unsigned NO '0' In-game language. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL Textual comment. Description of the fields entry mediumint(8) Script text ID, see SD2 sources. The value is negative and should be between -1000000 and -1999999. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned Sound ID. The SoundEntries.dbc maps these IDs to the filenames *.wav, the files are in the MPQ archives. type tinyint(3) unsigned Sound ID [See SoundEntries.dbc]. ChatType Value Meaning CHAT_TYPE_SAY 0 Say in a limited radius CHAT_TYPE_YELL 1 Yell in a limited radius CHAT_TYPE_TEXT_EMOTE 2 TextEmote, prepended by the creature name CHAT_TYPE_BOSS_EMOTE 3 Like previous, but zone-wide CHAT_TYPE_WHISPER 4 Whisper, requires a target to be defined CHAT_TYPE_BOSS_WHISPER 5 Like previous CHAT_TYPE_ZONE_YELL 6 Yell to the zone language tinyint(3) unsigned In-game language restircts the understanding of the ingame text to ones having corresponding skill. Language Value LANG_UNIVERSAL 0 LANG_ORCISH 1 LANG_DARNASSIAN 2 LANG_TAURAHE 3 LANG_DWARVISH 6 LANG_COMMON 7 LANG_DEMONIC 8 LANG_TITAN 9 LANG_THALASSIAN 10 LANG_DRACONIC 11 LANG_KALIMAG 12 LANG_GNOMISH 13 LANG_TROLL 14 LANG_GUTTERSPEAK 33 emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text Textual comment, 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 'script_waypoint' table for MaNGOSTwo The table contains creature waypoints used in the ScriptDev3 C++ script library. The data is used by npc_escortAI::FillPointMovementListForCreature(). 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]. pointid mediumint(8) unsigned NO PRI '0' Point ID. location_x float NO '0' X position of WP. location_y float NO '0' Y position of WP. location_z float NO '0' Z position of WP. waittime int(10) unsigned NO '0' Wait time (msec). point_comment text YES NULL Textual comment. Description of the fields entry mediumint(8) unsigned Creature ID, see creature_template.entry. pointid mediumint(8) unsigned Point ID. The WPs are numerated sequentially starting from 0. location_x float X position of the WP. location_y float Y position of the WP. location_z float Z position of the WP. waittime int(10) unsigned Wait time in milliseconds. The creature will stay at the WP for this time. point_comment text Textual comment, 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 'skill_extra_item_template' table for MaNGOSTwo 'Skill Specialization System' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spellId mediumint(8) unsigned NO PRI '0' requiredSpecialization mediumint(8) unsigned NO '0' additionalCreateChance float NO '0' additionalMaxNum tinyint(3) unsigned NO '0' Description of the fields spellId mediumint(8) unsigned Notes: SpellId of the item creation spell requiredSpecialization mediumint(8) unsigned Notes: Specialization spell id additionalCreateChance float Notes: chance to create add additionalMaxNum tinyint(3) unsigned Notes: max num of adds 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 'skill_discovery_template' table for MaNGOSTwo 'Skill Discovery System' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spellId mediumint(8) unsigned NO PRI '0' reqSpell mediumint(8) unsigned NO PRI '0' reqSkillValue smallint(5) unsigned NO '0' chance float NO '0' Description of the fields spellId mediumint(8) unsigned Notes: SpellId of the discoverable spell reqSpell mediumint(8) unsigned Notes: spell requirement reqSkillValue smallint(5) unsigned Notes: skill points requirement chance float Notes: chance to discover 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 'skinning_loot_template' table for MaNGOSTwo 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) unsigned 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 tinyint(3) 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) unsigned 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 tinyint(3) 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 'skill_fishing_base_level' table for MaNGOSTwo This table controls the minimum skill level required in fishing to fish in a certain area. 