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antz

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Everything posted by antz

  1. antz

    spell_learn_spell

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_learn_spell' table for MaNGOSTwo This table holds information on spells that should be learned at the same time a player learns another spell. For example the few spells that are automatically learned when a player first learns a new profession. All fields in this table use spell IDs from Spell.dbc NOTE: Spells with spell effects SPELL_EFFECT_LEARN_SPELL should NOT be included in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. SpellID smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. Active tinyint(3) unsigned NO '1' Active flag. Description of the fields entry smallint(5) unsigned Spell ID [See Spell.dbc] of the triggering spell. SpellID smallint(5) unsigned Spell ID [See Spell.dbc] of the additional spell to learn. Active tinyint(3) unsigned The active flag. If set, the spell is enabled as active, i.e. allowed to be casted. Value Description 0 Will not appear in the spell book. 1 Will appear in the spell book. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  2. antz

    spell_elixir

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_elixir' table for MaNGOSTwo This table holds elixir information to be used to properly stack the elixirs. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Spell ID [See Spell.dbc]. mask tinyint(1) unsigned NO '0' Defines what type of potion/food spell this is. Description of the fields entry int(11) unsigned Spell ID [See Spell.dbc]. mask tinyint(1) unsigned Defines what type of potion/food spell this is. The following table lists the available values. Value Type 0 None 3 Flask 16 Food granting well fed buffs auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  3. antz

    spell_loot_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 'spell_loot_template' table for MaNGOSTwo 'Loot System' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' item mediumint(8) unsigned NO PRI '0' ChanceOrQuestChance float NO '100' groupid tinyint(3) unsigned NO '0' mincountOrRef mediumint(9) NO '1' maxcount tinyint(3) unsigned NO '1' condition_id mediumint(8) unsigned NO '0' Description of the fields entry mediumint(8) unsigned item mediumint(8) unsigned ChanceOrQuestChance float groupid tinyint(3) unsigned mincountOrRef mediumint(9) maxcount tinyint(3) unsigned condition_id mediumint(8) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  4. antz

    spell_pet_auras

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_pet_auras' table for MaNGOSTwo This table holds information for additional auras due to the pet. This mechanic implements character talents modifying the pet properties. If the character has aura/knows spell, then the pet get additional aura. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell mediumint(8) unsigned NO PRI NULL Spell ID [See Spell.dbc]. effectId tinyint(3) unsigned NO PRI NULL pet mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. aura mediumint(8) unsigned NO NULL Spell ID [See Spell.dbc]. Description of the fields spell mediumint(8) unsigned Spell ID [See Spell.dbc] of the triggering spell. One of its spelleffects should be either EFFECT_DUMMY or applying the aura AURA_DUMMY. effectId tinyint(3) unsigned pet mediumint(8) unsigned Pet creature ID, see creature_template.enrty. aura mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura spell to be applied on the pet. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  5. antz

    spell_proc_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 'spell_proc_event' table for MaNGOSTwo This table holds information on what events (or procs) certain spells are activated. All spells in this table must have apply a SPELL_AURA_PROC_TRIGGER_SPELL (42) aura. Any nonzero entries in this table will overwrite the existing proc settings in the spell's DBC entry. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Spell ID [See Spell.dbc]. SchoolMask tinyint(4) unsigned NO '0' Spell school mask. SpellFamilyName smallint(5) unsigned NO '0' Spell family name. SpellFamilyMaskA0 int(10) unsigned NO '0' SpellFamilyMaskA1 int(10) unsigned NO '0' SpellFamilyMaskA2 int(10) unsigned NO '0' SpellFamilyMaskB0 int(10) unsigned NO '0' SpellFamilyMaskB1 int(10) unsigned NO '0' SpellFamilyMaskB2 int(10) unsigned NO '0' SpellFamilyMaskC0 int(10) unsigned NO '0' SpellFamilyMaskC1 int(10) unsigned NO '0' SpellFamilyMaskC2 int(10) unsigned NO '0' procFlags int(10) unsigned NO '0' Flags defining conditions for aura to proc. procEx int(10) unsigned NO '0' Flags refining proc condition. ppmRate float NO '0' Proc frequency limit. CustomChance float NO '0' Chance of proc. Cooldown int(10) unsigned NO '0' Cooldown (in msec). Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura that may proc during another spellcast or under other conditions defined in this table. SchoolMask tinyint(4) unsigned Spell school mask. Spell School is defined in in the second field of Spell.dbc entry. This value is the bitmask [See enum SpellSchoolMask in SharedDefines.h], where different schools may be combined. Name Value SPELL_SCHOOL_MASK_NORMAL 1 SPELL_SCHOOL_MASK_HOLY 2 SPELL_SCHOOL_MASK_FIRE 4 SPELL_SCHOOL_MASK_NATURE 8 SPELL_SCHOOL_MASK_FROST 16 SPELL_SCHOOL_MASK_SHADOW 32 SPELL_SCHOOL_MASK_ARCANE 64 Note: Multiple school masks can be combined to have spell trigger on more than one spell school. SpellFamilyName smallint(5) unsigned Spell family name classifies the spell as intended mostly for specific character class, see enum SpellFamily in DBCEnums.h. The field is defined for each spell in Spell.dbc, see SpellFamilyName field of struct SpellEntry in DBCStructure.h. Name Value SPELLFAMILY_GENERIC 0 SPELLFAMILY_ENVIRONMENT 1 SPELLFAMILY_MAGE 3 SPELLFAMILY_WARRIOR 4 SPELLFAMILY_WARLOCK 5 SPELLFAMILY_PRIEST 6 SPELLFAMILY_DRUID 7 SPELLFAMILY_ROGUE 8 SPELLFAMILY_HUNTER 9 SPELLFAMILY_PALADIN 10 SPELLFAMILY_SHAMAN 11 SPELLFAMILY_POTION 13 SpellFamilyMaskA0 int(10) unsigned SpellFamilyMaskA1 int(10) unsigned SpellFamilyMaskA2 int(10) unsigned SpellFamilyMaskB0 int(10) unsigned SpellFamilyMaskB1 int(10) unsigned SpellFamilyMaskB2 int(10) unsigned SpellFamilyMaskC0 int(10) unsigned SpellFamilyMaskC1 int(10) unsigned SpellFamilyMaskC2 int(10) unsigned procFlags int(10) unsigned Bitmask defining conditions for aura to proc. Values may be combined by adding. If equals to 0, the value form Spell.dbc is used. Name Value (hex) Meaning PROC_FLAG_KILLED 0x00000001 00 Killed by aggressor PROC_FLAG_KILL 0x00000002 01 Kill target (in most cases need XP/Honor reward, see Unit::IsTriggeredAtSpellProcEvent for additinoal check) PROC_FLAG_SUCCESSFUL_MELEE_HIT 0x00000004 02 Successful melee auto attack PROC_FLAG_TAKEN_MELEE_HIT 0x00000008 03 Taken damage from melee auto attack hit PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT 0x00000010 04 Successful attack by Spell that use melee weapon PROC_FLAG_TAKEN_MELEE_SPELL_HIT 0x00000020 05 Taken damage by Spell that use melee weapon PROC_FLAG_SUCCESSFUL_RANGED_HIT 0x00000040 06 Successful Ranged auto attack PROC_FLAG_TAKEN_RANGED_HIT 0x00000080 07 Taken damage from ranged auto attack PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT 0x00000100 08 Successful Ranged attack by Spell that use ranged weapon PROC_FLAG_TAKEN_RANGED_SPELL_HIT 0x00000200 09 Taken damage by Spell that use ranged weapon PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT 0x00000400 10 Successful AoE (not 100% sure unused) PROC_FLAG_TAKEN_POSITIVE_AOE 0x00000800 11 Taken AoE (not 100% sure unused) PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT 0x00001000 12 Successful AoE damage spell hit (not 100% sure unused) PROC_FLAG_TAKEN_AOE_SPELL_HIT 0x00002000 13 Taken AoE damage spell hit (not 100% sure unused) PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL 0x00004000 14 Successful cast positive spell (by default only on healing) PROC_FLAG_TAKEN_POSITIVE_SPELL 0x00008000 15 Taken positive spell hit (by default only on healing) PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT 0x00010000 16 Successful negative spell cast (by default only on damage) PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT 0x00020000 17 Taken negative spell (by default only on damage) PROC_FLAG_ON_DO_PERIODIC 0x00040000 18 Successful do periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_ON_TAKE_PERIODIC 0x00080000 19 Taken spell periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_TAKEN_ANY_DAMAGE 0x00100000 20 Taken any damage PROC_FLAG_ON_TRAP_ACTIVATION 0x00200000 21 On trap activation PROC_FLAG_TAKEN_OFFHAND_HIT 0x00400000 22 Taken off-hand melee attacks (not used) PROC_FLAG_SUCCESSFUL_OFFHAND_HIT 0x00800000 23 Successful off-hand melee attacks procEx int(10) unsigned Flags refining proc condition, optional. Name Value (hex) PROC_EX_NONE 0x0000000 PROC_EX_NORMAL_HIT 0x0000001 PROC_EX_CRITICAL_HIT 0x0000002 PROC_EX_MISS 0x0000004 PROC_EX_RESIST 0x0000008 PROC_EX_DODGE 0x0000010 PROC_EX_PARRY 0x0000020 PROC_EX_BLOCK 0x0000040 PROC_EX_EVADE 0x0000080 PROC_EX_IMMUNE 0x0000100 PROC_EX_DEFLECT 0x0000200 PROC_EX_ABSORB 0x0000400 PROC_EX_REFLECT 0x0000800 PROC_EX_INTERRUPT 0x0001000 PROC_EX_EX_TRIGGER_ALWAYS 0x0010000 PROC_EX_EX_ONE_TIME_TRIGGER 0x0020000 PROC_EX_PERIODIC_POSITIVE 0x0040000 ppmRate float The value limits the proc frequency. For melee (ranged?) damage spells it is the proc rate per minute. The actual proc may happen less frequently but not more frequently than defined here. If zero, falls back to flat chance from Spell.dbc. CustomChance float Chance of proc. If equals to 0, the standard value from Spell.dbc is used, else overrides it. Mostly used for spell debugging when it is convenient to set the chance to 100%. Cooldown int(10) unsigned A hidden cooldown used for some spell proc events, applied to _triggered_spell_. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  6. antz

