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antz

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Everything posted by antz

  1. @ivovaleriev Hi, The branch doesn't exist anymore as it's now part of the base core and can be enable during the build. using the parameter with cmake will include playerbots: -DPLAYERBOTS:BOOL=1
  2. The error is normally caused by one of 3 things: 1) The username/password is incorrect for the database 2) The username doesn't have permission to write to the database 3) The database server cannot be accessed correctly
  3. antz

    game_tele

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_tele' table for MaNGOSZero This table contains a list of teleport locations that can be used with the .tele command in-game. Entries in this table can be added/deleted manually or with the .addtele/.deltele commands. Table Notes This table uses the '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' The id of the teleport location. position_x float NO '0'   The x location of the teleport location. position_y float NO '0'   The y location of the teleport location. position_z float NO '0'   The z location of the teleport location. orientation float NO '0'   The orientation of the player when teleported to the teleport location. map smallint(5) unsigned NO '0'   The map id of the teleport location [See map.dbc]. name varchar(100) NO {Blank String}   The name of the teleport location. Description of the fields id mediumint(8) unsigned The id of the teleport location. position_x float The x location of the teleport location. position_y float The y location of the teleport location. position_z float The z location of the teleport location. orientation float The orientation of the player when teleported to the teleport location. map smallint(5) unsigned The map id of the teleport location [See map.dbc]. name varchar(100) The name of the teleport location Note: Using spaces and special characters for locations is prohibited. Table Contents mapname   0  RuinsOfAndorhal   0  WesternPlaguelands   0  Strahnbrad   0  Scholomance   0  TheMarrisStead   0  DunGarok   0  DurnholdeKeep   0  TarrenMill   0  HillsbradFoothills   0  Southshore   0  RuinsOfAlterac   0  Dalaran   0  AlteracMountains   0  StromgardeKeep   0  GrimBatol   0  DunAlgaz   0  DunModr   0  ArathiHighlands   0  Hammerfall   0  RefugePointe   0  MenethilHarbor   0  Wetlands   1  RagefireChasm   1  Maraudon   0  AlgazStation   0  Gnomeregan   0  Uldaman   0  TheLoch   0  LochModan   0  Thelsamar   0  StonewroughtDam   0  DunMorogh   0  Ironforge   0  Kharanos   0  BrewnallVillage   0  ColdridgeValley   0  AngorFortress   0  Badlands   0  Kargath   1  RazorfenDowns   1  ValleyOfTrials   0  Morgan'sVigil   0  TheCauldron   0  ThoriumPoint   1  Sen'jinVillage   1  EchoIsles   1  RazorHill   1  Orgrimmar   1  DurotarZeppelin   1  TheCrossroads   1  Barrens   0  SearingGorge   1  Durotar   1  WailingCaverns   1  CampTaurajo   30  AlteracValleyHorde   1  RazorfenKraul   30  AlteracValley   1  ShadyRestInn   30  AlteracValleyAlliance   1  DustwallowMarsh   1  Mudsprocket   529  ArathiBasinAlliance   1  Onyxia'sLair   0  TheGrindingQuarry   1  BrackenwallVillage   1  Theramore   1  ThousandNeedles   529  ArathiBasinHorde   1  Thalanaar   529  ArathiBasin   1  FreewindPost   0  BlackrockDepths   1  MirageRaceway   489  WarsongGulchAlliance   1  Gadgetzan   1  Tanaris   1  SteamwheedlePort   489  WarsongGulch   1  Zul'Farrak   1  Un'GoroCrater   0  TheMoltenSpan   489  WarsongGulchHorde   1  Marshal'sRefuge   1  Valor'sRest   1  CenarionHold   0  OrbOfCommand   0  BlackrockSpire   1  Silithus   229  BlackwingLair   0  BlackrockMountain   1  TheScarabWall   0  BlackrockStronghold   1  GatesOfAhn'Qiraj   1  TheRuinsOfAhn'Qiraj   1  TheTempleOfAhn'Qiraj   0  BurningSteppes   230  MoltenCore   1  CavernsOfTime   1  CampMojache   1  Feralas   1  DireMaulEast   0  ScarletMonastery   1  DireMaulWest   0  FlameCrest   1  DireMaulNorth   1  TheForgottenCoast   0  TheBulwark   0  Deathknell   0  Brill   0  TirisfalGlades   0  TirisfalGladesZeppelin   0  Undercity   0  SilverpineForest   1  FeathermoonStronghold   0  Ambermill   1  Desolace   1  MaraudonOrange   0  ShadowFangKeep   1  MaraudonPurple   0  PyrewoodVillage   1  ShadowpreyVillage   0  TheSepulcher   1  GhostWalkerPost   0  DreadmaulRock   0  FenrisIsle   0  TowerOfIlgalar   0  Stonewatch   1  Nijel'sPoint   0  Lakeshire   0  RedridgeMountains   0  NorthshireValley   0  Goldshire   0  Stormwind   1  StonetalonPeak   1  StonetalonMountains   1  SunRockRetreat   0  Seradane   0  SkulkRock   1  CampAparaje   1  Mor'shanBaseCamp   1  Ashenvale   0  RevantuskVillage   0  Jintha'Alor   0  ElwynnForest   0  TheAltarOfZul   1  SplintertreePost   0  Quel'DanilLodge   0  TheTaintedScar   0  NethergardeKeep   0  TheDarkPortal   0  AeriePeak   0  TheHinterlands   1  Astranaar   0  Terrordale   0  Stratholme   1  BlackfathomDeeps   0  Naxxramas   1  EmeraldSanctuary   0  Plaguewood   0  EastwallGate   1  Felwood   0  DreadmaulHold   0  Light'sHopeChapel   0  EasternPlaguelands   1  TalonbranchGlade   1  TimbermawHold   0  BlastedLands   0  Tyr'sHand   0  Corin'sCrossing   0  TheFungalVale   0  CaerDarrow   0  Hearthglen   1  BloodvenomPost   0  TheDeadmines   1  Moonglade   1  Nighthaven   1  Winterspring   1  Everlook   1  Valormok   0  StranglethornVale   1  Azshara   0  Duskwood   1  TalrendisPoint   1  Mulgore   0  TheSunkenTemple   1  BloodhoofVillage   0  Westfall   1  CampNarache   0  SentinelHill   0  Moonbrook   0  RavenHill   0  Beggar'sHaunt   0  Darkshire   1  ThunderBluff   0  TempleOfAtal'Hakkar   0  TwilightGrove   1  Darkshore   0  Stonard   1  Auberdine   0  RebelCamp   1  Dolanaar   0  Zul'Gurub   0  BootyBay   1  Shadowglen   0  TheHarborage   0  GurubashiArena   0  Grom'golBaseCamp   1  Teldrassil   0  SwampOfSorrows   0  TheVice   1  Zoram'garOutpost   0  DeadwindPass   1  Darnassus   1  TheBlackMorass   1  GMIsland   37  AzsharaCrater   0  Crypt   1  Ratchet   0  TheStockades   0  Chillwind Camp   0  ChillwindPoint auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  4. antz

    game_event

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event' table for MaNGOSZero This table contains definitions for all game events that are activated or deactivated automatically by the Game Event System in the core. NOTE: an object (creature, GO etc.) cannot be related to a more than 1 game event. For example, if you wish something to happen only at March nights, you cannot combine events "March" and "Nights", but have to define a new event like "Nights" starting March 1 and ending April 1 of the same year. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL   ID of the event. start_time timestamp NO '0000-00-00 00:00:00'   Global starting date for the event. end_time timestamp NO '0000-00-00 00:00:00'   Global ending date of the event. occurence bigint(20) unsigned NO '86400'   Event periodicity (minutes). length bigint(20) unsigned NO '43200'   Event duration (minutes). holiday mediumint(8) unsigned NO '0'   Holiday ID. description varchar(255) YES {Blank String}   Description of the event. Description of the fields entry mediumint(8) unsigned ID of the event. May be any, should be as low as possible. start_time timestamp Starting date for the event. Defines the first event occurence only, see occurence and length for the next ones. NOTE: due to occurence/length event definition, the seasonal events require an editing in leap-years. The simplest solution is to change start_time to the event start at such year. end_time timestamp Ending date of the event. After this date, the event will never happen. occurence bigint(20) unsigned The interval (minutes) between consequent starts of the event. length bigint(20) unsigned The interval (in minutes) between start and end of single event occurence Note: If length is > occurence, an event would never stop. holiday mediumint(8) unsigned Holiday ID is a number, associated with the seasonal events and strictly defined since 3.x (WotLK) client version. Ignore this if you do not know one. description varchar(255) Textual comment about the event. Table Contents descriptionentry   Midsummer Fire Festival  1   Feast of Winter Veil  2   Darkmoon Faire (Elwynn)  4   Darkmoon Faire (Mulgore)  5   New Year's Eve  6   Lunar Festival  7   Love is in the Air  8   Noblegarden  9   Children's Week   10   Hallow's End  12   Elemental Invasions  13   Fishing Extravaganza Announce  14   Fishing Extravaganza  15   Gurubashi Arena Booty Run  16   Scourge Invasion  17   Call to Arms: Alterac Valley!  18   Call to Arms: Warsong Gulch!  19   Call to Arms: Arathi Basin!  20   AQ War Effort  22   Darkmoon Faire Building (Elwynn)  23   Nights  27   Edge of Madness, Gri'lek  29   Edge of Madness, Hazza'rah  30   Edge of Madness, Renataki  31   Edge of Madness, Wushoolay  32   Harvest Festival  33   Fishing Extravaganza Turn-in  34   Winter Season Fishing  35   Summer Season Fishing  36   Stormwind City - Stockades Jail Break  61   Pyrewood Village - Worgen Curse  3   Winter Veil: Gifts  21   Hallow's End - Wickerman Ember's  24   Hallow's End - Banshee Queen  25 auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  5. antz

    areatrigger_tavern

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'areatrigger_tavern' table for MaNGOSZero Enable a trigger when player enters a city or tavern. This causes the player to enter a resting state. Table Notes This table uses the '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 ID of the trigger [See AreaTrigger.dbc]. name text YES NULL   Name of town or tavern. Description of the fields id mediumint(8) unsigned The ID of the trigger [See AreaTrigger.dbc]. name text Name of town or tavern. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  6. antz