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' Area ID [See AreaTable.dbc]. skill smallint(6) NO '0' Fishing skill value. Description of the fields entry mediumint(8) unsigned Area ID [See AreaTable.dbc]. skill smallint(6) Skill value of fishing. May be negative. It is used in the formula determining success of fish catching: success = (player_skill > skill) AND (player_skill - skill + 5 > RANDOM(1...100)) 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 'spell_chain' table for MaNGOSTwo This table defines spell chains. A spell chain is a series of spells which all share the same name and all do the same thing; however, each has a different rank and as the rank increases, so does the spell damage/heal/etc values. This table also controls what spells are replaced by their more powerful later ranks; however, that is also decided by other factors as well (if mana costs for both spells are the same, etc). All fields in this table except rank are spell IDs from Spell.dbc. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell_id mediumint(9) NO PRI '0' Spell ID. prev_spell mediumint(9) NO '0' Previous rank of the spell. first_spell mediumint(9) NO '0' Lowest rank spell. rank tinyint(4) NO '0' Rank. req_spell mediumint(9) NO '0' Required spell ID. Description of the fields spell_id mediumint(9) Spell ID. prev_spell mediumint(9) Spell ID for the previous rank of the spell. first_spell mediumint(9) Spell ID for the lowest rank spell of the chain. rank tinyint(4) Spell rank, numbered from 1. req_spell mediumint(9) ID of the side spell to be known to allow the whole spell chain. This is for talent-enabled spells. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_bonus_data' table for MaNGOSTwo Table used for storing custom damage/healing bonus coefficients. 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 NULL Spell ID [See Spell.dbc]. direct_bonus float NO '0' Direct damage bonus. dot_bonus float NO '0' DoT tick bonus coefficient. ap_bonus float NO '0' Any value here will modify the spells attack power with the factor given here. ap_dot_bonus float NO '0' DoT bonus for physical damage. comments varchar(255) YES {Blank String} Textual comment. Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the spells which bonus are to be modified. direct_bonus float Direct damage spell bonus coefficient. dot_bonus float DoT tick bonus coefficient. ap_bonus float Any value here will modify the spells attack power with the factor given here. Used for the spells with physical damage, like most warrior/rogue ones. ap_dot_bonus float DoT bonus coefficient for the spells with physical damage type. comments varchar(255) Textual comment, 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 'spell_learn_spell' table for MaNGOSTwo This table holds information on spells that should be learned at the same time a player learns another spell. For example the few spells that are automatically learned when a player first learns a new profession. All fields in this table use spell IDs from Spell.dbc NOTE: Spells with spell effects SPELL_EFFECT_LEARN_SPELL should NOT be included in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. SpellID smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. Active tinyint(3) unsigned NO '1' Active flag. Description of the fields entry smallint(5) unsigned Spell ID [See Spell.dbc] of the triggering spell. SpellID smallint(5) unsigned Spell ID [See Spell.dbc] of the additional spell to learn. Active tinyint(3) unsigned The active flag. If set, the spell is enabled as active, i.e. allowed to be casted. Value Description 0 Will not appear in the spell book. 1 Will appear in the spell book. 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 'spell_elixir' table for MaNGOSTwo This table holds elixir information to be used to properly stack the elixirs. 