    spell_proc_item_enchant

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_proc_item_enchant' table for MaNGOSTwo This table holds information for proc chances of spells which enchant weapons. This also includes shaman weapon enchants. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL Spell ID [See Spell.dbc]. ppmRate float NO '0' Proc frequency limit, per minute. Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc]. Should be the first rank spell if in the rank chain. ppmRate float The value (times per minute) limits the enchant proc frequency. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  7. antz

    spell_script_target

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_script_target' table for MaNGOSTwo Used to control SpellEffect with ImpliciteTargetA-B == 7|8|38|40|46|52. These spell effects require a specific target in either alive or dead state (for creatures). Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL Spell ID [See Spell.dbc]. type tinyint(3) unsigned NO PRI '0' Type of the target entry. targetEntry mediumint(8) unsigned NO PRI '0' Creature ID or Gameobject ID. inverseEffectMask mediumint(8) unsigned NO '0' Inverse effect mask. Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the spell requiring external implicit target definition. The target type of a spelleffect has to be one of the following (look for the values at enum Targets in SharedDefines.h): TARGET_SCRIPT, TARGET_SCRIPT_COORDINATES, TARGET_FOCUS_OR_SCRIPTED_GAMEOBJECT, TARGET_AREAEFFECT_INSTANT, TARGET_AREAEFFECT_CUSTOM, TARGET_AREAEFFECT_GO_AROUND_SOURCE, TARGET_AREAEFFECT_GO_AROUND_DEST, TARGET_NARROW_FRONTAL_CONE type tinyint(3) unsigned Type of the target entry. Name Value SPELL_TARGET_TYPE_GAMEOBJECT 0 SPELL_TARGET_TYPE_CREATURE 1 SPELL_TARGET_TYPE_DEAD 2 targetEntry mediumint(8) unsigned Creature ID (creature_template.entry) or Gameobject ID (gameobject_template.entry) dependently on the type. inverseEffectMask mediumint(8) unsigned The bitmask (bits 0, 1, 2 corresponding to values 1, 2, 4) of the spell effect numbers that do not use this mechanic. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  8. antz

    spell_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 'spell_template' table for MaNGOSTwo 'MaNGOS server side spells' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI '0' attr int(11) unsigned NO '0' attr_ex int(11) unsigned NO '0' attr_ex2 int(11) unsigned NO '0' attr_ex3 int(11) unsigned NO '0' proc_flags int(11) unsigned NO '0' proc_chance int(11) unsigned NO '0' duration_index int(11) unsigned NO '0' effect0 int(11) unsigned NO '0' effect0_implicit_target_a int(11) unsigned NO '0' effect0_implicit_target_b int(11) unsigned NO '0' effect0_radius_idx int(11) unsigned NO '0' effect0_apply_aura_name int(11) unsigned NO '0' effect0_misc_value int(11) unsigned NO '0' effect0_misc_value_b int(11) unsigned NO '0' effect0_trigger_spell int(11) unsigned NO '0' comments varchar(255) NO {Blank String} Description of the fields id int(11) unsigned attr int(11) unsigned attr_ex int(11) unsigned attr_ex2 int(11) unsigned attr_ex3 int(11) unsigned proc_flags int(11) unsigned proc_chance int(11) unsigned duration_index int(11) unsigned effect0 int(11) unsigned effect0_implicit_target_a int(11) unsigned effect0_implicit_target_b int(11) unsigned effect0_radius_idx int(11) unsigned effect0_apply_aura_name int(11) unsigned effect0_misc_value int(11) unsigned effect0_misc_value_b int(11) unsigned effect0_trigger_spell int(11) unsigned comments varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  9. antz