    command

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'command' table for MaNGOSZero Holds help and security information for commands. 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'   command_text varchar(50) NO {Blank String}   The Command Name. security tinyint(3) unsigned NO '0'   The minimum security level to use the command [See account.gmlevel] in the realm help_text longtext YES NULL   The help text for the command which explains it's use and parameters. Description of the fields id mediumint(8) unsigned Notes: The unique Command ID. command_text varchar(50) The Command Name. security tinyint(3) unsigned The minimum security level to use the command [See account.gmlevel] in the realm database. help_text longtext The help text for the command which explains it's use and parameters. Table Contents command_texthelp_textsecurity   account  Syntax: .account Display the access level of your account.  0   account characters  Syntax: .account characters [#accountId|$accountName] Show list all characters for account selected by provided #accountId or $accountName, or for selected player in game.  3   account create  Syntax: .account create $account $password [$expansion] Create account and set password to it. Optionally, you may also set another expansion for this account than the defined default value.  4   account delete  Syntax: .account delete $account Delete account with all characters.  4   account lock  Syntax: .account lock [on|off] Allow login from account only from current used IP or remove this requirement.  0   account onlinelist  Syntax: .account onlinelist Show list of online accounts.  4   account password  Syntax: .account password $old_password $new_password $new_password Change your account password.  0   account set addon  Syntax: .account set addon [#accountId|$accountName] #addon Set user (possible targeted) expansion addon level allowed. Addon values: 0 - normal, 1 - tbc, 2 - wotlk.  3   account set gmlevel  Syntax: .account set gmlevel [#accountId|$accountName] #level Set the security level for targeted player (can't be used at self) or for #accountId or $accountName to a level of #level. #level may range from 0 to 3.  4   account set password  Syntax: .account set password (#accountId|$accountName) $password $password Set password for account.  4   achievement  Syntax: .achievement $playername #achivementid Show state achievment #achivmentid (can be shift link) and list of achievement criteria with progress data for selected player in game or by player name.  3   achievement add  Syntax: .achievement add $playername #achivementid Complete achievement and all it's criteria for selected player in game or by player name. Command can't be used for counter achievements.  3   achievement criteria add  Syntax: .achievement criteria add $playername #criteriaid #change Increase progress for non-completed criteria at #change for selected player in game or by player name. If #chnage not provided then non-counter criteria progress set to completed state. For counter criteria increased at 1.  3   achievement criteria remove  Syntax: .achievement criteria remove $playername #criteriaid #change ecrease progress for criteria at #change for selected player in game or by player name. If #chnage not provided then criteria progress reset to 0.  3   achievement remove  Syntax: .achievement remove $playername #achivementid Remove complete state for achievement #achivmentid and reset all achievement's criteria for selected player in game or by player name. Also command can be used for reset counter achievements.  3   go object  Syntax: .go object (#gameobject_guid|$gameobject_name|id #gameobject_id) Teleport your character to gameobject with guid #gameobject_guid, or teleport your character to gameobject with name including as part $gameobject_name substring, or teleport your character to a gameobject that was spawned from the template with this entry #gameobject_id.  1   additemset  Syntax: .additemset #itemsetid Add items from itemset of id #itemsetid to your or selected character inventory. Will add by one example each item from itemset.  3   ahbot items amount  Syntax: .ahbot items amount $GreyItems $WhiteItems $GreenItems $BlueItems $PurpleItems $OrangeItems $YellowItems Set amount of each items color be selled on auction.  3   ahbot items amount blue  Syntax: .ahbot items amount blue $BlueItems Set amount of Blue color items be selled on auction.  3   ahbot items amount green  Syntax: .ahbot items amount green $GreenItems Set amount of Green color items be selled on auction.  3   ahbot items amount grey  Syntax: .ahbot items amount grey $GreyItems Set amount of Grey color items be selled on auction.  3   ahbot items amount orange  Syntax: .ahbot items amount orange $OrangeItems Set amount of Orange color items be selled on auction.  3   ahbot items amount purple  Syntax: .ahbot items amount purple $PurpleItems Set amount of Purple color items be selled on auction.  3   ahbot items amount white  Syntax: .ahbot items amount white $WhiteItems Set amount of White color items be selled on auction.  3   ahbot items amount yellow  Syntax: .ahbot items amount yellow $YellowItems Set amount of Yellow color items be selled on auction.  3   ahbot items ratio  Syntax: .ahbot items ratio $allianceratio $horderatio $neutralratio Set ratio of items in 3 auctions house.  3   ahbot items ratio alliance  Syntax: .ahbot items ratio alliance $allianceratio Set ratio of items in alliance auction house.  3   ahbot items ratio horde  Syntax: .ahbot items ratio horde $horderatio Set ratio of items in horde auction house.  3   ahbot items ratio neutral  Syntax: .ahbot items ratio neutral $neutralratio Set ratio of items in $neutral auction house.  3   ahbot rebuild  Syntax: .ahbot rebuild [all] Expire all actual auction of ahbot except bided by player. Binded auctions included to expire if "all" option used. Ahbot re-fill auctions base at current settings then.  3   ahbot reload  Syntax: .ahbot reload Reload AHBot settings from configuration file.  3   ahbot status  Syntax: .ahbot status [all] Show current ahbot state data in short form, and with "all" with details.  3   announce  Syntax: .announce $MessageToBroadcast Send a global message to all players online in chat log.  1   go graveyard  Syntax: .go graveyard #graveyardId Teleport to graveyard with the graveyardId specified.  1   auction  Syntax: .auction Show your team auction store.  3   auction alliance  Syntax: .auction alliance Show alliance auction store independent from your team.  3   auction goblin  Syntax: .auction goblin Show goblin auction store common for all teams.  3   auction horde  Syntax: .auction horde Show horde auction store independent from your team.  3   auction item  Syntax: .auction item (alliance|horde|goblin) #itemid[:#itemcount] [[[#minbid] #buyout] [short|long|verylong] Add new item (in many stackes if amount grater stack size) to specific auction house at short|long|verylogn perios similar same settings in auction in game dialog. Created auction not have owner.  3   aura  Syntax: .aura #spellid Add the aura from spell #spellid to the selected Unit.  3   go creature  Syntax: .go creature (#creature_guid|$creature_name|id #creature_id) Teleport your character to creature with guid #creature_guid, or teleport your character to creature with name including as part $creature_name substring, or teleport your character to a creature that was spawned from the template with this entry #creature_id.  1   go  Syntax: .go [$playername|pointlink|#x #y #z [#mapid]] Teleport your character to point with coordinates of player $playername, or coordinates of one from shift-link types: player, tele, taxinode, creature/creature_entry, gameobject/gameobject_entry, or explicit #x #y #z #mapid coordinates.  1   gm fly  Syntax: .gm fly [on/off] Enable/disable gm fly mode.  3   bank  Syntax: .bank Show your bank inventory.  3   explorecheat  Syntax: .explorecheat #flag Reveal or hide all maps for the selected player. If no player is selected, hide or reveal maps to you. Use a #flag of value 1 to reveal, use a #flag value of 0 to hide all maps.  3   event start  Syntax: .event start #event_id Start event #event_id. Set start time for event to current moment (change not saved in DB).  2   event stop  Syntax: .event stop #event_id Stop event #event_id. Set start time for event to time in past that make current moment is event stop time (change not saved in DB).  2   event list  Syntax: .event list Show list of currently active events. Show list of all events  2   debug play cinematic  Syntax: .debug play cinematic #cinematicid Play cinematic #cinematicid for you. You stay at place while your mind fly.  1   event  Syntax: .event #event_id Show details about event with #event_id.  2   combatstop  Syntax: .combatstop [$playername] Stop combat for selected character. If selected non-player then command applied to self. If $playername provided then attempt applied to online player $playername.  2   character achievements  Syntax: .character achievements [$player_name] Show completed achievments for selected player or player find by $player_name.  2   character customize  Syntax: .character customize [$name] Mark selected in game or by $name in command character for customize at next login.  2   character deleted delete  Syntax: .character deleted delete #guid|$name Completely deletes the selected characters. If $name is supplied, only characters with that string in their name will be deleted, if #guid is supplied, only the character with that GUID will be deleted.  4   character deleted list  Syntax: .character deleted list [#guid|$name] Shows a list with all deleted characters. If $name is supplied, only characters with that string in their name will be selected, if #guid is supplied, only the character with that GUID will be selected.  3   character deleted old  Syntax: .character deleted old [#keepDays] Completely deletes all characters with deleted time longer #keepDays. If #keepDays not provided the used value from mangosd.conf option 'CharDelete.KeepDays'. If referenced config option disabled (use 0 value) then command can't be used without #keepDays.  4   character deleted restore  Syntax: .character deleted restore #guid|$name [$newname] [#new account] Restores deleted characters. If $name is supplied, only characters with that string in their name will be restored, if $guid is supplied, only the character with that GUID will be restored. If $newname is set, the character will be restored with that name instead of the original one. If #newaccount is set, the character will be restored to specific account character list. This works only with one character!  3   character erase  Syntax: .character erase $name Delete character $name. Character finally deleted in case any deleting options.  4   character level  Syntax: .character level [$playername] [#level] Set the level of character with $playername (or the selected if not name provided) by #numberoflevels Or +1 if no #numberoflevels provided). If #numberoflevels is omitted, the level will be increase by 1. If #numberoflevels is 0, the same level will be restarted. If no character is selected and name not provided, increase your level. Command can be used for offline character. All stats and dependent values recalculated. At level decrease talents can be reset if need. Also at level decrease equipped items with greater level requirement can be lost.  3   character rename  Syntax: .character rename [$name] Mark selected in game or by $name in command character for rename at next login.  2   character reputation  Syntax: .character reputation [$player_name] Show reputation information for selected player or player find by $player_name.  2   character titles  Syntax: .character titles [$player_name] Show known titles list for selected player or player find by $player_name.  2   cast target  Syntax: .cast target #spellid [triggered] Selected target will cast #spellid to his victim. If 'trigered' or part provided then spell casted with triggered flag.  3   commands  Syntax: .commands Display a list of available commands for your account level.  0   cooldown  Syntax: .cooldown [#spell_id] Remove all (if spell_id not provided) or #spel_id spell cooldown from selected character or you (if no selection).  3   damage  Syntax: .damage $damage_amount [$school [$spellid]] Apply $damage to target. If not $school and $spellid provided then this flat clean melee damage without any modifiers. If $school provided then damage modified by armor reduction (if school physical), and target absorbing modifiers and result applied as melee damage to target. If spell provided then damage modified and applied as spell damage. $spellid can be shift-link.  3   debug anim  Syntax: .debug anim #emoteid Play emote #emoteid for your character.  2   debug arena  Syntax: .debug arena Toggle debug mode for arenas. In debug mode GM can start arena with single player.  3   debug bg  Syntax: .debug bg Toggle debug mode for battlegrounds. In debug mode GM can start battleground with single player.  3   debug getitemvalue  Syntax: .debug getitemvalue #itemguid #field [int|hex|bit|float] Get the field #field of the item #itemguid in your inventroy. Use type arg for set output format: int (decimal number), hex (hex value), bit (bitstring), float. By default use integer output.  3   debug getvalue  Syntax: .debug getvalue #field [int|hex|bit|float] Get the field #field of the selected target. If no target is selected, get the content of your field. Use type arg for set output format: int (decimal number), hex (hex value), bit (bitstring), float. By default use integer output.  3   debug moditemvalue  Syntax: .debug moditemvalue #guid #field [int|float| &= | |= | &=~ ] #value Modify the field #field of the item #itemguid in your inventroy by value #value. Use type arg for set mode of modification: int (normal add/subtract #value as decimal number), float (add/subtract #value as float number), &= (bit and, set to 0 all bits in value if it not set to 1 in #value as hex number), |= (bit or, set to 1 all bits in value if it set to 1 in #value as hex number), &=~ (bit and not, set to 0 all bits in value if it set to 1 in #value as hex number). By default expect integer add/subtract.  3   debug modvalue  Syntax: .debug modvalue #field [int|float| &= | |= | &=~ ] #value Modify the field #field of the selected target by value #value. If no target is selected, set the content of your field. Use type arg for set mode of modification: int (normal add/subtract #value as decimal number), float (add/subtract #value as float number), &= (bit and, set to 0 all bits in value if it not set to 1 in #value as hex number), |= (bit or, set to 1 all bits in value if it set to 1 in #value as hex number), &=~ (bit and not, set to 0 all bits in value if it set to 1 in #value as hex number). By default expect integer add/subtract.  3   cast self  Syntax: .cast self #spellid [triggered] Cast #spellid by target at target itself. If 'trigered' or part provided then spell casted with triggered flag.  3   debug play movie  Syntax: .debug play movie #movieid Play movie #movieid for you.  1   debug play sound  Syntax: .debug play sound #soundid Play sound with #soundid. Sound will be play only for you. Other players do not hear this. Warning: client may have more 5000 sounds...  1   debug setitemvalue  Syntax: .debug setitemvalue #guid #field [int|hex|bit|float] #value Set the field #field of the item #itemguid in your inventroy to value #value. Use type arg for set input format: int (decimal number), hex (hex value), bit (bitstring), float. By default expect integer input format.  3   debug setvalue  Syntax: .debug setvalue #field [int|hex|bit|float] #value Set the field #field of the selected target to value #value. If no target is selected, set the content of your field. Use type arg for set input format: int (decimal number), hex (hex value), bit (bitstring), float. By default expect integer input format.  3   debug spellcoefs  Syntax: .debug spellcoefs #spellid Show default calculated and DB stored coefficients for direct/dot heal/damage.  3   debug spellmods  Syntax: .debug spellmods (flat|pct) #spellMaskBitIndex #spellModOp #value Set at client side spellmod affect for spell that have bit set with index #spellMaskBitIndex in spell family mask for values dependent from spellmod #spellModOp to #value.  3   delticket  Syntax: .delticket all .delticket #num .delticket $character_name all to dalete all tickets at server, $character_name to delete ticket of this character, #num to delete ticket #num.  2   demorph  Syntax: .demorph Demorph the selected player.  2   die  Syntax: .die Kill the selected player. If no player is selected, it will kill you.  3   dismount  Syntax: .dismount Dismount you, if you are mounted.  0   distance  Syntax: .distance [$name/$link] Display the distance from your character to the selected creature/player, or player with name $name, or player/creature/gameobject pointed to shift-link with guid.  3   cast dist  Syntax: .cast dist #spellid [#dist [triggered]] You will cast spell to pint at distance #dist. If 'trigered' or part provided then spell casted with triggered flag. Not all spells can be casted as area spells.  3   cast back  Syntax: .cast back #spellid [triggered] Selected target will cast #spellid to your character. If 'trigered' or part provided then spell casted with triggered flag.  3   banlist ip  Syntax: .banlist ip [$Ip] Searches the banlist for a IP pattern or show full list of IP bans.  3   cast  Syntax: .cast #spellid [triggered] Cast #spellid to selected target. If no target selected cast to self. If 'trigered' or part provided then spell casted with triggered flag.  3   flusharenapoints  Syntax: .flusharenapoints Use it to distribute arena points based on arena team ratings, and start a new week.  3   gearscore  Syntax: .gearscore [#withBags] [#withBank] Show selected player's gear score. Check items in bags if #withBags != 0 and check items in Bank if #withBank != 0. Default: 1 for bags and 0 for bank  3   gm  Syntax: .gm [on/off] Enable or Disable in game GM MODE or show current state of on/off not provided.  1   gm chat  Syntax: .gm chat [on/off] Enable or disable chat GM MODE (show gm badge in messages) or show current state of on/off not provided.  1   gm ingame  Syntax: .gm ingame Display a list of available in game Game Masters.  0   gm list  Syntax: .gm list Display a list of all Game Masters accounts and security levels.  3   gm setview  Syntax: .gm setview Set farsight view on selected unit. Select yourself to set view back.  1   gm visible  Syntax: .gm visible on/off Output current visibility state or make GM visible(on) and invisible(off) for other players.  