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(11) unsigned NO PRI '0' Spell ID [See Spell.dbc]. mask tinyint(1) unsigned NO '0' Defines what type of potion/food spell this is. Description of the fields entry int(11) unsigned Spell ID [See Spell.dbc]. mask tinyint(1) unsigned Defines what type of potion/food spell this is. The following table lists the available values. Value Type 0 None 3 Flask 16 Food granting well fed buffs 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 'spell_loot_template' table for MaNGOSTwo '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) unsigned NO PRI '0' ChanceOrQuestChance float NO '100' groupid tinyint(3) unsigned NO '0' mincountOrRef mediumint(9) NO '1' maxcount tinyint(3) unsigned NO '1' condition_id mediumint(8) unsigned NO '0' Description of the fields entry mediumint(8) unsigned item mediumint(8) unsigned ChanceOrQuestChance float groupid tinyint(3) unsigned mincountOrRef mediumint(9) maxcount tinyint(3) 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 'spell_pet_auras' table for MaNGOSTwo This table holds information for additional auras due to the pet. This mechanic implements character talents modifying the pet properties. If the character has aura/knows spell, then the pet get additional aura. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell mediumint(8) unsigned NO PRI NULL Spell ID [See Spell.dbc]. effectId tinyint(3) unsigned NO PRI NULL pet mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. aura mediumint(8) unsigned NO NULL Spell ID [See Spell.dbc]. Description of the fields spell mediumint(8) unsigned Spell ID [See Spell.dbc] of the triggering spell. One of its spelleffects should be either EFFECT_DUMMY or applying the aura AURA_DUMMY. effectId tinyint(3) unsigned pet mediumint(8) unsigned Pet creature ID, see creature_template.enrty. aura mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura spell to be applied on the pet. 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 'spell_proc_event' table for MaNGOSTwo This table holds information on what events (or procs) certain spells are activated. All spells in this table must have apply a SPELL_AURA_PROC_TRIGGER_SPELL (42) aura. Any nonzero entries in this table will overwrite the existing proc settings in the spell's DBC entry. 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' Spell ID [See Spell.dbc]. SchoolMask tinyint(4) unsigned NO '0' Spell school mask. SpellFamilyName smallint(5) unsigned NO '0' Spell family name. SpellFamilyMaskA0 int(10) unsigned NO '0' SpellFamilyMaskA1 int(10) unsigned NO '0' SpellFamilyMaskA2 int(10) unsigned NO '0' SpellFamilyMaskB0 int(10) unsigned NO '0' SpellFamilyMaskB1 int(10) unsigned NO '0' SpellFamilyMaskB2 int(10) unsigned NO '0' SpellFamilyMaskC0 int(10) unsigned NO '0' SpellFamilyMaskC1 int(10) unsigned NO '0' SpellFamilyMaskC2 int(10) unsigned NO '0' procFlags int(10) unsigned NO '0' Flags defining conditions for aura to proc. procEx int(10) unsigned NO '0' Flags refining proc condition. ppmRate float NO '0' Proc frequency limit. CustomChance float NO '0' Chance of proc. Cooldown int(10) unsigned NO '0' Cooldown (in msec). Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura that may proc during another spellcast or under other conditions defined in this table. SchoolMask tinyint(4) unsigned Spell school mask. Spell School is defined in in the second field of Spell.dbc entry. This value is the bitmask [See enum SpellSchoolMask in SharedDefines.h], where different schools may be combined. Name Value SPELL_SCHOOL_MASK_NORMAL 1 SPELL_SCHOOL_MASK_HOLY 2 SPELL_SCHOOL_MASK_FIRE 4 SPELL_SCHOOL_MASK_NATURE 8 SPELL_SCHOOL_MASK_FROST 16 SPELL_SCHOOL_MASK_SHADOW 32 SPELL_SCHOOL_MASK_ARCANE 64 Note: Multiple school masks can be combined to have spell trigger on more than one spell school. SpellFamilyName smallint(5) unsigned Spell family name classifies the spell as intended mostly for specific character class, see enum SpellFamily in DBCEnums.h. The field is defined for each spell in Spell.dbc, see SpellFamilyName field of struct SpellEntry in DBCStructure.h. Name Value SPELLFAMILY_GENERIC 0 SPELLFAMILY_ENVIRONMENT 1 SPELLFAMILY_MAGE 3 SPELLFAMILY_WARRIOR 4 SPELLFAMILY_WARLOCK 5 SPELLFAMILY_PRIEST 6 SPELLFAMILY_DRUID 7 SPELLFAMILY_ROGUE 8 SPELLFAMILY_HUNTER 9 SPELLFAMILY_PALADIN 10 SPELLFAMILY_SHAMAN 11 