    spell_target_position

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_target_position' table for MaNGOSTwo This table holds coordinate information on where the player should be teleported to when a spell with effect SPELL_EFFECT_TELEPORT_UNITS. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI '0' The spell identifier. The value has to match with a defined spell identifier. target_map smallint(5) unsigned NO '0' The target map's identifier. target_position_x float NO '0' The X position on the target map. target_position_y float NO '0' The Y position on the target map. target_position_z float NO '0' The Z position on the target map. target_orientation float NO '0' The orientation for the character on the target map. Description of the fields id mediumint(8) unsigned The spell identifier. The value has to match with a defined spell identifier [See Spell.dbc]. target_map smallint(5) unsigned The target map's identifier. The value has to match with a defined map identifier [See Map.dbc]. target_position_x float The X position on the target map. target_position_y float The Y position on the target map. target_position_z float The Z position on the target map. target_orientation float The orientation for the character on the target map. This is measured in radians, 0 is north on the mini-map and pi is south on the mini-map etc. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  10. antz

    transports

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'transports' table for MaNGOSTwo This table contains all type 15 transports (Boats and Zeppelins). All other transport types have their frame time read from TransportAnimation.dbc. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' This references the Gameobject Template table's unique ID. name text YES NULL A name describing the transport. period mediumint(8) unsigned NO '0' This is the amount of time that it take for the transport to make one full pass. Description of the fields entry mediumint(8) unsigned This references the Gameobject Template table's unique ID [See gameobject_template.entry] of the game object of type 15 (boats and Zeppelins) for which the entry is valid. name text A name describing the transport. This is not used in-game, but only here to ease locking up data. period mediumint(8) unsigned This is the amount of time that it take for the transport to make one full pass through all the frames in the TaxiNodes [See TaxiNodes.dbc]. When a client change occurs, usually this field must be updated. This values is set in milliseconds. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  11. antz

    spell_threat

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_threat' table for MaNGOSTwo This table holds threat values on all spells that should either give or take away threat. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL The spell identifier. Threat smallint(6) NO NULL The value of threat to add or remove from the characters threat. multiplier float NO '1' Any value here will modify the spells threat with the factor given here. ap_bonus float NO '0' Any value here will modify the spells attack power with the factor given here. Description of the fields entry mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc] Note: Any spell referenced is required to be rank 1 in the spell chain, and has to have threat values set in the original spell definition. Threat smallint(6) The value of threat to add to the characters threat, or to remove from a characters threat. Negative values reduce threat, positive values increase threat. multiplier float Any value here will modify the spells threat with the factor given here. ap_bonus float Any value here will modify the spells attack power with the factor given here. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  12. antz

    warden_build_specific

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'warden_build_specific' table for MaNGOSTwo Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id smallint(5) unsigned NO PRI NULL build smallint(5) unsigned NO PRI NULL data varchar(48) NO {Blank String} str varchar(20) NO {Blank String} address int(10) unsigned NO '0' length tinyint(3) unsigned NO '0' result varchar(24) NO {Blank String} Description of the fields id smallint(5) unsigned Notes: Check ID from warden_checks build smallint(5) unsigned Notes: Client build data varchar(48) str varchar(20) address int(10) unsigned length tinyint(3) unsigned result varchar(24) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  13. antz

    vehicle_accessory

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'vehicle_accessory' table for MaNGOSTwo 'Vehicle Accessory (passengers that are auto-boarded onto a vehicle)' Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes vehicle_entry int(10) unsigned NO PRI NULL seat mediumint(8) unsigned NO PRI NULL accessory_entry int(10) unsigned NO NULL comment varchar(255) NO {Blank String} Description of the fields vehicle_entry int(10) unsigned Notes: entry of the npc who has some accessory as vehicle seat mediumint(8) unsigned Notes: onto which seat shall the passenger be boarded accessory_entry int(10) unsigned Notes: entry of the passenger that is to be boarded comment varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  14. antz

    warden_checks

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'warden_checks' table for MaNGOSTwo Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id smallint(5) unsigned NO PRI NULL 'auto_increment' type tinyint(3) unsigned YES NULL data varchar(48) YES {Blank String} str varchar(20) YES {Blank String} address int(10) unsigned YES NULL length tinyint(3) unsigned YES NULL result varchar(24) YES {Blank String} comment varchar(50) YES {Blank String} Description of the fields id smallint(5) unsigned type tinyint(3) unsigned data varchar(48) str varchar(20) address int(10) unsigned length tinyint(3) unsigned result varchar(24) comment varchar(50) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  15. antz

    areatrigger_teleport

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'areatrigger_teleport' table for MaNGOSOne Contains all the teleport triggers definition. This table is used to complete .dbc file information. 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 MUL NULL The name of the teleport areatrigger. required_level tinyint(3) unsigned NO '0' The player needs to be at least this level. required_item mediumint(8) unsigned NO '0' Requested an item [See item_template.entry]. required_item2 mediumint(8) unsigned NO '0' Requested an item [See item_template.entry]. heroic_key mediumint(8) unsigned NO '0' heroic_key2 mediumint(8) unsigned NO '0' required_quest_done int(11) unsigned NO '0' Requires quest [See quest_template.entry]. required_quest_done_heroic int(11) unsigned NO '0' target_map smallint(5) unsigned NO '0' The destination map id. [See map.dbc] target_position_x float NO '0' The x location of the player at the destination. target_position_y float NO '0' The y location of the player at the destination. target_position_z float NO '0' The z location of the player at the destination. target_orientation float NO '0' The orientation of the player at the destination. Description of the fields id mediumint(8) unsigned The ID of the trigger [See AreaTrigger.dbc]. name text The name of the teleport areatrigger. required_level tinyint(3) unsigned The player needs to be at least this level. required_item mediumint(8) unsigned Requested an item [See item_template.entry]. required_item2 mediumint(8) unsigned Requested an item [See item_template.entry]. heroic_key mediumint(8) unsigned heroic_key2 mediumint(8) unsigned required_quest_done int(11) unsigned Requires quest [See quest_template.entry]. required_quest_done_heroic int(11) unsigned target_map smallint(5) unsigned The destination map id. The value has to match with a map identifier defined [See Map.dbc]. target_position_x float The x location of the player at the destination. target_position_y float The y location of the player at the destination. target_position_z float The z location of the player at the destination. target_orientation float The orientation of the player at the destination, This is measured in radians (North = 0.0, South = 3.14159). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  16. 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 MaNGOSOne 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
  17. antz

    autobroadcast

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'autobroadcast' table for MaNGOSOne This Table sets a broadcast message to be sent to the entire server. Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' content text YES NULL ratio smallint(6) unsigned NO '0' Description of the fields id int(11) unsigned Notes: The Unique identifier of the message. content text Notes: The message Text ratio smallint(6) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  18. antz