1   banlist account  Syntax: .banlist account [$Name] Searches the banlist for a account name pattern or show full list account bans.  3   banlist character  Syntax: .banlist character $Name Searches the banlist for a character name pattern. Pattern required.  3   baninfo account  Syntax: .baninfo account $accountid Watch full information about a specific ban.  3   baninfo character  Syntax: .baninfo character $charactername Watch full information about a specific ban.  3   baninfo ip  Syntax: .baninfo ip $ip Watch full information about a specific ban.  3   go grid  Syntax: .go grid #gridX #gridY [#mapId] Teleport the gm to center of grid with provided indexes at map #mapId (or current map if it not provided).  1   ban character  Syntax: .ban character $Name $bantime $reason Ban account and kick player. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".  3   ban ip  Syntax: .ban ip $Ip $bantime $reason Ban IP. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".  3   go taxinode  Syntax: .go taxinode #taxinode Teleport player to taxinode coordinates. You can look up zone using .lookup taxinode $namepart  1   appear  Syntax: .appear [$charactername] Teleport to the given character. Either specify the character name or click on the character's portrait, e.g. when you are in a group. Character can be offline.  1   ban account  Syntax: .ban account $Name $bantime $reason Ban account kick player. $bantime: negative value leads to permban, otherwise use a timestring like "4d20h3s".  3   go xy  Syntax: .go xy #x #y [#mapid] Teleport player to point with (#x,#y) coordinates at ground(water) level at map #mapid or same map if #mapid not provided.  1   go xyz  Syntax: .go xyz #x #y #z [#mapid] Teleport player to point with (#x,#y,#z) coordinates at ground(water) level at map #mapid or same map if #mapid not provided.  1   go zonexy  Syntax: .go zonexy #x #y [#zone] Teleport player to point with (#x,#y) client coordinates at ground(water) level in zone #zoneid or current zone if #zoneid not provided. You can look up zone using .lookup area $namepart  1   additem  Syntax: .additem #itemid/[#itemname]/#shift-click-item-link #itemcount Adds the specified number of items of id #itemid (or exact (!) name $itemname in brackets, or link created by shift-click at item in inventory or recipe) to your or selected character inventory. If #itemcount is omitted, only one item will be added.  3   gobject move  Syntax: .gobject move #goguid [#x #y #z] Move gameobject #goguid to character coordinates (or to (#x,#y,#z) coordinates if its provide).  2   gobject near  Syntax: .gobject near [#distance] Output gameobjects at distance #distance from player. Output gameobject guids and coordinates sorted by distance from character. If #distance not provided use 10 as default value.  2   gobject setphase  Syntax: .gobject setphase #guid #phasemask Gameobject with DB guid #guid phasemask changed to #phasemask with related world vision update for players. Gameobject state saved to DB and persistent.  2   gobject target  Syntax: .gobject target [#go_id|#go_name_part] Locate and show position nearest gameobject. If #go_id or #go_name_part provide then locate and show position of nearest gameobject with gameobject template id #go_id or name included #go_name_part as part.  2   npc additem  Syntax: .npc additem #itemId Add item #itemid to item list of selected vendor. Also optionally set max count item in vendor item list and time to item count restoring and items ExtendedCost.  2   gps  Syntax: .gps [$name|$shift-link] Display the position information for a selected character or creature (also if player name $name provided then for named player, or if creature/gameobject shift-link provided then pointed creature/gameobject if it loaded). Position information includes X, Y, Z, and orientation, map Id and zone Id  1   groupgo  Syntax: .groupgo [$charactername] Teleport the given character and his group to you. Teleported only online characters but original selected group member can be offline.  1   guid  Syntax: .guid Display the GUID for the selected character.  2   guild create  Syntax: .guild create [$GuildLeaderName] "$GuildName" Create a guild named $GuildName with the player $GuildLeaderName (or selected) as leader. Guild name must in quotes.  2   guild delete  Syntax: .guild delete "$GuildName" Delete guild $GuildName. Guild name must in quotes.  2   guild invite  Syntax: .guild invite [$CharacterName] "$GuildName" Add player $CharacterName (or selected) into a guild $GuildName. Guild name must in quotes.  2   guild rank  Syntax: .guild rank [$CharacterName] #Rank Set for player $CharacterName (or selected) rank #Rank in a guild.  2   guild uninvite  Syntax: .guild uninvite [$CharacterName] Remove player $CharacterName (or selected) from a guild.  2   help  Syntax: .help [$command] Display usage instructions for the given $command. If no $command provided show list available commands.  0   hidearea  Syntax: .hidearea #areaid Hide the area of #areaid to the selected character. If no character is selected, hide this area to you.  3   honor add  Syntax: .honor add $amount Add a certain amount of honor (gained today) to the selected player.  2   honor addkill  Syntax: .honor addkill Add the targeted unit as one of your pvp kills today (you only get honor if it's a racial leader or a player)  2   honor update  Syntax: .honor update Force the yesterday's honor fields to be updated with today's data, which will get reset for the selected player.  2   movegens  Syntax: .movegens Show movement generators stack for selected creature or player.  3   modify swim  Syntax: .modify swim #rate Modify the swim speed of the selected player to "normal swim speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to GM.MaxSpeedFactor defined in mangosd.conf."  1   itemmove  Syntax: .itemmove #sourceslotid #destinationslotid Move an item from slots #sourceslotid to #destinationslotid in your inventory Not yet implemented  2   kick  Syntax: .kick [$charactername] Kick the given character name from the world. If no character name is provided then the selected player (except for yourself) will be kicked.  2   learn  Syntax: .learn #spell [all] Selected character learn a spell of id #spell. If 'all' provided then all ranks learned.  3   learn all_crafts  Syntax: .learn crafts Learn all professions and recipes.  2   learn all_default  Syntax: .learn all_default [$playername] Learn for selected/$playername player all default spells for his race/class and spells rewarded by completed quests.  1   learn all_gm  Syntax: .learn all_gm Learn all default spells for Game Masters.  2   learn all_lang  Syntax: .learn all_lang Learn all languages  1   learn all_myclass  Syntax: .learn all_myclass Learn all spells and talents available for his class.  3   learn all_mypettalents  Syntax: .learn all_mypettalents Learn all talents for your pet available for his creature type (only for hunter pets).  3   learn all_myspells  Syntax: .learn all_myspells Learn all spells (except talents and spells with first rank learned as talent) available for his class.  3   learn all_mytalents  Syntax: .learn all_mytalents Learn all talents (and spells with first rank learned as talent) available for his class.  3   modify speed  Syntax: .modify speed #rate Modify the running speed of the selected player to "normal base run speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to GM.MaxSpeedFactor defined in mangosd.conf."  1   levelup  Syntax: .levelup [$playername] [#numberoflevels] Increase/decrease the level of character with $playername (or the selected if not name provided) by #numberoflevels Or +1 if no #numberoflevels provided). If #numberoflevels is omitted, the level will be increase by 1. If #numberoflevels is 0, the same level will be restarted. If no character is selected and name not provided, increase your level. Command can be used for offline character. All stats and dependent values recalculated. At level decrease talents can be reset if need. Also at level decrease equipped items with greater level requirement can be lost.  3   linkgrave  Syntax: .linkgrave #graveyard_id [alliance|horde] Link current zone to graveyard for any (or alliance/horde faction ghosts). This let character ghost from zone teleport to graveyard after die if graveyard is nearest from linked to zone and accept ghost of this faction. Add only single graveyard at another map and only if no graveyards linked (or planned linked at same map).  3   list creature  Syntax: .list creature #creature_id [#max_count] Output creatures with creature id #creature_id found in world. Output creature guids and coordinates sorted by distance from character. Will be output maximum #max_count creatures. If #max_count not provided use 10 as default value.  3   list item  Syntax: .list item #item_id [#max_count] Output items with item id #item_id found in all character inventories, mails, auctions, and guild banks. Output item guids, item owner guid, owner account and owner name (guild name and guid in case guild bank). Will be output maximum #max_count items. If #max_count not provided use 10 as default value.  3   list object  Syntax: .list object #gameobject_id [#max_count] Output gameobjects with gameobject id #gameobject_id found in world. Output gameobject guids and coordinates sorted by distance from character. Will be output maximum #max_count gameobject. If #max_count not provided use 10 as default value.  3   list talents  Syntax: .list talents Show list all really known (as learned spells) talent rank spells for selected player or self.  3   loadscripts  Syntax: .loadscripts $scriptlibraryname Unload current and load the script library $scriptlibraryname or reload current if $scriptlibraryname omitted, in case you changed it while the server was running.  3   lookup account email  Syntax: .lookup account email $emailpart [#limit] Searchs accounts, which email including $emailpart with optional parametr #limit of results. If #limit not provided expected 100.  2   lookup account ip  Syntax: lookup account ip $ippart [#limit] Searchs accounts, which last used ip inluding $ippart (textual) with optional parametr #$limit of results. If #limit not provided expected 100.  2   lookup account name  Syntax: .lookup account name $accountpart [#limit] Searchs accounts, which username including $accountpart with optional parametr #limit of results. If #limit not provided expected 100.  2   lookup achievement  Syntax: .lookup $name Looks up a achievement by $namepart, and returns all matches with their quest ID's. Achievement shift-links generated with information about achievment state for selected player. Also for completed achievments in list show complete date.  2   lookup area  Syntax: .lookup area $namepart Looks up an area by $namepart, and returns all matches with their area ID's.  1   lookup creature  Syntax: .lookup creature $namepart Looks up a creature by $namepart, and returns all matches with their creature ID's.  3   lookup item  Syntax: .lookup item $itemname Looks up an item by $itemname, and returns all matches with their Item ID's.  3   lookup itemset  Syntax: .lookup itemset $itemname Looks up an item set by $itemname, and returns all matches with their Item set ID's.  3   lookup object  Syntax: .lookup object $objname Looks up an gameobject by $objname, and returns all matches with their Gameobject ID's.  3   lookup player account  Syntax: .lookup player account $accountpart [#limit] Searchs players, which account username including $accountpart with optional parametr #limit of results. If #limit not provided expected 100.  2   lookup player email  Syntax: .lookup player email $emailpart [#limit] Searchs players, which account email including $emailpart with optional parametr #limit of results. If #limit not provided expected 100.  2   lookup player ip  Syntax: .lookup player ip $ippart [#limit] Searchs players, which account last used ip inluding $ippart (textual) with optional parametr #limit of results. If #limit not provided expected 100.  2   lookup pool  Syntax: .lookup pool $pooldescpart List of pools (anywhere) with substring in description.  2   lookup quest  Syntax: .lookup quest $namepart Looks up a quest by $namepart, and returns all matches with their quest ID's.  3   lookup skill  Syntax: .lookup skill $$namepart Looks up a skill by $namepart, and returns all matches with their skill ID's.  3   lookup spell  Syntax: .lookup spell $namepart Looks up a spell by $namepart, and returns all matches with their spell ID's.  3   lookup taxinode  Syntax: .lookup taxinode $substring Search and output all taxinodes with provide $substring in name.  3   lookup tele  Syntax: .lookup tele $substring Search and output all .tele command locations with provide $substring in name.  1   lookup title  Syntax: .lookup title $$namepart Looks up a title by $namepart, and returns all matches with their title ID's and index's.  2   mailbox  Syntax: .mailbox Show your mailbox content.  3   modify rep  Syntax: .modify rep #repId (#repvalue | $rankname [#delta]) Sets the selected players reputation with faction #repId to #repvalue or to $reprank. If the reputation rank name is provided, the resulting reputation will be the lowest reputation for that rank plus the delta amount, if specified. You can use '.pinfo rep' to list all known reputation ids, or use '.lookup faction $name' to locate a specific faction id.  2   modify arena  Syntax: .modify arena #value Add $amount arena points to the selected player.  1   modify mount  Syntax: .modify mount #id #speed Display selected player as mounted at #id creature and set speed to #speed value.  1   modify drunk  Syntax: .modify drunk #value Set drunk level to #value (0..100). Value 0 remove drunk state, 100 is max drunked state.  1   modify money  Syntax: .modify money #money Add or remove money to the selected player. If no player is selected, modify your money. #gold can be negative to remove money.  1   modify energy  Syntax: .modify energy #energy Modify the energy of the selected player. If no player is selected, modify your energy.  1   modify faction  Syntax: .modify faction #factionid #flagid #npcflagid #dynamicflagid Modify the faction and flags of the selected creature. Without arguments, display the faction and flags of the selected creature.  1   modify fly  Syntax: .modify fly #rate .fly #rate Modify the flying speed of the selected player to "normal base fly speed"*rate. If no player is selected, modify your fly. #rate may range from 0.1 to 10.  1   modify gender  Syntax: .modify gender male/female Change gender of selected player.  2   modify honor  Syntax: .modify honor $amount Add $amount honor points to the selected player.  1   modify hp  Syntax: .modify hp #newhp Modify the hp of the selected player. If no player is selected, modify your hp.  1   modify mana  Syntax: .modify mana #newmana Modify the mana of the selected player. If no player is selected, modify your mana.  1   modify bwalk  Syntax: .modify bwalk #rate Modify the speed of the selected player while running backwards to "normal walk back speed"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to GM.MaxSpeedFactor defined in mangosd.conf."  1   modify morph  Syntax: .modify morph #displayid Change your current model id to #displayid.  2   modify phase  Syntax: .modify phase #phasemask Selected character phasemask changed to #phasemask with related world vision update. Change active until in game phase changed, or GM-mode enable/disable, or re-login. Character pts pasemask update to same value.  3   modify rage  Syntax: .modify rage #newrage Modify the rage of the selected player. If no player is selected, modify your rage.  1   lookup faction  Syntax: .lookup faction $name Attempts to find the ID of the faction with the provided $name.  3   maxskill  Syntax: .maxskill Sets all skills of the targeted player to their maximum values for its current level.  3   modify aspeed  Syntax: .modify aspeed #rate Modify all speeds -run,swim,run back,swim back- of the selected player to "normalbase speed for this move type"*rate. If no player is selected, modify your speed. #rate may range from 0.1 to GM.MaxSpeedFactor defined in mangosd.conf."  1   modify runicpower  Syntax: .modify runicpower #newrunicpower Modify the runic power of the selected player. If no player is selected, modify your runic power.  1   modify scale  Syntax: .modify scale #scale Change model scale for targeted player (util relogin) or creature (until respawn).  1   lookup event  Syntax: .lookup event $name Attempts to find the ID of the event with the provided $name.  2   modify standstate  Syntax: .modify standstate #emoteid Change the emote of your character while standing to #emoteid.  2   learn all  Syntax: .learn all Learn all big set different spells, maybe useful for Administrators.  3   learn all_recipes  Syntax: .learn all_recipes [$profession] Learns all recipes of specified profession and sets skill level to max. Example: .learn all_recipes enchanting  2   modify tp  Syntax: .modify tp #amount Ste free talent pointes for selected character or character's pet. It will be reset to default expected at next levelup/login/quest reward.  1   mute  Syntax: .mute [$playerName] $timeInMinutes Disible chat messaging for any character from account of character $playerName (or currently selected) at $timeInMinutes minutes. Player can be offline.  1   neargrave  Syntax: .neargrave [alliance|horde] Find nearest graveyard linked to zone (or only nearest from accepts alliance or horde faction ghosts).  3   notify  Syntax: .notify $MessageToBroadcast Send a global message to all players online in screen.  1   npc add  Syntax: .npc add #creatureid Spawn a creature by the given template id of #creatureid.  2   instance stats  Syntax: .instance stats Shows statistics about instances.  3   instance unbind  Syntax: .instance unbind all All of the selected player's binds will be cleared. .instance unbind #mapid Only the specified #mapid instance will be cleared.  3   npc addweapon  Not yet implemented.  3   npc aiinfo  Syntax: .npc npc aiinfo Show npc AI and script information.  2   npc allowmove  Syntax: .npc allowmove Enable or disable movement creatures in world. Not implemented.  3   npc changelevel  Syntax: .npc changelevel #level Change the level of the selected creature to #level. #level may range from 1 to 63.  2   npc delete  Syntax: .npc delete [#guid] Delete creature with guid #guid (or the selected if no guid is provided)  2   npc delitem  Syntax: .npc delitem #itemId Remove item #itemid from item list of selected vendor.  2   npc factionid  Syntax: .npc factionid #factionid Set the faction of the selected creature to #factionid.  