SPELLFAMILY_POTION 13 SpellFamilyMaskA0 int(10) unsigned SpellFamilyMaskA1 int(10) unsigned SpellFamilyMaskA2 int(10) unsigned SpellFamilyMaskB0 int(10) unsigned SpellFamilyMaskB1 int(10) unsigned SpellFamilyMaskB2 int(10) unsigned SpellFamilyMaskC0 int(10) unsigned SpellFamilyMaskC1 int(10) unsigned SpellFamilyMaskC2 int(10) unsigned procFlags int(10) unsigned Bitmask defining conditions for aura to proc. Values may be combined by adding. If equals to 0, the value form Spell.dbc is used. Name Value (hex) Meaning PROC_FLAG_KILLED 0x00000001 00 Killed by aggressor PROC_FLAG_KILL 0x00000002 01 Kill target (in most cases need XP/Honor reward, see Unit::IsTriggeredAtSpellProcEvent for additinoal check) PROC_FLAG_SUCCESSFUL_MELEE_HIT 0x00000004 02 Successful melee auto attack PROC_FLAG_TAKEN_MELEE_HIT 0x00000008 03 Taken damage from melee auto attack hit PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT 0x00000010 04 Successful attack by Spell that use melee weapon PROC_FLAG_TAKEN_MELEE_SPELL_HIT 0x00000020 05 Taken damage by Spell that use melee weapon PROC_FLAG_SUCCESSFUL_RANGED_HIT 0x00000040 06 Successful Ranged auto attack PROC_FLAG_TAKEN_RANGED_HIT 0x00000080 07 Taken damage from ranged auto attack PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT 0x00000100 08 Successful Ranged attack by Spell that use ranged weapon PROC_FLAG_TAKEN_RANGED_SPELL_HIT 0x00000200 09 Taken damage by Spell that use ranged weapon PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT 0x00000400 10 Successful AoE (not 100% sure unused) PROC_FLAG_TAKEN_POSITIVE_AOE 0x00000800 11 Taken AoE (not 100% sure unused) PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT 0x00001000 12 Successful AoE damage spell hit (not 100% sure unused) PROC_FLAG_TAKEN_AOE_SPELL_HIT 0x00002000 13 Taken AoE damage spell hit (not 100% sure unused) PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL 0x00004000 14 Successful cast positive spell (by default only on healing) PROC_FLAG_TAKEN_POSITIVE_SPELL 0x00008000 15 Taken positive spell hit (by default only on healing) PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT 0x00010000 16 Successful negative spell cast (by default only on damage) PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT 0x00020000 17 Taken negative spell (by default only on damage) PROC_FLAG_ON_DO_PERIODIC 0x00040000 18 Successful do periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_ON_TAKE_PERIODIC 0x00080000 19 Taken spell periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_TAKEN_ANY_DAMAGE 0x00100000 20 Taken any damage PROC_FLAG_ON_TRAP_ACTIVATION 0x00200000 21 On trap activation PROC_FLAG_TAKEN_OFFHAND_HIT 0x00400000 22 Taken off-hand melee attacks (not used) PROC_FLAG_SUCCESSFUL_OFFHAND_HIT 0x00800000 23 Successful off-hand melee attacks procEx int(10) unsigned Flags refining proc condition, optional. Name Value (hex) PROC_EX_NONE 0x0000000 PROC_EX_NORMAL_HIT 0x0000001 PROC_EX_CRITICAL_HIT 0x0000002 PROC_EX_MISS 0x0000004 PROC_EX_RESIST 0x0000008 PROC_EX_DODGE 0x0000010 PROC_EX_PARRY 0x0000020 PROC_EX_BLOCK 0x0000040 PROC_EX_EVADE 0x0000080 PROC_EX_IMMUNE 0x0000100 PROC_EX_DEFLECT 0x0000200 PROC_EX_ABSORB 0x0000400 PROC_EX_REFLECT 0x0000800 PROC_EX_INTERRUPT 0x0001000 PROC_EX_EX_TRIGGER_ALWAYS 0x0010000 PROC_EX_EX_ONE_TIME_TRIGGER 0x0020000 PROC_EX_PERIODIC_POSITIVE 0x0040000 ppmRate float The value limits the proc frequency. For melee (ranged?) damage spells it is the proc rate per minute. The actual proc may happen less frequently but not more frequently than defined here. If zero, falls back to flat chance from Spell.dbc. CustomChance float Chance of proc. If equals to 0, the standard value from Spell.dbc is used, else overrides it. Mostly used for spell debugging when it is convenient to set the chance to 100%. Cooldown int(10) unsigned A hidden cooldown used for some spell proc events, applied to _triggered_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 'spell_proc_item_enchant' table for MaNGOSTwo This table holds information for proc chances of spells which enchant weapons. This also includes shaman weapon enchants. 