    battleground_events

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'battleground_events' table for MaNGOSOne This table contains the description of battleground events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes map smallint(5) NO PRI NULL The map id of the location of the event [See map.dbc]. event1 tinyint(3) unsigned NO PRI NULL The identifier for the event node in the battleground. event2 tinyint(3) unsigned NO PRI NULL The state of the event node. description varchar(255) NO {Blank String} Description of the event. Description of the fields map smallint(5) The map id of the location of the event [See map.dbc]. event1 tinyint(3) unsigned The identifier for the event node in the battleground. Event nodes usually are defined in the battleground's script. event2 tinyint(3) unsigned The state of the event node. Node status is defined differently in every battleground script. Note: If you update battleground scripts and make changes to node status values ensure that you provide database update scripts which update the battleground events accordingly. description varchar(255) Description of the event. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  19. antz

    battleground_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 'battleground_template' table for MaNGOSOne Contains information about the different battlegrounds, like how many players are needed to start, how many can be inside the same one, and the locations where each side starts. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI NULL The battleground ID [See BattlemasterList.dbc]. MinPlayersPerTeam smallint(5) unsigned NO '0' The minimum number of players that need to join the battleground. MaxPlayersPerTeam smallint(5) unsigned NO '0' Controls how many players from each team can join the battleground. MinLvl tinyint(3) unsigned NO '0' The minimum level that players need to be in order to join the battleground. MaxLvl tinyint(3) unsigned NO '0' The maximum level that players need to be in order to join the battleground. AllianceStartLoc mediumint(8) unsigned NO NULL The location where the alliance players get teleported to in the battleground. AllianceStartO float NO NULL The orientation of the alliance players upon teleport. HordeStartLoc mediumint(8) unsigned NO NULL The location where the horde players get teleported to in the battleground. HordeStartO float NO NULL The orientation of the horde players upon teleport into the battleground. Comment varchar(255) NO {Blank String} Description of the fields id mediumint(8) unsigned The battleground ID. [See BattlemasterList.dbc]. Value Battleground Name 1 Alterac Valley 2 Warsong Gulch 3 Arathi Basin MinPlayersPerTeam smallint(5) unsigned Controls the minimum number of players that need to join the battleground on each faction side for the battleground to start. For the battleground to start, all characters (between min and max player values) must be in the same tier. Tiers are set up in ranges of 10 levels except for level 70. Tier Level Ranges 1 10-19 2 20-29 3 30-39 4 40-49 5 50-59 6 60-69 7 70 If characters of different tiers all join the queue, they will join their respective tier's queue and wait for more players of their tier to join the queue. Characters in different tiers can never join the same battleground. MaxPlayersPerTeam smallint(5) unsigned Controls how many players from each team can join the battleground. If left at 0, mangos will use the default DBC value. MinLvl tinyint(3) unsigned The minimum level that players need to be in order to join the battleground. If left at 0, mangos will use the default value [See map.dbc] MaxLvl tinyint(3) unsigned The maximum level that players need to be in order to join the battleground. If left at 0, mangos will use the default value [See map.dbc]. AllianceStartLoc mediumint(8) unsigned The location where the alliance players get teleported to when the battleground first starts [See WorldSafeLocs.dbc]. AllianceStartO float The orientation of the alliance players upon teleport into the battleground. North is 0, south is Pi (3.14159). HordeStartLoc mediumint(8) unsigned The location where the horde players get teleported to when the battleground first starts [See WorldSafeLocs.dbc]. HordeStartO float The orientation of the horde players upon teleport into the battleground. North is 0, south is Pi (3.14159). Comment varchar(255) auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  20. antz

    battlemaster_entry

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

    creature

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature' table for MaNGOSOne Contains individual creature spawn data. Spawn of a creature is an instance of the creature object in the world. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI NULL 'auto_increment' A unique identifier given to each creature to distinguish creatures. id mediumint(8) unsigned NO MUL '0' The id of the template that is used when instantiating this creature. map smallint(5) unsigned NO MUL '0' The map id of the location of the creature [See map.dbc]. spawnMask tinyint(3) unsigned NO '1' modelid mediumint(8) unsigned NO '0' The model id of the the creature. equipment_id mediumint(9) NO '0' The ID of the equipment that the creature is using. position_x float NO '0' The x position of the creature. position_y float NO '0' The y position of the creature. position_z float NO '0' The z position of the creature. orientation float NO '0' The orientation of the creature. (North = 0.0; South = pi (3.14159)) spawntimesecs int(10) unsigned NO '120' The respawn time of the creature in seconds. spawndist float NO '5' The maximum distance that the creature should spawn from its spawn point. currentwaypoint mediumint(8) unsigned NO '0' The current waypoint of the creature. curhealth int(10) unsigned NO '1' The current health of the creature. curmana int(10) unsigned NO '0' The current mana of the creature. DeathState tinyint(3) unsigned NO '0' The creature's death state. MovementType tinyint(3) unsigned NO '0' The movement type associated with this creature. Description of the fields guid int(10) unsigned A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID. id mediumint(8) unsigned The id of the template that is used when instantiating this creature [See creature_template.entry]. map smallint(5) unsigned The map id of the location of the creature [See map.dbc]. spawnMask tinyint(3) unsigned modelid mediumint(8) unsigned The model id of the the creature. equipment_id mediumint(9) The ID of the equipment that the creature is using [See creature_equip_template.entry]. position_x float The x position of the creature. position_y float The y position of the creature. position_z float The z position of the creature. orientation float The orientation of the creature. (North = 0.0; South = pi (3.14159)) spawntimesecs int(10) unsigned The respawn time of the creature in seconds. spawndist float The maximum distance that the creature should spawn from its spawn point. Also controls how far away the creature can walk from its spawn point if its MovementType = 1. currentwaypoint mediumint(8) unsigned The current waypoint of the creature. curhealth int(10) unsigned The current health of the creature. curmana int(10) unsigned The current mana of the creature. DeathState tinyint(3) unsigned The creature's death state. A boolean, 0 = Alive, 1 = Corpse lying dead around (no gossip possible when dead, if you need corpse-gossip use dynamicflags|32) Value State 0 Alive 1 Dead Note: Dead creatures can not have gossip dialogues, unless you explicitly set the dynamic flag for corpses on the "creature_template" table. MovementType tinyint(3) unsigned The movement type associated with this creature. Usually the same as creature_template.MovementType but can be different [See creature_template.MovementType] for possible values. ID Type 0 Idle; stay in one place 1 Random movement inside the spawndist radius 2 Waypoint movement auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  23. antz