2   npc flag  Syntax: .npc flag #npcflag Set the NPC flags of creature template of the selected creature and selected creature to #npcflag. NPC flags will applied to all creatures of selected creature template after server restart or grid unload/load.  2   npc follow  Syntax: .npc follow Selected creature start follow you until death/fight/etc.  2   instance listbinds  Syntax: .instance listbinds Lists the binds of the selected player.  3   instance savedata  Syntax: .instance savedata Save the InstanceData for the current player's map to the DB.  3   npc move  Syntax: .npc move [#creature_guid] Move the targeted creature spawn point to your coordinates.  2   npc name  Syntax: .npc name $name Change the name of the selected creature or character to $name. Command disabled.  2   npc playemote  Syntax: .npc playemote #emoteid Make the selected creature emote with an emote of id #emoteid.  3   npc setdeathstate  Syntax: .npc setdeathstate on/off Set default death state (dead/alive) for npc at spawn.  2   npc setmodel  Syntax: .npc setmodel #displayid Change the model id of the selected creature to #displayid.  2   npc setmovetype  Syntax: .npc setmovetype [#creature_guid] stay/random/way [NODEL] Set for creature pointed by #creature_guid (or selected if #creature_guid not provided) movement type and move it to respawn position (if creature alive). Any existing waypoints for creature will be removed from the database if you do not use NODEL. If the creature is dead then movement type will applied at creature respawn. Make sure you use NODEL, if you want to keep the waypoints.  2   npc setphase  Syntax: .npc setphase #phasemask Selected unit or pet phasemask changed to #phasemask with related world vision update for players. In creature case state saved to DB and persistent. In pet case change active until in game phase changed for owner, owner re-login, or GM-mode enable/disable..  2   npc spawndist  Syntax: .npc spawndist #dist Adjust spawndistance of selected creature to dist.  2   gobject turn  Syntax: .gobject turn #goguid Rotates gameobject #goguid around z-azis to match player's current orientation. Optional parameters are (#angle, #x,#y, #z) - floats that represent a rotation af angle #angle around direction (#x, #y, #z) i.e. a rotation quaternion.  2   npc subname  Syntax: .npc subname $Name Change the subname of the selected creature or player to $Name. Command disabled.  2   npc tame  Syntax: .npc tame Tame selected creature (tameable non pet creature). You don't must have pet.  2   npc textemote  Syntax: .npc textemote #emoteid Make the selected creature to do textemote with an emote of id #emoteid.  1   npc unfollow  Syntax: .npc unfollow Selected creature (non pet) stop follow you.  2   pinfo  Syntax: .pinfo [$player_name] Output account information for selected player or player find by $player_name.  2   pool  Syntax: .pool #pool_id Pool information and full list creatures/gameobjects included in pool.  2   pool list  Syntax: .pool list List of pools with spawn in current map (only work in instances. Non-instanceable maps share pool system state os useless attempt get all pols at all continents.  2   pool spawns  Syntax: .pool spawns #pool_id List current creatures/objects listed in pools (or in specific #pool_id) and spawned (added to grid data, not meaning show in world.  2   quest add  Syntax: .quest add #quest_id Add to character quest log quest #quest_id. Quest started from item can't be added by this command but correct .additem call provided in command output.  3   whispers  Syntax: .whispers on|off Enable/disable accepting whispers by GM from players. By default use mangosd.conf setting.  1   wp modify  Syntax: .wp modify command [dbGuid, id] [value] where command must be one of: waittime | scriptid | orientation | del | move If no waypoint was selected, one can be chosen with dbGuid and id. The commands have the following meaning: waittime (Set the time the npc will wait at a point (in ms)) scriptid (Set the DB-Script that will be executed when the wp is reached) orientation (Set the orientation of this point) del (Remove the waypoint from the path) move (Move the wayoint to the current position of the player)  2   quest remove  Syntax: .quest remove #quest_id Set quest #quest_id state to not completed and not active (and remove from active quest list) for selected player.  3   quit  Syntax: quit Close RA connection. Command must be typed fully (quit).  4   recall  Syntax: .recall [$playername] Teleport $playername or selected player to the place where he has been before last use of a teleportation command. If no $playername is entered and no player is selected, it will teleport you.  1   reload all  Syntax: .reload all Reload all tables with reload support added and that can be _safe_ reloaded.  3   reload all_achievement  Syntax: .reload all_achievement Reload all `achievement_*` tables if reload support added for this table and this table can be _safe_ reloaded.  3   reload all_area  Syntax: .reload all_area Reload all `areatrigger_*` tables if reload support added for this table and this table can be _safe_ reloaded.  3   reload all_eventai  Syntax: .reload all_eventai Reload `creature_ai_*` tables if reload support added for these tables and these tables can be _safe_ reloaded.  3   reload all_item  Syntax: .reload all_item Reload `item_required_target`, `page_texts` and `item_enchantment_template` tables.  3   reload all_locales  Syntax: .reload all_locales Reload all `locales_*` tables with reload support added and that can be _safe_ reloaded.  3   reload all_loot  Syntax: .reload all_loot Reload all `*_loot_template` tables. This can be slow operation with lags for server run.  3   reload all_npc  Syntax: .reload all_npc Reload `points_of_interest` and `npc_*` tables if reload support added for these tables and these tables can be _safe_ reloaded.  3   reload all_quest  Syntax: .reload all_quest Reload all quest related tables if reload support added for this table and this table can be _safe_ reloaded.  3   reload all_scripts  Syntax: .reload all_scripts Reload `dbscripts_on_*` tables.  3   reload config  Syntax: .reload config Reload config settings (by default stored in mangosd.conf). Not all settings can be change at reload: some new setting values will be ignored until restart, some values will applied with delay or only to new objects/maps, some values will explicitly rejected to change at reload.  3   repairitems  Syntax: .repairitems Repair all selected player's items.  2   reset achievements  Syntax: .reset achievements [$playername] Reset achievements data for selected or named (online or offline) character. Achievements for persistance progress data like completed quests/etc re-filled at reset. Achievements for events like kills/casts/etc will lost.  3   unlearn  Syntax: .unlearn #spell [all] Unlearn for selected player a spell #spell. If 'all' provided then all ranks unlearned.  3   unmute  Syntax: .unmute [$playerName] Restore chat messaging for any character from account of character $playerName (or selected). Character can be offline.  1   unban ip  Syntax: .unban ip $Ip Unban accounts for IP pattern.  3   unban character  Syntax: .unban character $Name Unban accounts for character name pattern.  3   reset specs  Syntax: .reset specs [Playername] Removes all talents (for all specs) of the targeted player or named player. Playername can be name of offline character. With player talents also will be reset talents for all character's pets if any.  3   unban account  Syntax: .unban account $Name Unban accounts for account name pattern.  3   trigger active  Syntax: .trigger active Show list of areatriggers with activation zone including current character position.  2   titles remove  Syntax: .titles remove #title Remove title #title (id or shift-link) from known titles list for selected player.  2   respawn  Syntax: .respawn Respawn selected creature or respawn all nearest creatures (if none selected) and GO without waiting respawn time expiration.  3   revive  Syntax: .revive Revive the selected player. If no player is selected, it will revive you.  3   save  Syntax: .save Saves your character.  0   saveall  Syntax: .saveall Save all characters in game.  1   send items  Syntax: .send items #playername "#subject" "#text" itemid1[:count1] itemid2[:count2] ... itemidN[:countN] Send a mail to a player. Subject and mail text must be in "". If for itemid not provided related count values then expected 1, if count > max items in stack then items will be send in required amount stacks. All stacks amount in mail limited to 12.  3   send mail  Syntax: .send mail #playername "#subject" "#text" Send a mail to a player. Subject and mail text must be in "".  1   send mass items  Syntax: .send mass items #racemask|$racename|alliance|horde|all "#subject" "#text" itemid1[:count1] itemid2[:count2] ... itemidN[:countN] Send a mail to players. Subject and mail text must be in "". If for itemid not provided related count values then expected 1, if count > max items in stack then items will be send in required amount stacks. All stacks amount in mail limited to 12.  3   send mass mail  Syntax: .send mass mail #racemask|$racename|alliance|horde|all "#subject" "#text" Send a mail to players. Subject and mail text must be in "".  3   send mass money  Syntax: .send mass money #racemask|$racename|alliance|horde|all "#subject" "#text" #money Send mail with money to players. Subject and mail text must be in "".  3   send message  Syntax: .send message $playername $message Send screen message to player from ADMINISTRATOR.  3   send money  Syntax: .send money #playername "#subject" "#text" #money Send mail with money to a player. Subject and mail text must be in "".  3   server corpses  Syntax: .server corpses Triggering corpses expire check in world.  2   server exit  Syntax: .server exit Terminate mangosd NOW. Exit code 0.  4   server idlerestart  Syntax: .server idlerestart #delay Restart the server after #delay seconds if no active connections are present (no players). Use #exist_code or 2 as program exist code.  3   server idlerestart cancel  Syntax: .server idlerestart cancel Cancel the restart/shutdown timer if any.  3   server idleshutdown  Syntax: .server idleshutdown #delay [#exist_code] Shut the server down after #delay seconds if no active connections are present (no players). Use #exist_code or 0 as program exist code.  3   server idleshutdown cancel  Syntax: .server idleshutdown cancel Cancel the restart/shutdown timer if any.  3   server info  Syntax: .server info Display server version and the number of connected players.  0   server log filter  Syntax: .server log filter [($filtername|all) (on|off)] Show or set server log filters. If used "all" then all filters will be set to on/off state.  4   server log level  Syntax: .server log level [#level] Show or set server log level (0 - errors only, 1 - basic, 2 - detail, 3 - debug).  4   server motd  Syntax: .server motd Show server Message of the day.  0   server plimit  Syntax: .server plimit [#num|-1|-2|-3|reset|player|moderator|gamemaster|administrator] Without arg show current player amount and security level limitations for login to server, with arg set player linit ($num > 0) or securiti limitation ($num < 0 or security leme name. With `reset` sets player limit to the one in the config file  3   server restart  Syntax: .server restart #delay Restart the server after #delay seconds. Use #exist_code or 2 as program exist code.  3   server restart cancel  Syntax: .server restart cancel Cancel the restart/shutdown timer if any.  3   server set motd  Syntax: .server set motd $MOTD Set server Message of the day.  3   server shutdown  Syntax: .server shutdown #delay [#exit_code] Shut the server down after #delay seconds. Use #exit_code or 0 as program exit code.  3   server shutdown cancel  Syntax: .server shutdown cancel Cancel the restart/shutdown timer if any.  3   setskill  Syntax: .setskill #skill #level [#max] Set a skill of id #skill with a current skill value of #level and a maximum value of #max (or equal current maximum if not provide) for the selected character. If no character is selected, you learn the skill.  3   showarea  Syntax: .showarea #areaid Reveal the area of #areaid to the selected character. If no character is selected, reveal this area to you.  3   stable  Syntax: .stable Show your pet stable.  3   start  Syntax: .start Teleport you to the starting area of your character.  0   summon  Syntax: .summon [$charactername] Teleport the given character to you. Character can be offline.  1   taxicheat  Syntax: .taxicheat on/off Temporary grant access or remove to all taxi routes for the selected character. If no character is selected, hide or reveal all routes to you. Visited taxi nodes still accessible after removing access.  1   tele  Syntax: .tele #location Teleport player to a given location.  1   tele add  Syntax: .tele add $name Add current your position to .tele command target locations list with name $name.  3   tele del  Syntax: .tele del $name Remove location with name $name for .tele command locations list.  3   tele group  Syntax: .tele group#location Teleport a selected player and his group members to a given location.  1   tele name  Syntax: .tele name [#playername] #location Teleport the given character to a given location. Character can be offline.  1   ticket  Syntax: .ticket on .ticket off .ticket #num .ticket $character_name .ticket respond #num $response .ticket respond $character_name $response on/off for GMs to show or not a new ticket directly, $character_name to show ticket of this character, #num to show ticket #num.  2   titles add  Syntax: .titles add #title Add title #title (id or shift-link) to known titles list for selected player.  2   titles current  Syntax: .titles current #title Set title #title (id or shift-link) as current selected titl for selected player. If title not in known title list for player then it will be added to list.  2   titles setmask  Syntax: .titles setmask #mask Allows user to use all titles from #mask. #mask=0 disables the title-choose-field  2   trigger  Syntax: .trigger [#trigger_id|$trigger_shift-link|$trigger_target_shift-link] Show detail infor about areatrigger with id #trigger_id or trigger id associated with shift-link. If areatrigger id or shift-link not provided then selected nearest areatrigger at current map.  2   reset talents  Syntax: .reset talents [Playername] Removes all talents (current spec) of the targeted player or pet or named player. With player talents also will be reset talents for all character's pets if any.  3   trigger near  Syntax: .trigger near [#distance] Output areatriggers at distance #distance from player. If #distance not provided use 10 as default value.  2   unaura  Syntax: .unaura #spellid Remove aura due to spell #spellid from the selected Unit.  3   reset stats  Syntax: .reset stats [Playername] Resets(recalculate) all stats of the targeted player to their original values at current level.  3   reset spells  Syntax: .reset spells [Playername] Removes all non-original spells from spellbook. Playername can be name of offline character.  3   reset honor  Syntax: .reset honor [Playername] Reset all honor data for targeted character.  3   reset level  Syntax: .reset level [Playername] Reset level to 1 including reset stats and talents. Equipped items with greater level requirement can be lost.  3   waterwalk  Syntax: .waterwalk on/off Set on/off waterwalk state for selected player.  2   wchange  Syntax: .wchange #weathertype #status Set current weather to #weathertype with an intensity of #status. #weathertype can be 1 for rain, 2 for snow, and 3 for sand. #status can be 0 for disabled, and 1 for enabled.  3   reset all  Syntax: .reset all Request reset spells,talents etc. at next login each existing character.  3   wp add  Syntax: .wp add [Selected Creature or dbGuid] [pathId [wpOrigin] ]  2   wp export  Syntax: .wp export [#creature_guid or Select a Creature] $filename  3   pdump write  Syntax: .pdump write $filename $playerNameOrGUID Write character dump with name/guid $playerNameOrGUID to file $filename.  3   quest complete  Syntax: .quest complete #questid Mark all quest objectives as completed for target character active quest. After this target character can go and get quest reward.  3   reload all_spell  Syntax: .reload all_spell Reload all `spell_*` tables with reload support added and that can be _safe_ reloaded.  3   npc whisper  Syntax: .npc whisper #playerguid #text Make the selected npc whisper #text to #playerguid.  1   npc yell  Syntax: .npc yell #text Make the selected npc yells #text.  1   pdump load  Syntax: .pdump load $filename $account [$newname] [$newguid] Load character dump from dump file into character list of $account with saved or $newname, with saved (or first free) or $newguid guid.  3   go trigger  Syntax: .go trigger (#trigger_id|$trigger_shift-link|$trigger_target_shift-link) [target] Teleport your character to areatrigger with id #trigger_id or trigger id associated with shift-link. If additional arg "target" provided then character will teleported to areatrigger target point.  1   gobject add  Syntax: .gobject add #id Add a game object from game object templates to the world at your current location using the #id. spawntimesecs sets the spawntime, it is optional. Note: this is a copy of .gameobject.  2   gobject delete  Syntax: .gobject delete #go_guid Delete gameobject with guid #go_guid.  2   npc info  Syntax: .npc info Display a list of details for the selected creature. The list includes:- GUID, Faction, NPC flags, Entry ID, Model ID, - Level, - Health (current/maximum), - Field flags, dynamic flags, faction template, - Position information, - and the creature type, e.g. if the creature is a vendor.  3   npc say  Syntax: .npc say #text Make the selected npc says #text.  1   npc spawntime  Syntax: .npc spawntime #time Adjust spawntime of selected creature to time.  2   wp show  Syntax: .wp show command [dbGuid] [pathId [wpOrigin] where command can have one of the following values on (to show all related wp) first (to see only first one) last (to see only last one) off (to hide all related wp) info (to get more info about theses wp) For using info you have to do first show on and than select a Visual-Waypoint and do the show info! with pathId and wpOrigin you can specify which path to show (optional)  2 auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  7. @lauren_eily The recommended way to get and the correct source code is to use the --recursive flag when cloning: see MangosThree is a bit more messier than the other cores due to problems of the build system. I did managed to get MangosThree to Build on Linux and Windows recently with some changes.
  8. antz