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 NULL Spell ID [See Spell.dbc]. ppmRate float NO '0' Proc frequency limit, per minute. Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc]. Should be the first rank spell if in the rank chain. ppmRate float The value (times per minute) limits the enchant proc frequency. 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 'spell_script_target' table for MaNGOSTwo Used to control SpellEffect with ImpliciteTargetA-B == 7|8|38|40|46|52. These spell effects require a specific target in either alive or dead state (for 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 NULL Spell ID [See Spell.dbc]. type tinyint(3) unsigned NO PRI '0' Type of the target entry. targetEntry mediumint(8) unsigned NO PRI '0' Creature ID or Gameobject ID. inverseEffectMask mediumint(8) unsigned NO '0' Inverse effect mask. Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the spell requiring external implicit target definition. The target type of a spelleffect has to be one of the following (look for the values at enum Targets in SharedDefines.h): TARGET_SCRIPT, TARGET_SCRIPT_COORDINATES, TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT, TARGET_AREAEFFECT_INSTANT, TARGET_AREAEFFECT_CUSTOM, TARGET_AREAEFFECT_GO_AROUND_SOURCE, TARGET_AREAEFFECT_GO_AROUND_DEST, TARGET_NARROW_FRONTAL_CONE type tinyint(3) unsigned Type of the target entry. Name Value SPELL_TARGET_TYPE_GAMEOBJECT 0 SPELL_TARGET_TYPE_CREATURE 1 SPELL_TARGET_TYPE_DEAD 2 targetEntry mediumint(8) unsigned Creature ID (creature_template.entry) or Gameobject ID (gameobject_template.entry) dependently on the type. inverseEffectMask mediumint(8) unsigned The bitmask (bits 0, 1, 2 corresponding to values 1, 2, 4) of the spell effect numbers that do not use this mechanic. 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 'spell_template' table for MaNGOSTwo 'MaNGOS server side spells' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI '0' attr int(11) unsigned NO '0' attr_ex int(11) unsigned NO '0' attr_ex2 int(11) unsigned NO '0' attr_ex3 int(11) unsigned NO '0' proc_flags int(11) unsigned NO '0' proc_chance int(11) unsigned NO '0' duration_index int(11) unsigned NO '0' effect0 int(11) unsigned NO '0' effect0_implicit_target_a int(11) unsigned NO '0' effect0_implicit_target_b int(11) unsigned NO '0' effect0_radius_idx int(11) unsigned NO '0' effect0_apply_aura_name int(11) unsigned NO '0' effect0_misc_value int(11) unsigned NO '0' effect0_misc_value_b int(11) unsigned NO '0' effect0_trigger_spell int(11) unsigned NO '0' comments varchar(255) NO {Blank String} Description of the fields id int(11) unsigned attr int(11) unsigned attr_ex int(11) unsigned attr_ex2 int(11) unsigned attr_ex3 int(11) unsigned proc_flags int(11) unsigned proc_chance int(11) unsigned duration_index int(11) unsigned effect0 int(11) unsigned effect0_implicit_target_a int(11) unsigned effect0_implicit_target_b int(11) unsigned effect0_radius_idx int(11) unsigned effect0_apply_aura_name int(11) unsigned effect0_misc_value int(11) unsigned effect0_misc_value_b int(11) unsigned effect0_trigger_spell int(11) unsigned comments varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_target_position' table for MaNGOSTwo This table holds coordinate information on where the player should be teleported to when a spell with effect SPELL_EFFECT_TELEPORT_UNITS. 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 '0' The spell identifier. The value has to match with a defined spell identifier. target_map smallint(5) unsigned NO '0' The target map's identifier. target_position_x float NO '0' The X position on the target map. target_position_y float NO '0' The Y position on the target map. target_position_z float NO '0' The Z position on the target map. target_orientation float NO '0' The orientation for the character on the target map. Description of the fields id mediumint(8) unsigned The spell identifier. The value has to match with a defined spell identifier [See Spell.dbc]. target_map smallint(5) unsigned The target map's identifier. The value has to match with a defined map identifier [See Map.dbc]. target_position_x float The X position on the target map. target_position_y float The Y position on the target map. target_position_z float The Z position on the target map. target_orientation float The orientation for the character on the target map. This is measured in radians, 0 is north on the mini-map and pi is south on the mini-map etc. 