    creature_addon

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_addon' table for MaNGOSOne The creature_addon and creature_template_addon tables define different things that are applied on creatures when they are loaded. These "different things" can be for example to have the creature be mounted, to have it emote something, to have it display an aura effect, etc. Through the use of the fields in this table, many things can be changed about the outward visual appearance of the creature. The creature_template_addon table affects all creatures with that creature template ID while the creature_addon table affects individually spawned creatures (so that two creatures using the same template can look different). NOTES: A creature_addon record will override a creature_template_addon record should they overlap on the same creature. The data for this table is largely incomplete and is mostly just a regurgitation of what the client receives from the server. This article is a WIP as to what all the possible values are. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI '0' Signifies a unique creature guid [See creature.guid]. mount mediumint(8) unsigned NO '0' The model ID of the mount to be used to make the creature appear mounted. bytes1 int(10) unsigned NO '0' The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE b2_0_sheath tinyint(3) unsigned NO '0' SheathState. b2_1_flags tinyint(3) unsigned NO '0' The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE emote int(10) unsigned NO '0' Emote ID that the creature should continually perform. moveflags int(10) unsigned NO '0' Flags controlling how the creature will behave animation-wise while moving. auras text YES NULL This field controls any auras to be applied on the creature. Description of the fields guid int(10) unsigned Signifies a unique creature guid [See creature.guid]. It will affect just that creature whose GUID matches the one specified here. mount mediumint(8) unsigned The model ID of the mount to be used to make the creature appear mounted [See creature_model_info.modelid]. The value here overrides the value for the creature's unit field UNIT_FIELD_MOUNTDISPLAYID. bytes1 int(10) unsigned The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_1. List of known values and what their visual effects on the creature Value Meaning 1Sitting on Ground 2Creature that can fly and are not on the ground appear to have this flag. If they are on the ground, flag is not present. 3Sleep 4Untrackable 7Makes the mob lying dead (combined with empty health bar (dynamicflags = 32) and gray name (dynamicflags = 4) makes the mob to appear dead) 8Makes the mob kneel (need bytes2 = 1) 9Submerges the creature below the ground b2_0_sheath tinyint(3) unsigned SheathState. Value1 State 0All Weapons Sheathed by Default 1Melee Weapon NOT Sheathed by Default (Melee Weapon In Hand) 2Ranged Weapon NOT Sheathed by Default (Ranged Weapon In Hand) b2_1_flags tinyint(3) unsigned The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_2. emote int(10) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED moveflags int(10) unsigned Flags controlling how the creature will behave animation-wise while moving. This table is 100% wrong as of 3.1. It is still here for a period of time for reference and to convert values in DB. See the proper table under this one Value Name Comment 0MOVEMENTFLAG_NONEDo Nothing 1MOVEMENTFLAG_FORWARDinstantly teleport creature, then creature move forward animation but no real movement 2MOVEMENTFLAG_BACKWARDinstantly teleport creature, then creature move back animation but no real movement 4MOVEMENTFLAG_STRAFE_LEFTinstantly teleport creature, then creature move left animation but no real movement 8MOVEMENTFLAG_STRAFE_RIGHTinstantly teleport creature, then creature move right animation but no real movement 16MOVEMENTFLAG_LEFTcreature spin left animation 32MOVEMENTFLAG_RIGHTthen creature spin right animation 64MOVEMENTFLAG_PITCH_UPno effect on creature 128MOVEMENTFLAG_PITCH_DOWNno effect on creature 256MOVEMENTFLAG_WALK_MODEIf flag is not set then player runs 512MOVEMENTFLAG_ONTRANSPORTcauses creatures to fly while moving (not include standing) 1024MOVEMENTFLAG_LEVITATINGhovering animation at stand (not include moving) 2048MOVEMENTFLAG_ROOTRooted 4096MOVEMENTFLAG_JUMPINGJump animation 8192MOVEMENTFLAG_FALLINGFalling animation 16384MOVEMENTFLAG_FALLINGFARFalling Great distance animation 32768MOVEMENTFLAG_UNK2 65536MOVEMENTFLAG_UNK3 131072MOVEMENTFLAG_UNK4 262144MOVEMENTFLAG_UNK5 524288MOVEMENTFLAG_UNK6 1048576MOVEMENTFLAG_UNK7Causes creature to instantly appear at new position 2097152MOVEMENTFLAG_SWIMMINGappears with fly flag also (causes creatures to fall to ground at stand state) 4194304MOVEMENTFLAG_ASCENDINGno effect on creature 8388608MOVEMENTFLAG_CAN_FLYno effect on creature 16777216MOVEMENTFLAG_FLYINGno effect on creature 33554432MOVEMENTFLAG_ONTRANSPORTCreature flying (not hover at stop moving) 67108864MOVEMENTFLAG_SPLINEprobably wrong name (no effect on creature) 134217728MOVEMENTFLAG_SPLINE2no effect on creature 268435456MOVEMENTFLAG_WATERWALKINGalso prevent creature from falling under water 536870912MOVEMENTFLAG_SAFE_FALLactive rogue safe fall spell (passive) (no effect on creature) 1073741824MOVEMENTFLAG_HOVERCauses creature to hover at stand state (not include moving) 2147483648MOVEMENTFLAG_UNK10Causes creature to roll to strange angle Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points. Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points. auras text This field controls any auras to be applied on the creature (both in effect and visually). The syntax for for an individual aura entry is "<spell ID> <index>". An aura is defined not just by the spell that applies it but also by the individual spell affect that applies it. Therefore, the effect index must be specified along with the spell ID. Each spell can have a maximum of three spell effects, so the effect index can only be 0, 1, or 2. To apply multiple auras, you can add more aura entries, separating each entry by a space. Remember that if a spell applies multiple auras, you need to specify an aura entry for each effect index if you want to apply more than one aura from the same spell. List of useful aura entries: Aura Entry Meaning 16380 0Makes the creature invisible. 18950 0 18950 1Makes the creature detect other invisible units (players or creatures). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  24. antz