    creature_template

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

    creature_template

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_template' table for MaNGOSTwo This table contains the description of creatures. Each spawned creature is an instance of a template present in this table, this means every creature MUST be defined in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes Entry mediumint(8) unsigned NO PRI '0'   This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid Name char(100) NO {Blank String}   The creature's name that will be displayed. SubName char(100) YES {Blank String}   An optional tag, which will be shown below the creature's name. IconName char(100) YES {Blank String}     MinLevel tinyint(3) unsigned NO '1'   The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned NO '1'   The maximum level of the creature when it is spawned in-game. DifficultyEntry1 mediumint(8) unsigned NO '0'     DifficultyEntry2 mediumint(8) unsigned NO '0'     DifficultyEntry3 mediumint(8) unsigned NO '0'     ModelId1 mediumint(8) unsigned NO '0'   A display model identifier for the creature_template. ModelId2 mediumint(8) unsigned NO '0'   An alternative display model identifier for the creature_template. ModelId3 mediumint(8) unsigned NO '0'     ModelId4 mediumint(8) unsigned NO '0'     FactionAlliance smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. FactionHorde smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. Scale float NO '1'   The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) NO '0'   This Defines The Family That This Creature Belongs To. CreatureType tinyint(3) unsigned NO '0'   This Field Defines The Type Of Creature This NPC Is. InhabitType tinyint(3) unsigned NO '3'   This Field Controls Where The Creature Can Move Into, Chase And Attack. RegenerateStats tinyint(3) unsigned NO '3'   Controls if a creature template should regenerate it's Health/Mana. RacialLeader tinyint(3) unsigned NO '0'   Determines if a creature template is a racial leader. NpcFlags int(10) unsigned NO '0'   The flags of the creature. UnitFlags int(10) unsigned NO '0'   Allows the manual application of unit flags to creatures. DynamicFlags int(10) unsigned NO '0'   Dynamic flags are used to control the visual appearance of a creature template. ExtraFlags int(10) unsigned NO '0'   The extra flags allow to modify special behaviour for a creature_template. CreatureTypeFlags int(10) unsigned NO '0'   Type flags seem to control what actions a player can perform. SpeedWalk float NO '1'   Controls how fast the creature can move in walking mode. SpeedRun float NO '1.14286'   Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned NO '0'   A creature's class. The following table describes the available classes. Rank tinyint(3) unsigned NO '0'   The border of a creature portrait. Expansion tinyint(3) NO '-1'     HealthMultiplier float NO '1'   Modifies the creature template's health by this factor. PowerMultiplier float NO '1'   The affects the creature's power. DamageMultiplier float NO '1'   This affects the amount of damage a creature can do. DamageVariance float NO '1'   This is used in damage calculations. ArmorMultiplier float NO '1'   Modify the creature template's armor by this factor. ExperienceMultiplier float NO '1'   This affects the amount of experience the creature will earn. MinLevelHealth int(10) unsigned NO '0'   The minimum health of the creature. MaxLevelHealth int(10) unsigned NO '0'   The maximum health of the creature. MinLevelMana int(10) unsigned NO '0'   The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned NO '0'   The maximum mana of the creature. MinMeleeDmg float NO '0'   Minimum damage the creature deals in melee combat. MaxMeleeDmg float NO '0'   Maximum damage the creature deals in melee combat. MinRangedDmg float NO '0'   Minimum damage the creature deals in ranged combat. MaxRangedDmg float NO '0'   Maximum damage the creature deals in ranged combat. Armor int(10) unsigned NO '0'   The total armor of the creature. MeleeAttackPower int(10) unsigned NO '0'   The attack power for the creature's melee attacks. RangedAttackPower smallint(5) unsigned NO '0'   The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned NO '2000'   A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned NO '2000'   The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) NO '0'   A damage school for melee combat. MinLootGold mediumint(8) unsigned NO '0'   Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned NO '0'   The money dropped by the creature in copper. LootId mediumint(8) unsigned NO '0'   This adds loot to the creature. PickpocketLootId mediumint(8) unsigned NO '0'   This adds pickpocket loot to the creature. SkinningLootId mediumint(8) unsigned NO '0'   This adds skinning loot to the creature. KillCredit1 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. KillCredit2 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. QuestItem1 int(11) unsigned NO '0'     QuestItem2 int(11) unsigned NO '0'     QuestItem3 int(11) unsigned NO '0'     QuestItem4 int(11) unsigned NO '0'     QuestItem5 int(11) unsigned NO '0'     QuestItem6 int(11) unsigned NO '0'     MechanicImmuneMask int(10) unsigned NO '0'   This mask can be used to make creatures immune to spell mechanics. ResistanceHoly smallint(5) NO '0'   The Holy resistance of the creature. ResistanceFire smallint(5) NO '0'   The Fire resistance of the creature. ResistanceNature smallint(5) NO '0'   The Nature resistance of the creature. ResistanceFrost smallint(5) NO '0'   The Frost resistance of the creature. ResistanceShadow smallint(5) NO '0'   The Shadow resistance of the creature. ResistanceArcane smallint(5) NO '0'   The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned NO '0'   ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned NO '0'   The movement type defines what a creature spawn will behave like after spawning. MovementTemplateId int(11) unsigned NO '0'     TrainerType tinyint(4) NO '0'   This details what kind of trainer the creature is. TrainerSpell mediumint(8) unsigned NO '0'   This will restrict access to a profession trainer. TrainerClass tinyint(3) unsigned NO '0'   The value of this field will restrict access to class and/or pet trainers TrainerRace tinyint(3) unsigned NO '0'   This field allows to restrict a riding trainer to a specific race. TrainerTemplateId mediumint(8) unsigned NO '0'   This field adds a training spells to a creature template. VendorTemplateId mediumint(8) unsigned NO '0'   This field adds a vendor items to a creature template. EquipmentTemplateId mediumint(8) unsigned NO '0'   The field adds equipment to a creature. VehicleTemplateId mediumint(8) unsigned NO '0'     GossipMenuId mediumint(8) unsigned NO '0'   This field is used for adding gossip to the creature. AIName char(64) NO {Blank String}   This string determines which built-in AI script will be used. Description of the fields Entry mediumint(8) unsigned This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid 10-Man Normal Mode Entry. Name char(100) The creature's name that will be displayed. SubName char(100) An optional tag, which will be shown below the creature's name. IconName char(100) MinLevel tinyint(3) unsigned The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned The maximum level of the creature when it is spawned in-game. Must be higher than minlevel! DifficultyEntry1 mediumint(8) unsigned DifficultyEntry2 mediumint(8) unsigned DifficultyEntry3 mediumint(8) unsigned ModelId1 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId2 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId3 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId4 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. FactionAlliance smallint(5) unsigned The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. FactionHorde smallint(5) unsigned The Faction If The Creature Is On The Horde Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. Scale float The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) This Defines The Family That This Creature Belongs To. This Is Only Used If CreatureType Is 1 (Beast). ID Family 1 Wolf 2 Cat 3 Spider 4 Bear 5 Boar 6 Crocolisk 7 Carrion Bird 8 Crab 9 Gorilla 11 Raptor 12 Tallstrider 15 Felhunter 16 Voidwalker 17 Succubus 19 Doomguard 20 Scorpid 21 Turtle 23 Imp 24 Bat 25 Hyena 26 Owl 27 Wind Serpent 28 Remote Control Note: It has to be evaluated if creatures of type 3 (Demons) should have their family set, as there are creature families defined for these. Also, remote control family would probably be having a type of 9 since these are mechanical. CreatureType tinyint(3) unsigned This Field Defines The Type Of Creature This NPC Is. ID Family 0 None 1 Beast 2 Dragonkin 3 Demon 4 Elemental 5 Giant 6 Undead 7 Humanoid 8 Critter 9 Mechanical 10 Not Specified 11 Totem 12 Non-combat pet 13 Gas Cloud InhabitType tinyint(3) unsigned This Field Controls Where The Creature Can Move Into, Chase And Attack. The NPC Is Limited To ONLY This: ID Family 1 Ground Movement Only 2 Water Movement Only 3 Both Ground and Water Movement 4 Always Flying RegenerateStats tinyint(3) unsigned This flag is a bitmask field which controls if a creature template should regenerate it's Health and/or Power. i.e. To Regenerate both Health and Mana, you would set the template to 3 (1+2). Bitmask Value Meaning 1 Health 2 Mana RacialLeader tinyint(3) unsigned Determines if a creature template is a racial leader. Racial leaders will grant increased honor points upon death. Value Description 0 Normal creature 1 Racial leader NpcFlags int(10) unsigned The flags of the creature. Note that most of these also require the "Gossip" [1] flag to work. So if you want a NPC that is a quest giver, a vendor and can repair you just add the specific flags together: 1 + 2 + 128 + 4096 = 4227. Pure Flags Decimal Binary (32 Bit) Remarks UNIT_NPC_FLAG_NONE 0 0000 0000 0000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_GOSSIP 1 0000 0000 0000 0000 0000 0000 0000 0001 (If NPC has more gossip options, add this flag to bring up a menu.) UNIT_NPC_FLAG_QUESTGIVER 2 0000 0000 0000 0000 0000 0000 0000 0010 (Any NPC giving or taking quests needs to have this flag.) UNIT_NPC_FLAG_UNKNOWN1 4 0000 0000 0000 0000 0000 0000 0000 0100   UNIT_NPC_FLAG_UNKOWN2 8 0000 0000 0000 0000 0000 0000 0000 1000   UNIT_NPC_FLAG_TRAINER 16 0000 0000 0000 0000 0000 0000 0001 0000 (Allows the NPC to have a trainer list to teach spells, all trainers must have this flag) UNIT_NPC_FLAG_TRAINER_CLASS 32 0000 0000 0000 0000 0000 0000 0010 0000   UNIT_NPC_FLAG_TRAINER_PROF 64 0000 0000 0000 0000 0000 0000 0100 0000   UNIT_NPC_FLAG_VENDOR 128 0000 0000 0000 0000 0000 0000 1000 0000 (Any NPC selling items needs to have this flag) UNIT_NPC_FLAG_VENDOR_AMMO 256 0000 0000 0000 0000 0000 0001 0000 0000   UNIT_NPC_FLAG_VENDOR_FOOD 512 0000 0000 0000 0000 0000 0010 0000 0000   UNIT_NPC_FLAG_VENDOR_POISON 1024 0000 0000 0000 0000 0000 0100 0000 0000   UNIT_NPC_FLAG_VENDOR_REAGENT 2048 0000 0000 0000 0000 0000 1000 0000 0000   UNIT_NPC_FLAG_ARMORER 4096 0000 0000 0000 0000 0001 0000 0000 0000 (NPC with this flag can repair items.) UNIT_NPC_FLAG_TAXIVENDOR 8192 0000 0000 0000 0000 0010 0000 0000 0000 (Any NPC serving as fly master has this.) UNIT_NPC_FLAG_SPIRITHEALER 16384 0000 0000 0000 0000 0100 0000 0000 0000 (Makes the NPC invisible to alive characters and has the resurrect function.) UNIT_NPC_FLAG_SPIRITGUIDE 32768 0000 0000 0000 0000 1000 0000 0000 0000   UNIT_NPC_FLAG_INNKEEPER 65536 0000 0000 0000 0001 0000 0000 0000 0000 (NPC with this flag can set hearthstone locations.) UNIT_NPC_FLAG_BANKER 131072 0000 0000 0000 0010 0000 0000 0000 0000 (NPC with this flag can show the bank) UNIT_NPC_FLAG_ARENACHARTER 262144 0000 0000 0000 0100 0000 0000 0000 0000 UNIT_NPC_FLAG_TABARDVENDOR 524288 0000 0000 0000 1000 0000 0000 0000 0000 (Allows the designing of guild tabards.) UNIT_NPC_FLAG_BATTLEFIELDPERSON 1048576 0000 0000 0001 0000 0000 0000 0000 0000 (NPC with this flag port players to battlegrounds. Like battlemasters, arena organzier etc.) UNIT_NPC_FLAG_AUCTIONEER 2097152 0000 0000 0010 0000 0000 0000 0000 0000 (Allows NPC to display auction list.) UNIT_NPC_FLAG_STABLE 4194304 0000 0000 0100 0000 0000 0000 0000 0000 (Has the option to stable pets for hunters.) UNIT_NPC_FLAG_GUILD_BANK 8388608 0000 0000 1000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_SPELLCLICK 16777216 0000 0001 0000 0000 0000 0000 0000 0000 (Needs data on npc_spellclick_spells table) Mailbox 67108864 0000 0100 0000 0000 0000 0000 0000 0000 (NPC will act like a mailbox, opens mailbox with right-click) Guard 268435456 0001 0000 0000 0000 0000 0000 0000 0000 (Cityguards, must be scripted) Flag Combinations Decimal Binary (32 Bit) TRAINER_CLASS + TRAINER + GOSSIP 49 0000 0000 0000 0000 0000 0000 0011 0001 VENDOR + QUESTGIVER + GOSSIP 131 0000 0000 0000 0000 0000 0000 1000 0011 VENDOR + TRAINER_CLASS + TRAINER + GOSSIP 177 0000 0000 0000 0000 0000 0000 1011 0001 TABARDVENDOR + ARENACHARTER (GUILDMASTER) 786433 0000 0000 0000 1100 0000 0000 0000 0000 UnitFlags int(10) unsigned Allows the manual application of unit flags to creatures. Again this is a bitmask field and to apply more than one flag, just add the different numbers. Some possible flags are: Bit Flag Name Comments 0 1 UNIT_FLAG_UNK_0 Movement checks disabled, likely paired with loss of client control packet. 1 2 UNIT_FLAG_NON_ATTACKABLE not attackable 2 4 UNIT_FLAG_CLIENT_CONTROL_LOST Generic unspecified loss of control initiated by server script, movement checks disabled, paired with loss of client control packet. 