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 'transports' table for MaNGOSTwo This table contains all type 15 transports (Boats and Zeppelins). All other transport types have their frame time read from TransportAnimation.dbc. 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 references the Gameobject Template table's unique ID. name text YES NULL A name describing the transport. period mediumint(8) unsigned NO '0' This is the amount of time that it take for the transport to make one full pass. Description of the fields entry mediumint(8) unsigned This references the Gameobject Template table's unique ID [See gameobject_template.entry] of the game object of type 15 (boats and Zeppelins) for which the entry is valid. name text A name describing the transport. This is not used in-game, but only here to ease locking up data. period mediumint(8) unsigned This is the amount of time that it take for the transport to make one full pass through all the frames in the TaxiNodes [See TaxiNodes.dbc]. When a client change occurs, usually this field must be updated. This values is set in milliseconds. 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 'spell_threat' table for MaNGOSTwo This table holds threat values on all spells that should either give or take away threat. 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 NULL The spell identifier. Threat smallint(6) NO NULL The value of threat to add or remove from the characters threat. multiplier float NO '1' Any value here will modify the spells threat with the factor given here. ap_bonus float NO '0' Any value here will modify the spells attack power with the factor given here. Description of the fields entry mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc] Note: Any spell referenced is required to be rank 1 in the spell chain, and has to have threat values set in the original spell definition. Threat smallint(6) The value of threat to add to the characters threat, or to remove from a characters threat. Negative values reduce threat, positive values increase threat. multiplier float Any value here will modify the spells threat with the factor given here. ap_bonus float Any value here will modify the spells attack power with the factor given here. 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 'warden_build_specific' table for MaNGOSTwo Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id smallint(5) unsigned NO PRI NULL build smallint(5) unsigned NO PRI NULL data varchar(48) NO {Blank String} str varchar(20) NO {Blank String} address int(10) unsigned NO '0' length tinyint(3) unsigned NO '0' result varchar(24) NO {Blank String} Description of the fields id smallint(5) unsigned Notes: Check ID from warden_checks build smallint(5) unsigned Notes: Client build data varchar(48) str varchar(20) address int(10) unsigned length tinyint(3) unsigned result varchar(24) 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 'vehicle_accessory' table for MaNGOSTwo 'Vehicle Accessory (passengers that are auto-boarded onto a vehicle)' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes vehicle_entry int(10) unsigned NO PRI NULL seat mediumint(8) unsigned NO PRI NULL accessory_entry int(10) unsigned NO NULL comment varchar(255) NO {Blank String} Description of the fields vehicle_entry int(10) unsigned Notes: entry of the npc who has some accessory as vehicle seat mediumint(8) unsigned Notes: onto which seat shall the passenger be boarded accessory_entry int(10) unsigned Notes: entry of the passenger that is to be boarded comment varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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