    creature_ai_scripts

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_ai_scripts' table for MaNGOSOne This table specifies the actions that a creature script will do. A basic eventAI script works with and requires only two pieces of information: What to do and When to do it. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' The unique identifier for the AI script entry. creature_id int(11) unsigned NO '0' This references the Unique ID in the Creature Template table. event_type tinyint(5) unsigned NO '0' Event Type ID event_inverse_phase_mask int(11) NO '0' Mask for the event. event_chance int(3) unsigned NO '100' The percentage chance for this event to happen. event_flags int(3) unsigned NO '0' Event flags allow you to modify how events are executed. event_param1 int(11) NO '0' Parameter Value 1 for the eventtype [See creature_ai_scripts.event_type]. event_param2 int(11) NO '0' Parameter Value 2 for the eventtype [See creature_ai_scripts.event_type]. event_param3 int(11) NO '0' Parameter Value 3 for the eventtype [See creature_ai_scripts.event_type]. event_param4 int(11) NO '0' Parameter Value 4 for the eventtype [See creature_ai_scripts.event_type]. action1_type tinyint(5) unsigned NO '0' The first actiontype. action1_param1 int(11) NO '0' Parameter 1 of the action1_type [See creature_ai_scripts.action1_type] action1_param2 int(11) NO '0' Parameter 2 of the action1_type [See creature_ai_scripts.action1_type] action1_param3 int(11) NO '0' Parameter 3 of the action1_type [See creature_ai_scripts.action1_type] action2_type tinyint(5) unsigned NO '0' The Second actiontype [See creature_ai_scripts.action2_type] action2_param1 int(11) NO '0' Parameter 1 of action2_type [See creature_ai_scripts.action2_type] action2_param2 int(11) NO '0' Parameter 2 of action2_type [See creature_ai_scripts.action2_type] action2_param3 int(11) NO '0' Parameter 3 of action2_type [See creature_ai_scripts.action2_type] action3_type tinyint(5) unsigned NO '0' The Third actiontype [See creature_ai_scripts.action3_type] action3_param1 int(11) NO '0' Parameter 1 of action3_type [See creature_ai_scripts.action3_type] action3_param2 int(11) NO '0' Parameter 2 of action3_type [See creature_ai_scripts.action3_type] action3_param3 int(11) NO '0' Parameter 3 of action3_type [See creature_ai_scripts.action3_type] comment varchar(255) NO {Blank String} Documents what an event script is supposed to do. Description of the fields id int(11) unsigned The unique identifier for the AI script entry. To ease development, it has been defined that the identifier always equals the creature_template.entry * 100 [See creature_template.entry]. creature_id int(11) unsigned This references the Unique ID in the Creature Template table [See creature_template.id] for which the entry is valid. event_type tinyint(5) unsigned Event Type ID, from one of the Events below: Value Type Parameters Description Notes 0 EVENT_T_TIMER_IN_COMBAT InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4) EXPIRES ONLY IN COMBAT. 1 EVENT_T_TIMER_OOC InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4) EXPIRES ONLY OUT OF COMBAT BUT NOT DURING EVADE. 2 EVENT_T_HP HPMax%, HPMin%, RepeatMin, RepeatMax Expires when the NPC's HP% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 3 EVENT_T_MANA ManaMax%,ManaMin% RepeatMin, RepeatMax Expires when the NPC's Mana% is between (Param1) and (Param2). Will repeat between every (Param3) and (Param4) If Event Conditions Are Still Met. 4 EVENT_T_AGGRO NONE Expires ONLY upon the NPC's INITIAL Aggro at the Start of Combat (Does NOT Repeat) and Only Resets on Spawn or Evade. 5 EVENT_T_KILL RepeatMin, RepeatMax Expires upon Killing a Player. Will Repeat Check between (Param1) and (Param2). This Event Will Not Trigger Again Until Repeat Timer Expires 6 EVENT_T_DEATH NONE Expires on the NPC's Death. (This Triggers At The Moment The NPC Dies) 7 EVENT_T_EVADE NONE Expires at the moment the Creature EnterEvadeMode() and Exits Combat. 8 EVENT_T_SPELLHIT SpellID, School, RepeatMin, RepeatMax Expires upon Spell Hit of the NPC. When (param1) is set, it is the specific Spell ID used as the trigger. With (param2) specified, the expiration is limited to specific spell schools (-1 for all) and Spell ID value is ignored. Will repeat Event Conditions Check between every (Param3) and (Param4). Only A Spell ID or Spell School may be Specified but NOT both. 9 EVENT_T_RANGE MinDist, MaxDist, RepeatMin, RepeatMax Expires when the Highest Threat Target Distance is Greater than (Param1) and Less than (Param2). Will repeat between every (Param3) and (Param4) if Event Conditions Are Still Met. 10 EVENT_T_OOC_LOS NoHostile, MaxRange, RepeatMin, RepeatMax Expires when a unit moves within distance (MaxAllowedRange) of the NPC. If (Param1) is 0 it will expire only when unit is hostile, If (Param1) is 1 it will expire only when unit is friendly. This depends generally on faction relations. Will repeat every (Param3) and (Param4). Does NOT expire when the NPC is in combat. 11 EVENT_T_SPAWNED Condition, CondValue1 Expires on initial spawn and respawn of the NPC (Useful for setting Ranged Movement/Summoning Pets/Applying Buffs). 12 EVENT_T_TARGET_HP HPMax%, HPMin%, RepeatMin, RepeatMax Expires when current target's HP% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 13 EVENT_T_TARGET_CASTING RepeatMin, RepeatMax Expires when the current target is casting a spell. Will repeat every (Param1) and (Param2) If Event Conditions Are Still Met. 14 EVENT_T_FRIENDLY_HP HPDeficit, Radius, RepeatMin, RepeatMax Expires when a friendly unit in (Radius) has at least (Param1) HP points missing. Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 15 EVENT_T_FRIENDLY_IS_CC DispelType, Radius, RepeatMin, RepeatMax Expires when a friendly unit is crowd controlled within the given Radius (Param2). Will repeat every (Param3) and (Param4). 16 EVENT_T_FRIENDLY_MISSING_BUFF SpellId, Radius, RepeatMin, RepeatMax Expires when a friendly unit is missing aura(s) given by a spell (Param1) within Radius (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 17 EVENT_T_SUMMONED_UNIT CreatureId, RepeatMin, RepeatMax Expires after creature with entry = (Param1) is spawned (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 18 EVENT_T_TARGET_MANA ManaMax%, ManaMin%, RepeatMin, RepeatMax Expires when current target's Mana% is between (Param1) and (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 19 EVENT_T_QUEST_ACCEPT QuestID 20 EVENT_T_QUEST_COMPLETE 21 EVENT_T_REACHED_HOME NONE Expires when a creature reaches it's home (spawn) location after evade. This is commonly used for NPC's who Stealth once reaching their Spawn Location 22 EVENT_T_RECEIVE_EMOTE EmoteId, Condition, CondValue1, CondValue2 Expires when a creature receives an emote with emote text id ("enum TextEmotes" from SharedDefines.h in Mangos Source) in (Param1). Conditions can be defined (Param2) with optional values (Param3,Param4), see (enum ConditionType) in ObjectMgr.h (Mangos Source). 23 EVENT_T_AURA Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max Expires when a creature has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 24 EVENT_T_TARGET_AURA Param1 = SpellID, Param2 = Number of time stacked, Param3/4 Repeat Min/Max Expires when a target unit has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4) If Event Conditions Are Still Met. 25 EVENT_T_SUMMONED_JUST_DIED CreatureId, RepeatMin, RepeatMax Expires after creature with entry = (Param1) is die (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 26 EVENT_T_SUMMONED_JUST_DESPAWN CreatureId, RepeatMin, RepeatMax Expires before creature with entry = (Param1) is despawn (Param1 = 0 means all spawns). Will repeat every (Param2) and (Param3). 27 EVENT_T_MISSING_AURA Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max Expires when a creature not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 28 EVENT_T_TARGET_MISSING_AURA Param1 = SpellID, Param2 = Number of time stacked expected, Param3/4 Repeat Min/Max Expires when a target unit not has spell (Param1) auras applied in a stack greater or equal to value provided in (Param2). Will repeat every (Param3) and (Param4). 29 EVENT_T_TIMER_GENERIC InitialMin, InitialMax, RepeatMin, RepeatMax Expires at first between (Param1) and (Param2) and then will repeat between every (Param3) and (Param4). 