3 8 UNIT_FLAG_PLAYER_CONTROLLED players, pets, totems, guardians, companions, charms, any units associated with players 4 16 UNIT_FLAG_PET_RENAME   5 32 UNIT_FLAG_PET_ABANDON   6 64 UNIT_FLAG_UNK_6 Related to Movement? often paired with UNIT_FLAG_SWIMMING 7 128     8 256 UNIT_FLAG_IMMUNE_TO_PLAYER Target is immune to players 9 512 UNIT_FLAG_IMMUNE_TO_NPC makes you unable to attack everything. Almost identical to our "civilian"-term. Will ignore it's surroundings and not engage in combat unless "called upon" or engaged by another unit. 10 1024     11 2048     12 4096 UNIT_FLAG_PVP Allows item spells to be casted upon. changed in 3.0.3 13 8192 UNIT_FLAG_SILENCED silenced, 2.1.1 14 16384 UNIT_FLAG_PERSUADED persuaded, 2.0.8 15 32768 UNIT_FLAG_SWIMMING controls water swimming animation 16 65536 UNIT_FLAG_UNK_16 removes attackable icon, if on yourself, cannot assist self but can cast TARGET_SELF spells - added by SPELL_AURA_MOD_UNATTACKABLE 17 131072 UNIT_FLAG_PACIFIED pacified, 3.0.3 18 262144 UNIT_FLAG_STUNNED stunned, 2.1.1 Unit is a subject to stun, turn and strafe movement disabled 19 524288 UNIT_FLAG_IN_COMBAT   20 1048576 UNIT_FLAG_TAXI_FLIGHT Unit is on taxi, paired with a duplicate loss of client control packet (likely a legacy serverside hack). Disables any spellcasts not allowed in taxi flight client-side. 21 2097152     22 4194304 UNIT_FLAG_CONFUSED Unit is a subject to confused movement, movement checks disabled, paired with loss of client control packet. 23 8388608 UNIT_FLAG_FLEEING Unit is a subject to fleeing movement, movement checks disabled, paired with loss of client control packet. 24 16777216 UNIT_FLAG_POSSESSED Unit is under remote control by another unit, movement checks disabled, paired with loss of client control packet. New master is allowed to use melee attack and can't select this unit via mouse in the world (as if it was own character). 25 33554432 UNIT_FLAG_NOT_SELECTABLE Can't be selected by mouse 26 67108864 UNIT_FLAG_SKINNABLE   27 134217728 UNIT_FLAG_AURAS_VISIBLE magic detect 28 268435456 UNIT_FLAG_UNK_28   29 536870912 UNIT_FLAG_UNK_29   30 1073741824 UNIT_FLAG_SHEATHE   31 2147483648 UNIT_FLAG_UNK_31 set skinnable icon and also changes color of portrait)(no affect in 2.4.3) DynamicFlags int(10) unsigned Dynamic flags are used to control the visual appearance of a creature template. The following table provides a list of valid values. Multiple flags may be combined. Value Description Comments 0 None   1 Lootable   2 Track unit   4 Other tagger Makes creature name tag appear grey 8 Rooted   16 Specialinfo Show basic creature stats in tooltip 32 Dead Make creature appear dead without tag 64 Tapped by all threat list   ExtraFlags int(10) unsigned The extra flags allow to modify special behaviour for a creature_template. The following table contains a list of combinable flags. Value Type Description 0 NONE Default: do nothing. 1 INSTANCE_BIND Bounds killer's party to the instance 2 CIVILIAN Makes creature ignore aggro 4 NO_PARRY Prohibits from parrying 8 NO_PARRY_HASTEN Parries do not speed up its next attack 16 NO_BLOCK Prohibits from blocking 32 NO_CRUSH Prohibits from dealing crushing blows 64 NO_XP_AT_KILL Creature rewards no XP at kill 128 INVISIBLE Creature invisible for player, e.g triggers 256 NOT_TAUNTABLE Creature is immune to taunts 512 AGGRO_ZONE Sets itself in combat with zone on aggro 1024 GUARD Is zone guard and death will be announced 2048 NO_TALKTO_CREDIT Does not give quest credit (temporary) CreatureTypeFlags int(10) unsigned This Field Controls If a Mob Is Mineable or Herbable. If Any Of These Flags Are Used Then The Loot Given When It Is Herb Picked / Mined Will Be Stored In The "Skinning_Loot_Template" Table. Aside From These Two Flags, This Field Has No Special Meaning Server-Side. It will be send to the client in SMSG_CREATURE_QUERY_RESPONSE Flag Name Comments 1 CREATURE_TYPEFLAGS_TAMEABLE Makes the mob tameable (must also be a beast and have family set) 2 CREATURE_TYPEFLAGS_GHOST_VISIBLE Sets Creatures that can ALSO be seen when player is a ghost. Used in CanInteract function by client, can't be attacked 4 CREATURE_TYPEFLAGS_UNK3 Sets "BOSS" flag for tooltips 8 CREATURE_TYPEFLAGS_UNK4   16 CREATURE_TYPEFLAGS_UNK5 Controls something in client tooltip related to creature faction 32 CREATURE_TYPEFLAGS_UNK6 Something related to Sound 64 CREATURE_TYPEFLAGS_UNK7 Related to attackable / not attackable creatures with spells 128 CREATURE_TYPEFLAGS_INTERACT_DEAD has something to do with unit interaction / quest status requests 136 CREATURE_TYPEFLAGS_NON_PVP_PLAYER   256 CREATURE_TYPEFLAGS_HERBLOOT Makes Mob Corpse Herbable - Uses Skinning Loot Field 512 CREATURE_TYPEFLAGS_MININGLOOT Makes Mob Corpse Mineable - Uses Skinning Loot Field 1024 CREATURE_TYPEFLAGS_ANIMATION_UNK11 no idea, but it used by client 2048 CREATURE_TYPEFLAGS_ANIMATION_UNK12 related to possibility to cast spells while mounted 4096 CREATURE_TYPEFLAGS_CAN_ASSIST Can aid any player or group in combat. Typically seen for escorting NPC's 8192 CREATURE_TYPEFLAGS_UNK14 checked from calls in Lua_PetHasActionBar 16384 CREATURE_TYPEFLAGS_UNK15 Lua_UnitGUID, client does guid_low &= 0xFF000000 if this flag is set 32768 CREATURE_TYPEFLAGS_ENGINEERLOOT Makes Mob Corpse Engineer Lootable - Uses Skinning Loot Field SpeedWalk float Controls how fast the creature can move in walking mode. SpeedRun float Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned A creature's class. The following table describes the available classes. Value Name Description 1 Warrior Has increased health and no mana 2 Paladin Has increased health and low mana 4 Rogue Has increased damage, but lower armor 8 Mage Has low health, but increased mana Note: Depending on the creature's class, you have to make sure that the mana values are set properly. E.g. a Warrior or Rogue will not have mana set. Rank tinyint(3) unsigned The rank of a creature determines which border the game client will draw around the creature tooltip in the user interface. The following table lists all valid values: Value Name Description 0 Normal Default type 1 Elite Increased health, damage, better loot 2 Rare elite Like Elite but with increased respawn time 3 World boss Highest rank, best loot, highest respawn time 4 Rare Increased respawn time, better loot Expansion tinyint(3) HealthMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's health by this factor. PowerMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's power by this factor. DamageMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's damage by this factor. DamageVariance float Damage Variance is a Co-Efficient used in Damage Calculations To Limit the Min/Max Damage Range. Default Value is 1 (Normal) ===> See DamageMultiplier for More Information ArmorMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's armor by this factor. ExperienceMultiplier float Setting this value to a value smaller or larger than 1 will modify experience gained from the creature template by this factor. MinLevelHealth int(10) unsigned The minimum health of the creature if the creature has variable health. MaxLevelHealth int(10) unsigned The maximum health of the creature if the creature has a variable health. When added to world, the health value is chosen in proportion to the level chosen. MinLevelMana int(10) unsigned The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned The maximum mana of the creature if the creature has variable mana. When added to world, the mana value is chosen in proportion to the level chosen. MinMeleeDmg float Minimum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MaxMeleeDmg float Maximum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MinRangedDmg float Minimum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. MaxRangedDmg float Maximum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. Armor int(10) unsigned The armor value of the creature. It controls how much damage reduction the creature gets from physical attacks. MeleeAttackPower int(10) unsigned The attack power for the creature's melee attacks. This field along with MinMeleeDmg and MaxMeleeDmg dictate how much the creature will hit for. The formula for applying correct damages is as follows: UPDATE `creature_template` SET `MinMeleeDmg` = , `MaxMeleeDmg` = , `MeleeAttackPower` = ROUND((`MinMeleeDmg` + `MaxMeleeDmg`) / 4 * 7), `MinMeleeDmg` = ROUND(`MinMeleeDmg` - `MeleeAttackPower` / 7), `MaxMeleeDmg` = ROUND(`MaxMeleeDmg` - `MeleeAttackPower` / 7) WHERE `Entry` = ... In the query above, substitute with the minimum damage you want the creature to deal and with the maximum damage you want the creature to deal. Note: You might want to double check the calculated values after the query has run because a large difference between MinMeleeDmg and MaxMeleeDmg can cause MinMeleeDmg to become a negative value. RangedAttackPower smallint(5) unsigned The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) A damage school for melee combat. The following table provides a list of valid values. Value Description 0 Normal damage 1 Holy damage 2 Fire damage 3 Nature damage 4 Frost damage 5 Shadow damage 6 Arcane damage MinLootGold mediumint(8) unsigned Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned The money dropped by the creature in copper (1000 = 10s, 100000 = 1g, 111111 = 11g 11s 11c) LootId mediumint(8) unsigned The field adds loot to a creature template and references the "creature_loot_template" table unique ID for which the entry is valid. PickpocketLootId mediumint(8) unsigned The field adds pickpocketing loot to a creature template and references the "pickpocketing_loot_template" tables unique ID for which the entry is valid. SkinningLootId mediumint(8) unsigned The field adds skinning loot to a creature template and references the "skinning_loot_template" tables unique ID for which the entry is valid. KillCredit1 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. KillCredit2 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. QuestItem1 int(11) unsigned QuestItem2 int(11) unsigned QuestItem3 int(11) unsigned QuestItem4 int(11) unsigned QuestItem5 int(11) unsigned QuestItem6 int(11) unsigned MechanicImmuneMask int(10) unsigned This mask can be used to make creatures immune to spell mechanics. Multiple immunities can be combined. Value Type Value Type 0 NONE 32768 BANDAGE 1 CHARM 65536 POLYMORPH 2 CONFUSED 131072 BANISH 4 DISARM 262144 SHIELD 8 DISTRACT 524288 SHACKLE 16 FEAR 1048576 MOUNT 32 FUMBLE 2097152 PERSUADE 64 ROOT 4194304 TURN 128 PACIFY 8388608 HORROR 256 SILENCE 16777216 INVULNERABILITY 512 SLEEP 33554432 INTERRUPT 1024 SNARE 67108864 DAZE 2048 STUN 134217728 DISCOVERY 4096 FREEZE 268435456 IMMUNE_SHIELD 8192 KNOCKOUT 536870912 SAPPED 16384 BLEED     Note: In theory this should somehow relates to SpellMechanic.dbc and the immunities list there, but it does not match. ResistanceHoly smallint(5) The Holy resistance of the creature. ResistanceFire smallint(5) The Fire resistance of the creature. ResistanceNature smallint(5) The Nature resistance of the creature. ResistanceFrost smallint(5) The Frost resistance of the creature. ResistanceShadow smallint(5) The Shadow resistance of the creature. ResistanceArcane smallint(5) The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned The movement type defines what a creature spawn will behave like after spawning. Value Behaviour 0 Idle on spawn point 1 Random movement within spawndist radius 2 Waypoint movement MovementTemplateId int(11) unsigned TrainerType tinyint(4) For creature templates set to be trainers, this details what kind of trainer the creature is. The following table provides a list of valid trainer types. ID Type Related Field Comments 0 TRAINER_TYPE_CLASS trainer_class Trains Class Spells 1 TRAINER_TYPE_MOUNTS trainer_race Trains Riding Skill 2 TRAINER_TYPE_TRADESKILLS trainer_spell Trains Professions 3 TRAINER_TYPE_PETS trainer_class Trains Pet Skills TrainerSpell mediumint(8) unsigned If set to a valid spell identifier from Spell.dbc [See Spell.dbc], this will restrict access to a profession trainer so that the player needs to already have access to the spell to access the trainer. TrainerClass tinyint(3) unsigned The value of this field will restrict access to class and/or pet trainers, if set to a value corresponding with the class identifiers from ChrClasses.dbc. Value Description 1 Warrior 2 Paladin 3 Hunter 4 Rogue 5 Priest 7 Shaman 8 Mage 9 Warlock 11 Druid Note: Pet trainers should always use the Hunter class identifier 3. TrainerRace tinyint(3) unsigned This field allows to restrict a riding trainer to a specific race. Players not from that race will require exalted reputation with the trainers race before being able to buy from him. Values in this field correspond with the content of ChrRaces.dbc [See ChrRaces.dbc]. TrainerTemplateId mediumint(8) unsigned This field adds a training spells to a creature template and references the "npc_trainer_template" tables unique ID for which the entry is valid. VendorTemplateId mediumint(8) unsigned This field adds a vendor items to a creature template and references the "npc_vendor_template" tables unique ID for which the entry is valid. EquipmentTemplateId mediumint(8) unsigned The field adds equipment to a creature template and references the "creature_equip_template" tables unique ID for which the entry is valid. VehicleTemplateId mediumint(8) unsigned GossipMenuId mediumint(8) unsigned This references the "gossip_menu" tables unique ID for which the entry is valid, if the creature_template should have a gossip dialogue. AIName char(64) This string determines which built-in AI script will be used for the creature template. By default and empty string will lead to the creature doing nothing. The following table lists all valid entries. Value Description NullAI Do nothing. Same as empty string. AggressorAI Creature attacks when entering aggro radius. ReactorAI Creature attacks only if aggroed by spell. GuardAI Creature is a zone guard. PetAI Creature is a pet. TotemAI Creature casts spell from spell1. EventAI Creature uses event based AI. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  10. antz