30 EVENT_T_RECEIVE_AI_EVENT AIEventType, Sender-Entry, unused, unused Expires when the creature receives an AIEvent of type (Param1), sent by creature (Param2 != 0). If (Param2 = 0) then sent by any Now that all of the supported events have been listed and described, we shall now move on to the actions that can be performed. Each event can take up to three actions. The actions will all be performed when the event is triggered and they will be performed in the order that they have been defined. This means that, for a certain event, action 1 will be performed first, followed by action 2, then lastly by action 3. Just like event definitions, Each action can use up to three different parameters but not all actions will use all three parameters. If a parameter isn't mentioned for an action, then that action does not need that parameter. event_inverse_phase_mask int(11) This field allows to restrict the event occurences to certain EventAI phases. The EventAI script phases are changed with actions 22 and 23, see below. This mask contains 1 in the bits corresponding to the phases for which you DO NOT wish the event occuring. The default value 0 means that the event may happen in any script phase. The value 1 will disable the event for the phase 0 while keeping it enabled for all other phases. The value 5 will disable the event for phases 0 and 2, and so on. event_chance int(3) unsigned The percentage chance for this event to happen. Values have to be between 1 and 100. event_flags int(3) unsigned Event flags allow you to modify how events are executed. Value Type Description 1 EFLAG_REPEATABLE Event repeats (Does not repeat if this flag is not set) 2 EFLAG_RESERVED_1 Unused 4 EFLAG_RESERVED_2 Unused 8 EFLAG_RESERVED_3 Unused 16 EFLAG_RESERVED_4 Unused 32 EFLAG_RANDOM_ACTION At event occur execute one random action from event actions instead all actions. 64 EFLAG_RESERVED_6 Unused 128 EFLAG_DEBUG_ONLY Event only occurs in debug builds event_param1 int(11) Parameter Value 1 for the eventtype [See creature_ai_scripts.event_type]. event_param2 int(11) Parameter Value 2 for the eventtype [See creature_ai_scripts.event_type]. event_param3 int(11) Parameter Value 3 for the eventtype [See creature_ai_scripts.event_type]. event_param4 int(11) Parameter Value 4 for the eventtype [See creature_ai_scripts.event_type]. action1_type tinyint(5) unsigned The first actiontype Before we start to list and explain the different actions that can be taken, we must first look at how the eventAI targeting system works. Due to technical reasons in how targetting is handled, the eventAI script cannot target anything or anyone that is not in its threat list or is not the scripted creature itself. It also can't currently target anyone specific in its threat list except by their position in the threat list. However, even then it can only target specifically the current victim, the second unit in its threat list, and the last unit in its threat list. It can also target units in its threat list at random and has two options for that: anyone in its threat list at random, or anyone in its threat list excluding the unit with the most threat. Aside from all of those external targets, the script can always target itself. More information on the target types can be found in the reference tables at the end of this guide. One last note before we start looking at individual actions is about the texts. The eventAI script has support for localized text entries. Therefore, you can define what the mob will say in more than one language all in another table and the script will show the corresponding localized text to the corresponding client (english text to enUS/enGB clients, german text to deDE clients, etc). All of the localized text entries will have a unique text ID assigned to them and it is that text ID that will be used by any actions that require textual input. Action Type Enum Name Description Parameters 0 ACTION_T_NONE Does nothing! 1 ACTION_T_SAY Displays the -TextId as defined. In case -TextId2 and optionally -TextId3, the output will be randomized. Type text are defined in the eventai_texts table (say, yell, whisper, etc) along with other options for the text. All values are required to be negative. Parameter 1: The entry of the text that the NPC should use from eventai_texts table. Optionally a entry from other tables can be used (such as custom_texts are required to be negative and exist in a *_texts-table. The type text to be displayed are defined in the texts-table itself (Say, Yell, Whisper, Emote Text, Boss Whisper, Boss Emote)Other options are also to be defined in the texts-table, such as a sound to be heard with the text and the language used in output (common, dwarvish, etc).In case this entry has a localized version of the text, the localized text will be displayed in client that support this locale. Parameter 2: Optional. TextId can be defined in addition. The same apply to this as explained above, however eventAI will randomize between the two. Parameter 3: Optional, if Parameter 2 exist. In this case, eventAI will randomize between three. 2 ACTION_T_YELL UNUSED 3 ACTION_T_TEXTEMOTE UNUSED 4 ACTION_T_SOUND When activated, the creature will play the specified sound. Parameter 1: The sound ID to be played. Sound IDs are contained in the DBC files. 5 ACTION_T_EMOTE When activated, the creature will perform a visual emote. Unlike a text emote, a visual emote is one where the creature will actually move or perform a gesture. Parameter 1: The emote ID that the creature should perform. Emote IDs are also contained in the DBC but they can be found in the mangos source as well. 6 ACTION_T_RANDOM_SAY UNUSED 7 ACTION_T_RANDOM_YELL UNUSED 8 ACTION_T_RANDOM_TEXTEMOTE UNUSED 9 ACTION_T_RANDOM_SOUND Similar to the ACTION_T_SOUND action, when this action is activated, it will choose at random a sound to play. This action needs all three parameters to be filled and it will pick a random entry from the three. Note: (1) Parameter 1: The sound ID to be played as choice one. Parameter 2: The sound ID to be played as choice two. Parameter 3: The sound ID to be played as choice three. 10 ACTION_T_RANDOM_EMOTE Similar to the ACTION_T_EMOTE action, when this action is activated, it will choose at random an emote ID to emote visually. This action needs all three parameters to be filled and it will pick a random entry from the three. Note: (1) Parameter 1: The emote ID that the creature should perform as choice one. Parameter 2: The emote ID that the creature should perform as choice two. Parameter 3: The emote ID that the creature should perform as choice three. 11 ACTION_T_CAST When activated, the creature will cast a spell specified by a spell ID on a target specified by the target type. Parameter 1: The spell ID to use for the cast. The value used in this field needs to be a valid spell ID. Parameter 2: The target type defining who the creature should cast on. The value in this field needs to be a valid target type as specified in the reference tables below. Parameter 3: See spell flags. If it is 1, then the spell cast will interrupt any spells that are already in the progress of being casted; otherwise if the creature is already casting a spell and this field is 0, then this action will be skipped. 12 ACTION_T_SUMMON When activated, the creature will summon another creature at the same spot as itself that will attack the specified target. Parameter 1: The creature template ID to be summoned. The value here needs to be a valid creature template ID. Parameter 2: The target type defining who the summoned creature will attack. The value in this field needs to be a valid target type as specified in the reference tables below. Note: Using target type 0 will cause the summoned creature to not attack anyone. Parameter 3: The duration until the summoned creature should be unsummoned. The value in this field is in milliseconds or 0. If zero, then the creature will not be unsummoned until it leaves combat, but only works with t_type !=0. 