    creature_template

     NOTE:  This page is auto-generated from the MAGNET DBDocs module,             Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_template' table for MaNGOSOne This table contains the description of creatures. Each spawned creature is an instance of a template present in this table, this means every creature MUST be defined in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes Entry mediumint(8) unsigned NO PRI '0'   This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid Name char(100) NO {Blank String}   The creature's name that will be displayed. SubName char(100) YES {Blank String}   An optional tag, which will be shown below the creature's name. IconName char(100) YES {Blank String}     MinLevel tinyint(3) unsigned NO '1'   The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned NO '1'   The maximum level of the creature when it is spawned in-game. HeroicEntry mediumint(8) unsigned NO '0'     ModelId1 mediumint(8) unsigned NO '0'   A display model identifier for the creature_template. ModelId2 mediumint(8) unsigned NO '0'   An alternative display model identifier for the creature_template. ModelId3 mediumint(8) unsigned NO '0'     ModelId4 mediumint(8) unsigned NO '0'     FactionAlliance smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. FactionHorde smallint(5) unsigned NO '0'   The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc]. Scale float NO '1'   The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) NO '0'   This Defines The Family That This Creature Belongs To. CreatureType tinyint(3) unsigned NO '0'   This Field Defines The Type Of Creature This NPC Is. InhabitType tinyint(3) unsigned NO '3'   This Field Controls Where The Creature Can Move Into, Chase And Attack. RegenerateStats tinyint(3) unsigned NO '3'   Controls if a creature template should regenerate it's Health/Mana. RacialLeader tinyint(3) unsigned NO '0'   Determines if a creature template is a racial leader. NpcFlags int(10) unsigned NO '0'   The flags of the creature. UnitFlags int(10) unsigned NO '0'   Allows the manual application of unit flags to creatures. DynamicFlags int(10) unsigned NO '0'   Dynamic flags are used to control the visual appearance of a creature template. ExtraFlags int(10) unsigned NO '0'   The extra flags allow to modify special behaviour for a creature_template. CreatureTypeFlags int(10) unsigned NO '0'   Type flags seem to control what actions a player can perform. SpeedWalk float NO '1'   Controls how fast the creature can move in walking mode. SpeedRun float NO '1.14286'   Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned NO '0'   A creature's class. The following table describes the available classes. Rank tinyint(3) unsigned NO '0'   The border of a creature portrait. Expansion tinyint(3) NO '-1'     HealthMultiplier float NO '1'   Modifies the creature template's health by this factor. PowerMultiplier float NO '1'   The affects the creature's power. DamageMultiplier float NO '1'   This affects the amount of damage a creature can do. DamageVariance float NO '1'   This is used in damage calculations. ArmorMultiplier float NO '1'   Modify the creature template's armor by this factor. ExperienceMultiplier float NO '1'   This affects the amount of experience the creature will earn. MinLevelHealth int(10) unsigned NO '0'   The minimum health of the creature. MaxLevelHealth int(10) unsigned NO '0'   The maximum health of the creature. MinLevelMana int(10) unsigned NO '0'   The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned NO '0'   The maximum mana of the creature. MinMeleeDmg float NO '0'   Minimum damage the creature deals in melee combat. MaxMeleeDmg float NO '0'   Maximum damage the creature deals in melee combat. MinRangedDmg float NO '0'   Minimum damage the creature deals in ranged combat. MaxRangedDmg float NO '0'   Maximum damage the creature deals in ranged combat. Armor mediumint(8) unsigned NO '0'   The total armor of the creature. MeleeAttackPower int(10) unsigned NO '0'   The attack power for the creature's melee attacks. RangedAttackPower smallint(5) unsigned NO '0'   The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned NO '2000'   A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned NO '2000'   The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) NO '0'   A damage school for melee combat. MinLootGold mediumint(8) unsigned NO '0'   Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned NO '0'   The money dropped by the creature in copper. LootId mediumint(8) unsigned NO '0'   This adds loot to the creature. PickpocketLootId mediumint(8) unsigned NO '0'   This adds pickpocket loot to the creature. SkinningLootId mediumint(8) unsigned NO '0'   This adds skinning loot to the creature. KillCredit1 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. KillCredit2 int(11) unsigned NO '0'   If killing a creature should credit towards a different creature_template. MechanicImmuneMask int(10) unsigned NO '0'   This mask can be used to make creatures immune to spell mechanics. SchoolImmuneMask int(10) unsigned NO '0'     ResistanceHoly smallint(5) NO '0'   The Holy resistance of the creature. ResistanceFire smallint(5) NO '0'   The Fire resistance of the creature. ResistanceNature smallint(5) NO '0'   The Nature resistance of the creature. ResistanceFrost smallint(5) NO '0'   The Frost resistance of the creature. ResistanceShadow smallint(5) NO '0'   The Shadow resistance of the creature. ResistanceArcane smallint(5) NO '0'   The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned NO '0'   ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned NO '0'   The movement type defines what a creature spawn will behave like after spawning. TrainerType tinyint(4) NO '0'   This details what kind of trainer the creature is. TrainerSpell mediumint(8) unsigned NO '0'   This will restrict access to a profession trainer. TrainerClass tinyint(3) unsigned NO '0'   The value of this field will restrict access to class and/or pet trainers TrainerRace tinyint(3) unsigned NO '0'   This field allows to restrict a riding trainer to a specific race. TrainerTemplateId mediumint(8) unsigned NO '0'   This field adds a training spells to a creature template. VendorTemplateId mediumint(8) unsigned NO '0'   This field adds a vendor items to a creature template. EquipmentTemplateId mediumint(8) unsigned NO '0'   The field adds equipment to a creature. GossipMenuId mediumint(8) unsigned NO '0'   This field is used for adding gossip to the creature. AIName char(64) NO {Blank String}   This string determines which built-in AI script will be used. Description of the fields Entry mediumint(8) unsigned This is the Primary NPC Entry Number and is Also the Dungeon Normal Mode / Raid 10-Man Normal Mode Entry. Name char(100) The creature's name that will be displayed. SubName char(100) An optional tag, which will be shown below the creature's name. IconName char(100) MinLevel tinyint(3) unsigned The minimum level of the creature when it is spawned in-game. MaxLevel tinyint(3) unsigned The maximum level of the creature when it is spawned in-game. Must be higher than minlevel! HeroicEntry mediumint(8) unsigned ModelId1 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId2 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId3 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. ModelId4 mediumint(8) unsigned A display model identifier for the creature_template. This references the unique ID in table "creature_model_info" [See creature_model_info] for which this entry is valid. FactionAlliance smallint(5) unsigned The Faction If The Creature Is On The Alliance Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. FactionHorde smallint(5) unsigned The Faction If The Creature Is On The Horde Side [See FactionTemplate.dbc].. Just Because More Than One Faction Has The Same Name, The Inter-Faction Relationships Can Be Different. Note: This Field Also Controls The Creature Family Assistance Mechanic. Only Creatures With The Same Faction Will Assist Each Other. Scale float The scale/size of the creature. Normal => 1 (100%) Family tinyint(4) This Defines The Family That This Creature Belongs To. This Is Only Used If CreatureType Is 1 (Beast). ID Family 1 Wolf 2 Cat 3 Spider 4 Bear 5 Boar 6 Crocolisk 7 Carrion Bird 8 Crab 9 Gorilla 11 Raptor 12 Tallstrider 15 Felhunter 16 Voidwalker 17 Succubus 19 Doomguard 20 Scorpid 21 Turtle 23 Imp 24 Bat 25 Hyena 26 Owl 27 Wind Serpent 28 Remote Control Note: It has to be evaluated if creatures of type 3 (Demons) should have their family set, as there are creature families defined for these. Also, remote control family would probably be having a type of 9 since these are mechanical. CreatureType tinyint(3) unsigned This Field Defines The Type Of Creature This NPC Is. ID Family 0 None 1 Beast 2 Dragonkin 3 Demon 4 Elemental 5 Giant 6 Undead 7 Humanoid 8 Critter 9 Mechanical 10 Not Specified 11 Totem 12 Non-combat pet 13 Gas Cloud InhabitType tinyint(3) unsigned This Field Controls Where The Creature Can Move Into, Chase And Attack. The NPC Is Limited To ONLY This: ID Family 1 Ground Movement Only 2 Water Movement Only 3 Both Ground and Water Movement 4 Always Flying RegenerateStats tinyint(3) unsigned This flag is a bitmask field which controls if a creature template should regenerate it's Health and/or Power. i.e. To Regenerate both Health and Mana, you would set the template to 3 (1+2). Bitmask Value Meaning 1 Health 2 Mana RacialLeader tinyint(3) unsigned Determines if a creature template is a racial leader. Racial leaders will grant increased honor points upon death. Value Description 0 Normal creature 1 Racial leader NpcFlags int(10) unsigned The flags of the creature. Note that most of these also require the "Gossip" [1] flag to work. So if you want a NPC that is a quest giver, a vendor and can repair you just add the specific flags together: 1 + 2 + 128 + 4096 = 4227. Pure Flags Decimal Binary (32 Bit) Remarks UNIT_NPC_FLAG_NONE 0 0000 0000 0000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_GOSSIP 1 0000 0000 0000 0000 0000 0000 0000 0001 (If NPC has more gossip options, add this flag to bring up a menu.) UNIT_NPC_FLAG_QUESTGIVER 2 0000 0000 0000 0000 0000 0000 0000 0010 (Any NPC giving or taking quests needs to have this flag.) UNIT_NPC_FLAG_UNKNOWN1 4 0000 0000 0000 0000 0000 0000 0000 0100   UNIT_NPC_FLAG_UNKOWN2 8 0000 0000 0000 0000 0000 0000 0000 1000   UNIT_NPC_FLAG_TRAINER 16 0000 0000 0000 0000 0000 0000 0001 0000 (Allows the NPC to have a trainer list to teach spells, all trainers must have this flag) UNIT_NPC_FLAG_TRAINER_CLASS 32 0000 0000 0000 0000 0000 0000 0010 0000   UNIT_NPC_FLAG_TRAINER_PROF 64 0000 0000 0000 0000 0000 0000 0100 0000   UNIT_NPC_FLAG_VENDOR 128 0000 0000 0000 0000 0000 0000 1000 0000 (Any NPC selling items needs to have this flag) UNIT_NPC_FLAG_VENDOR_AMMO 256 0000 0000 0000 0000 0000 0001 0000 0000   UNIT_NPC_FLAG_VENDOR_FOOD 512 0000 0000 0000 0000 0000 0010 0000 0000   UNIT_NPC_FLAG_VENDOR_POISON 1024 0000 0000 0000 0000 0000 0100 0000 0000   UNIT_NPC_FLAG_VENDOR_REAGENT 2048 0000 0000 0000 0000 0000 1000 0000 0000   UNIT_NPC_FLAG_ARMORER 4096 0000 0000 0000 0000 0001 0000 0000 0000 (NPC with this flag can repair items.) UNIT_NPC_FLAG_TAXIVENDOR 8192 0000 0000 0000 0000 0010 0000 0000 0000 (Any NPC serving as fly master has this.) UNIT_NPC_FLAG_SPIRITHEALER 16384 0000 0000 0000 0000 0100 0000 0000 0000 (Makes the NPC invisible to alive characters and has the resurrect function.) UNIT_NPC_FLAG_SPIRITGUIDE 32768 0000 0000 0000 0000 1000 0000 0000 0000   UNIT_NPC_FLAG_INNKEEPER 65536 0000 0000 0000 0001 0000 0000 0000 0000 (NPC with this flag can set hearthstone locations.) UNIT_NPC_FLAG_BANKER 131072 0000 0000 0000 0010 0000 0000 0000 0000 (NPC with this flag can show the bank) UNIT_NPC_FLAG_ARENACHARTER 262144 0000 0000 0000 0100 0000 0000 0000 0000 UNIT_NPC_FLAG_TABARDVENDOR 524288 0000 0000 0000 1000 0000 0000 0000 0000 (Allows the designing of guild tabards.) UNIT_NPC_FLAG_BATTLEFIELDPERSON 1048576 0000 0000 0001 0000 0000 0000 0000 0000 (NPC with this flag port players to battlegrounds. Like battlemasters, arena organzier etc.) UNIT_NPC_FLAG_AUCTIONEER 2097152 0000 0000 0010 0000 0000 0000 0000 0000 (Allows NPC to display auction list.) UNIT_NPC_FLAG_STABLE 4194304 0000 0000 0100 0000 0000 0000 0000 0000 (Has the option to stable pets for hunters.) UNIT_NPC_FLAG_GUILD_BANK 8388608 0000 0000 1000 0000 0000 0000 0000 0000   UNIT_NPC_FLAG_SPELLCLICK 16777216 0000 0001 0000 0000 0000 0000 0000 0000 (Needs data on npc_spellclick_spells table) Mailbox 67108864 0000 0100 0000 0000 0000 0000 0000 0000 (NPC will act like a mailbox, opens mailbox with right-click) Guard 268435456 0001 0000 0000 0000 0000 0000 0000 0000 (Cityguards, must be scripted) Flag Combinations Decimal Binary (32 Bit) TRAINER_CLASS + TRAINER + GOSSIP 49 0000 0000 0000 0000 0000 0000 0011 0001 VENDOR + QUESTGIVER + GOSSIP 131 0000 0000 0000 0000 0000 0000 1000 0011 VENDOR + TRAINER_CLASS + TRAINER + GOSSIP 177 0000 0000 0000 0000 0000 0000 1011 0001 TABARDVENDOR + ARENACHARTER (GUILDMASTER) 786433 0000 0000 0000 1100 0000 0000 0000 0000 UnitFlags int(10) unsigned Allows the manual application of unit flags to creatures. Again this is a bitmask field and to apply more than one flag, just add the different numbers. Some possible flags are: Bit Flag Name Comments 0 1 UNIT_FLAG_UNK_0 Movement checks disabled, likely paired with loss of client control packet. 1 2 UNIT_FLAG_NON_ATTACKABLE not attackable 2 4 UNIT_FLAG_CLIENT_CONTROL_LOST Generic unspecified loss of control initiated by server script, movement checks disabled, paired with loss of client control packet. 3 8 UNIT_FLAG_PLAYER_CONTROLLED players, pets, totems, guardians, companions, charms, any units associated with players 4 16 UNIT_FLAG_PET_RENAME   5 32 UNIT_FLAG_PET_ABANDON   6 64 UNIT_FLAG_UNK_6 Related to Movement? often paired with UNIT_FLAG_SWIMMING 7 128     8 256 UNIT_FLAG_IMMUNE_TO_PLAYER Target is immune to players 9 512 UNIT_FLAG_IMMUNE_TO_NPC makes you unable to attack everything. Almost identical to our "civilian"-term. Will ignore it's surroundings and not engage in combat unless "called upon" or engaged by another unit. 10 1024     11 2048     12 4096 UNIT_FLAG_PVP Allows item spells to be casted upon. changed in 3.0.3 13 8192 UNIT_FLAG_SILENCED silenced, 2.1.1 14 16384 UNIT_FLAG_PERSUADED persuaded, 2.0.8 15 32768 UNIT_FLAG_SWIMMING controls water swimming animation 16 65536 UNIT_FLAG_UNK_16 removes attackable icon, if on yourself, cannot assist self but can cast TARGET_SELF spells - added by SPELL_AURA_MOD_UNATTACKABLE 17 131072 UNIT_FLAG_PACIFIED pacified, 3.0.3 18 262144 UNIT_FLAG_STUNNED stunned, 2.1.1 Unit is a subject to stun, turn and strafe movement disabled 19 524288 UNIT_FLAG_IN_COMBAT   20 1048576 UNIT_FLAG_TAXI_FLIGHT Unit is on taxi, paired with a duplicate loss of client control packet (likely a legacy serverside hack). Disables any spellcasts not allowed in taxi flight client-side. 21 2097152     22 4194304 UNIT_FLAG_CONFUSED Unit is a subject to confused movement, movement checks disabled, paired with loss of client control packet. 23 8388608 UNIT_FLAG_FLEEING Unit is a subject to fleeing movement, movement checks disabled, paired with loss of client control packet. 24 16777216 UNIT_FLAG_POSSESSED Unit is under remote control by another unit, movement checks disabled, paired with loss of client control packet. New master is allowed to use melee attack and can't select this unit via mouse in the world (as if it was own character). 25 33554432 UNIT_FLAG_NOT_SELECTABLE Can't be selected by mouse 26 67108864 UNIT_FLAG_SKINNABLE   27 134217728 UNIT_FLAG_AURAS_VISIBLE magic detect 28 268435456 UNIT_FLAG_UNK_28   29 536870912 UNIT_FLAG_UNK_29   30 1073741824 UNIT_FLAG_SHEATHE   31 2147483648 UNIT_FLAG_UNK_31 set skinnable icon and also changes color of portrait)(no affect in 2.4.3) DynamicFlags int(10) unsigned Dynamic flags are used to control the visual appearance of a creature template. The following table provides a list of valid values. Multiple flags may be combined. Value Description Comments 0 None   1 Lootable   2 Track unit   4 Other tagger Makes creature name tag appear grey 8 Rooted   16 Specialinfo Show basic creature stats in tooltip 32 Dead Make creature appear dead without tag 64 Tapped by all threat list   ExtraFlags int(10) unsigned The extra flags allow to modify special behaviour for a creature_template. The following table contains a list of combinable flags. Value Type Description 0 NONE Default: do nothing. 1 INSTANCE_BIND Bounds killer's party to the instance 2 CIVILIAN Makes creature ignore aggro 4 NO_PARRY Prohibits from parrying 8 NO_PARRY_HASTEN Parries do not speed up its next attack 16 NO_BLOCK Prohibits from blocking 32 NO_CRUSH Prohibits from dealing crushing blows 64 NO_XP_AT_KILL Creature rewards no XP at kill 128 INVISIBLE Creature invisible for player, e.g triggers 256 NOT_TAUNTABLE Creature is immune to taunts 512 AGGRO_ZONE Sets itself in combat with zone on aggro 1024 GUARD Is zone guard and death will be announced 2048 NO_TALKTO_CREDIT Does not give quest credit (temporary) CreatureTypeFlags int(10) unsigned This Field Controls If a Mob Is Mineable or Herbable. If Any Of These Flags Are Used Then The Loot Given When It Is Herb Picked / Mined Will Be Stored In The "Skinning_Loot_Template" Table. Aside From These Two Flags, This Field Has No Special Meaning Server-Side. It will be send to the client in SMSG_CREATURE_QUERY_RESPONSE Flag Name Comments 1 CREATURE_TYPEFLAGS_TAMEABLE Makes the mob tameable (must also be a beast and have family set) 2 CREATURE_TYPEFLAGS_GHOST_VISIBLE Sets Creatures that can ALSO be seen when player is a ghost. Used in CanInteract function by client, can't be attacked 4 CREATURE_TYPEFLAGS_UNK3 Sets "BOSS" flag for tooltips 8 CREATURE_TYPEFLAGS_UNK4   16 CREATURE_TYPEFLAGS_UNK5 Controls something in client tooltip related to creature faction 32 CREATURE_TYPEFLAGS_UNK6 Something related to Sound 64 CREATURE_TYPEFLAGS_UNK7 Related to attackable / not attackable creatures with spells 128 CREATURE_TYPEFLAGS_INTERACT_DEAD has something to do with unit interaction / quest status requests 136 CREATURE_TYPEFLAGS_NON_PVP_PLAYER   256 CREATURE_TYPEFLAGS_HERBLOOT Makes Mob Corpse Herbable - Uses Skinning Loot Field 512 CREATURE_TYPEFLAGS_MININGLOOT Makes Mob Corpse Mineable - Uses Skinning Loot Field 1024 CREATURE_TYPEFLAGS_ANIMATION_UNK11 no idea, but it used by client 2048 CREATURE_TYPEFLAGS_ANIMATION_UNK12 related to possibility to cast spells while mounted 4096 CREATURE_TYPEFLAGS_CAN_ASSIST Can aid any player or group in combat. Typically seen for escorting NPC's 8192 CREATURE_TYPEFLAGS_UNK14 checked from calls in Lua_PetHasActionBar 16384 CREATURE_TYPEFLAGS_UNK15 Lua_UnitGUID, client does guid_low &= 0xFF000000 if this flag is set 32768 CREATURE_TYPEFLAGS_ENGINEERLOOT Makes Mob Corpse Engineer Lootable - Uses Skinning Loot Field SpeedWalk float Controls how fast the creature can move in walking mode. SpeedRun float Controls how fast the creature can move in running mode. UnitClass tinyint(3) unsigned A creature's class. The following table describes the available classes. Value Name Description 1 Warrior Has increased health and no mana 2 Paladin Has increased health and low mana 4 Rogue Has increased damage, but lower armor 8 Mage Has low health, but increased mana Note: Depending on the creature's class, you have to make sure that the mana values are set properly. E.g. a Warrior or Rogue will not have mana set. Rank tinyint(3) unsigned The rank of a creature determines which border the game client will draw around the creature tooltip in the user interface. The following table lists all valid values: Value Name Description 0 Normal Default type 1 Elite Increased health, damage, better loot 2 Rare elite Like Elite but with increased respawn time 3 World boss Highest rank, best loot, highest respawn time 4 Rare Increased respawn time, better loot Expansion tinyint(3) HealthMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's health by this factor. PowerMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's power by this factor. DamageMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's damage by this factor. DamageVariance float Damage Variance is a Co-Efficient used in Damage Calculations To Limit the Min/Max Damage Range. Default Value is 1 (Normal) ===> See DamageMultiplier for More Information ArmorMultiplier float Setting this value to a value smaller or larger than 1 will modify the creature template's armor by this factor. ExperienceMultiplier float Setting this value to a value smaller or larger than 1 will modify experience gained from the creature template by this factor. MinLevelHealth int(10) unsigned The minimum health of the creature if the creature has variable health. MaxLevelHealth int(10) unsigned The maximum health of the creature if the creature has a variable health. When added to world, the health value is chosen in proportion to the level chosen. MinLevelMana int(10) unsigned The miminum mana of the creature if the creature has variable mana. MaxLevelMana int(10) unsigned The maximum mana of the creature if the creature has variable mana. When added to world, the mana value is chosen in proportion to the level chosen. MinMeleeDmg float Minimum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MaxMeleeDmg float Maximum damage the creature deals in melee combat. This field is combined with the attackpower field to calculate the damage. MinRangedDmg float Minimum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. MaxRangedDmg float Maximum damage the creature deals in ranged combat. This field is combined with the ranged attackpower field to calculate the damage. Armor mediumint(8) unsigned The armor value of the creature. It controls how much damage reduction the creature gets from physical attacks. MeleeAttackPower int(10) unsigned The attack power for the creature's melee attacks. This field along with MinMeleeDmg and MaxMeleeDmg dictate how much the creature will hit for. The formula for applying correct damages is as follows: UPDATE `creature_template` SET `MinMeleeDmg` = , `MaxMeleeDmg` = , `MeleeAttackPower` = ROUND((`MinMeleeDmg` + `MaxMeleeDmg`) / 4 * 7), `MinMeleeDmg` = ROUND(`MinMeleeDmg` - `MeleeAttackPower` / 7), `MaxMeleeDmg` = ROUND(`MaxMeleeDmg` - `MeleeAttackPower` / 7) WHERE `Entry` = ... In the query above, substitute with the minimum damage you want the creature to deal and with the maximum damage you want the creature to deal. Note: You might want to double check the calculated values after the query has run because a large difference between MinMeleeDmg and MaxMeleeDmg can cause MinMeleeDmg to become a negative value. RangedAttackPower smallint(5) unsigned The attack power for the creature's ranged attacks. MeleeBaseAttackTime int(10) unsigned A creature's melee attack time in milliseconds. RangedBaseAttackTime int(10) unsigned The delay between ranged attacks, in milliseconds. DamageSchool tinyint(4) A damage school for melee combat. The following table provides a list of valid values. Value Description 0 Normal damage 1 Holy damage 2 Fire damage 3 Nature damage 4 Frost damage 5 Shadow damage 6 Arcane damage MinLootGold mediumint(8) unsigned Minimum money the creature drops when killed, in copper. MaxLootGold mediumint(8) unsigned The money dropped by the creature in copper (1000 = 10s, 100000 = 1g, 111111 = 11g 11s 11c) LootId mediumint(8) unsigned The field adds loot to a creature template and references the "creature_loot_template" table unique ID for which the entry is valid. PickpocketLootId mediumint(8) unsigned The field adds pickpocketing loot to a creature template and references the "pickpocketing_loot_template" tables unique ID for which the entry is valid. SkinningLootId mediumint(8) unsigned The field adds skinning loot to a creature template and references the "skinning_loot_template" tables unique ID for which the entry is valid. KillCredit1 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. KillCredit2 int(11) unsigned If killing a creature should credit towards a different creature_template, this should be set to the creature template's identifier. MechanicImmuneMask int(10) unsigned This mask can be used to make creatures immune to spell mechanics. Multiple immunities can be combined. Value Type Value Type 0 NONE 32768 BANDAGE 1 CHARM 65536 POLYMORPH 2 CONFUSED 131072 BANISH 4 DISARM 262144 SHIELD 8 DISTRACT 524288 SHACKLE 16 FEAR 1048576 MOUNT 32 FUMBLE 2097152 PERSUADE 64 ROOT 4194304 TURN 128 PACIFY 8388608 HORROR 256 SILENCE 16777216 INVULNERABILITY 512 SLEEP 33554432 INTERRUPT 1024 SNARE 67108864 DAZE 2048 STUN 134217728 DISCOVERY 4096 FREEZE 268435456 IMMUNE_SHIELD 8192 KNOCKOUT 536870912 SAPPED 16384 BLEED     Note: In theory this should somehow relates to SpellMechanic.dbc and the immunities list there, but it does not match. SchoolImmuneMask int(10) unsigned This makes the NPC immune to specific spell schools. Name Value SPELL_SCHOOL_MASK_NORMAL 1 SPELL_SCHOOL_MASK_HOLY 2 SPELL_SCHOOL_MASK_FIRE 4 SPELL_SCHOOL_MASK_NATURE 8 SPELL_SCHOOL_MASK_FROST 16 SPELL_SCHOOL_MASK_SHADOW 32 SPELL_SCHOOL_MASK_ARCANE 64 To combine spell school immunities just add values. Immune to everything corresponds to the value 127. ResistanceHoly smallint(5) The Holy resistance of the creature. ResistanceFire smallint(5) The Fire resistance of the creature. ResistanceNature smallint(5) The Nature resistance of the creature. ResistanceFrost smallint(5) The Frost resistance of the creature. ResistanceShadow smallint(5) The Shadow resistance of the creature. ResistanceArcane smallint(5) The Arcane resistance of the creature. PetSpellDataId mediumint(8) unsigned ID that displays what spells the pet has in the client. MovementType tinyint(3) unsigned The movement type defines what a creature spawn will behave like after spawning. Value Behaviour 0 Idle on spawn point 1 Random movement within spawndist radius 2 Waypoint movement TrainerType tinyint(4) For creature templates set to be trainers, this details what kind of trainer the creature is. The following table provides a list of valid trainer types. ID Type Related Field Comments 0 TRAINER_TYPE_CLASS trainer_class Trains Class Spells 1 TRAINER_TYPE_MOUNTS trainer_race Trains Riding Skill 2 TRAINER_TYPE_TRADESKILLS trainer_spell Trains Professions 3 TRAINER_TYPE_PETS trainer_class Trains Pet Skills TrainerSpell mediumint(8) unsigned If set to a valid spell identifier from Spell.dbc [See Spell.dbc], this will restrict access to a profession trainer so that the player needs to already have access to the spell to access the trainer. TrainerClass tinyint(3) unsigned The value of this field will restrict access to class and/or pet trainers, if set to a value corresponding with the class identifiers from ChrClasses.dbc. Value Description 1 Warrior 2 Paladin 3 Hunter 4 Rogue 5 Priest 7 Shaman 8 Mage 9 Warlock 11 Druid Note: Pet trainers should always use the Hunter class identifier 3. TrainerRace tinyint(3) unsigned This field allows to restrict a riding trainer to a specific race. Players not from that race will require exalted reputation with the trainers race before being able to buy from him. Values in this field correspond with the content of ChrRaces.dbc [See ChrRaces.dbc]. TrainerTemplateId mediumint(8) unsigned This field adds a training spells to a creature template and references the "npc_trainer_template" tables unique ID for which the entry is valid. VendorTemplateId mediumint(8) unsigned This field adds a vendor items to a creature template and references the "npc_vendor_template" tables unique ID for which the entry is valid. EquipmentTemplateId mediumint(8) unsigned The field adds equipment to a creature template and references the "creature_equip_template" tables unique ID for which the entry is valid. GossipMenuId mediumint(8) unsigned This references the "gossip_menu" tables unique ID for which the entry is valid, if the creature_template should have a gossip dialogue. AIName char(64) This string determines which built-in AI script will be used for the creature template. By default and empty string will lead to the creature doing nothing. The following table lists all valid entries. Value Description NullAI Do nothing. Same as empty string. AggressorAI Creature attacks when entering aggro radius. ReactorAI Creature attacks only if aggroed by spell. GuardAI Creature is a zone guard. PetAI Creature is a pet. TotemAI Creature casts spell from spell1. EventAI Creature uses event based AI. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  11. @Daecho Thanks for the reports. I'm aware of the following: MangosOne Playerbots broken MangosTwo Playerbots Broken For MangosThree and MangosFour the problems run deeper. - There isn't much interest in MangosThree or MangosFour at all, so they are a little neglected - But I do try and work on them when I can. All the Above are on my list to fix, but I don't have spare time and there are higher priority fixes needed elsewhere. - If you are willing to investigate the issues, i'll happily offer my help where I can
  12. I'll need to check, I do seem to remember there being an issue raised in the tracker for it. When I'm back in front of a pc, I'll look
  13. There us an outstanding fix from m2 which needs to be ported to m3 to fix the commands crashing. It's the latest commit on mangosTwo
  14. @Specu looking at the banner, mangosd was built without playerbots enabled. did you specify -d PLAYERBOTS=1
  15. In previous years we had a roadmap of changes we wanted to implement. However, we are a small team and it seemed silly to specify a set of things to do on a time scale. If you think you can help us do any of these, please contact @antz or @madmax and we can discuss things in more detail. Build System B1) When selecting only to build extraction tools, the build fails. B2) The additional files for the extraction tools are placed into the wrong folder (root rather than tools). Thanks Will Tuker B3) Modify the build system on Mangos Three & Four to match that of Mangos Zero-Two. B4) Apply updates from Mangos Zero-Two into Three/Four. B5) The additional files for the extraction tools are placed into the wrong folder (they are also in tools). Extraction Tools E1) Modify the unified extractiors to use Stormlib rather than mlib (Mangos Zero, One and Two). Stormlib is already used on Mangos Three & Four. E2) Modify the Unified Extractors to support the changes in Mangos Three & Four. (Related to B3). E3) Modify Mangos Three / Four to use the unified extractors. (Related to B3). E4) Add functionality to load DBC data into a database (along with the core code to read from Database rather than DBC files) and change the extraction process to include importing into a DB for use by the core. Including Multiple locale support. Database changes D1) Apply changes to standardise the Databases across the cores. D2) Merge all the different xxx_loot_template tables into a single table with a Loot Type Field (along with the core changes to support this). D3) Extract the character table data field (all the character stat data) into a table containing the required named fields. Including Item_Instance. D4) Modify the EventAI Database (and Core) to support the TC style handling (SAI). D5) Complete the Command Help localisation for Mangos One, Two, Three and Four. D6) Complete the Achievement localisation for Mangos Two, Three and Four. D7) Move some hardcoded values from the core into the DB, possibly some enums as well. D8) Change defaults in DB table in order to fit latests MYSQL standards. D9) Add support for Broadcast text table and move all text tables to use that. Core C1) Standardise the naming of functions across the cores. C2) Implement standard account handling across the cores (Mangos Zero is the odd one out with reduced functionality). C3) Implement Playerbot functionality to Mangos One and above. C4) Add Cinematic Manager to the cores - Based on the work of TC/Cmangos. C5) Redo the server commands to make them a bit more standard and obvious. C6) Break out AHBot into its own daemon process. C7) Develop a mangos update daemon, which allows the ability to apply DB content and minor updates automatically. C8) Apply useful updates from other cores into Mangos cores. Other R1) Reorganise the core into a 'mangos core' set of files functions which are shared by all the cores and a module for each core which contains the code just for that core.
  16. When you clone you use.... git clone xxxxxx --recursive When updating you should use.... git pull --recurse-submodules
  17. No, he needs to update the sources to the latest revision otherwise the error will remain
  18. @Mac Wheeler I did some more investigation and found the issue, if you pull the latest code - it should be fixed. git pull --recurse-submodules Should do the trick from the main folder
  19. In both the sd3 and eluna folders, issue the following command : git pull
  20. Hi, Try removing the --depth=1 and try that git clone https://github.com/mangoszero/server.git --recursive Regards Antz
  21. @Helladan If you are happy to do so, could you zip up the character db and send it to me ([email protected]), I can take a look and attempt to work out the revision of your db. From there I would be able to provide you with the required updates OR update the db for you to the current version. Antz
  22. @My ChannelOn behalf of all the contributors at mangos.... Thank You, it's always nice to get some recognition for the work we put in. Mangos is a labour of love to all of us :D
  23. @Zremax@hlidskialf Something to bear in mind is that the mini-client is completely useless to mangos as a majority of the data needed for the extractors is missing. And now that Blizz have shut down the cata download servers, there is no way to complete the client.
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