13 ACTION_T_THREAT_SINGLE_PCT When activated, this action will modify the threat of a target in the creatureâ?Ts threat list by the specified percent. Parameter 1: Threat percent that should be modified. The value in this field can range from -100 to +100. If it is negative, threat will be taken away and if positive, threat will be added. Parameter 2: The target type defining on whom the threat change should occur. The value in this field needs to be a valid target type as specified in the reference tables below. 14 ACTION_T_THREAT_ALL_PCT When activated, this action will modify the threat for everyone in the creatureâ?Ts threat list by the specified percent. Parameter 1: The percent that should be used in modifying everyoneâ?Ts threat in the creatureâ?Ts threat list. The value here can range from -100 to +100. Note: Using -100 will cause the creature to reset everyoneâ?Ts threat to 0 so that everyone has the same amount of threat. It does NOT make any changes as to who is in the threat list. 15 ACTION_T_QUEST_EVENT When activated, this action will satisfy the external completion requirement for the quest for the specified target defined by the target type. This action can only be used with player targets so it must be ensured that the target type will point to a player. Parameter 1: The quest template ID. The value here must be a valid quest template ID. Furthermore, the quest should have SpecialFlags | 2 as it would need to be completed by an external event which is the activation of this action. Parameter 2: The target type defining whom the quest should be completed for. The value in this field needs to be a valid target type as specified in the reference tables below. 16 ACTION_T_CASTCREATUREGO When activated, this action will call CastedCreatureOrGO() function for the player. It can be used to give quest credit for casting a spell on the creature. Parameter 1: The quest template ID. The value here must be a valid quest template ID. Parameter 2: The spell ID to use to simulate the cast. The value used in this field needs to be a valid spell ID. Parameter 3: The target type defining whom the quest credit should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. 17 ACTION_T_SET_UNIT_FIELD When activated, this action can change the targetâ?Ts unit field values. More information on the field value indeces can be found at character data data. Parameter 1: The index of the field number to be changed. Use character data data for a list of indeces and what they control. Note that a creature shares the same indeces with a player except for the PLAYER_* ones. Parameter 2: The new value to be put in the field. Parameter 3: The target type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. 18 ACTION_T_SET_UNIT_FLAG When activated, this action changes the targetâ?Ts flags by adding (turning on) more flags. For example, this action can make the creature unattackable/unselectable if the right flags are used. Parameter 1: The flag(s) to be set. Multiple flags can be set by using bitwise-OR on them (adding them together). Parameter 2: The target type defining for whom the flags should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. 19 ACTION_T_REMOVE_UNIT_FLAG When activated, this action changes the targetâ?Ts flags by removing (turning off) flags. For example, this action can make the creature normal after it was unattackable/unselectable if the right flags are used. Parameter 1: The flag(s) to be removed. Multiple flags can be set by using bitwise-OR on them (adding them together). Parameter 2: The target type defining for whom the flags should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. 20 ACTION_T_AUTO_ATTACK This action controls whether or not the creature should stop or start the auto melee attack. Parameter 1: If zero, then the creature will stop its melee attacks. If non-zero, then the creature will either continue its melee attacks (the action would then have no effect) or it will start its melee attacks on the target with the top threat if its melee attacks were previously stopped. 21 ACTION_T_COMBAT_MOVEMENT This action controls whether or not the creature will always move towards its target. Parameter 1: If zero, then the creature will stop moving towards its victim (if its victim gets out of melee range) and will be stationary. If non-zero, then the creature will either continue to follow its victim (the action would have no effect) or it will start to follow the target with the top threat if its movement was disabled before. 22 ACTION_T_SET_PHASE When activated, this action sets the creatureâ?Ts event to the specified value. Parameter 1: The new phase to set the creature in. This number must be an integer between 0 and 31 inclusive. 23 ACTION_T_INC_PHASE When activated, this action will increase (or decrease) the current creatureâ?Ts phase. Parameter 1: The number of phases to increase or decrease. Use negative values to decrease the current phase. After increasing or decreasing the phase by this action, the current phase must not be lower than 0 or exceed 31. 24 ACTION_T_EVADE When activated, the creature will immediately exit out of combat, clear its threat list, and move back to its spawn point. Basically, this action will reset the whole encounter. 25 ACTION_T_FLEE When activated, the creature will try to flee from combat. Currently this is done by it casting a fear-like spell on itself called "Run Away". 26 ACTION_T_QUEST_EVENT_ALL This action does the same thing as the ACTION_T_QUEST_EVENT does but it does it for all players in the creatureâ?Ts threat list. Note that if a player is not in its threat list for whatever reason, he/she wonâ?Tt get the quest completed. Parameter 1: The quest ID to finish for everyone. 27 ACTION_T_CASTCREATUREGO_ALL This action does the same thing as the ACTION_T_CASTCREATUREGO does but it does it for all players in the creatureâ?Ts threat list. Note that if a player is not in its threat list for whatever reason, he/she wonâ?Tt receive the cast emulation. Parameter 1: The quest template ID. Parameter 2: The spell ID used to simulate the cast. 28 ACTION_T_REMOVEAURASFROMSPELL This action will remove all auras from a specific spell from the target. Parameter 1: The target type defining for whom the unit field should be changed. The value in this field needs to be a valid target type as specified in the reference tables below. Parameter 2: The spell ID whose auras will be removed. 29 ACTION_T_RANGED_MOVEMENT This action changes the movement type generator to ranged type using the specified values for angle and distance. Note that specifying zero angle and distance will make it just melee instead. Parameter 1: The distance the mob should keep between it and its target. Parameter 2: The angle the mob should use. 30 ACTION_T_RANDOM_PHASE Randomly sets the phase to one from the three parameter choices. Note: (1) Parameter 1: A possible random phase choice. Parameter 2: A possible random phase choice. Parameter 3: A possible random phase choice. 31 ACTION_T_RANDOM_PHASE_RANGE Randomly sets the phase between a range of phases controlled by the parameters. Parameter 1: The minimum of the phase range. Parameter 2: The maximum of the phase range. The number here must be greater than the one in parameter 1. 32 ACTION_T_SUMMON Summons a creature using the data specified in the separate summons table. Parameter 1: The creature template ID to be summoned. The value here needs to be a valid creature template ID. Parameter 2: The target type defining who the summoned creature will attack. The value in this field needs to be a valid target type as specified in the reference tables below. Note: Using target type 0 will cause the summoned creature to not attack anyone. Parameter 3: The summon ID from the eventai_summons table controlling the position (and spawntime) where the summoned mob should be spawned at. 33 ACTION_T_KILLED_MONSTER When activated, this action will call KilledMonster() function for the player. It can be used to give creature credit for killing a creature (note that it can be ANY creature including certain quest specific triggers). In general if the quest is set to be accompished on different creatures (e.g. "Credit" templates). Parameter 1: The creature template ID. The value here must be a valid creature template ID. Parameter 2: The target type defining whom the quest kill count should be given to. The value in this field needs to be a valid target type as specified in the reference tables below. 34 ACTION_T_SET_INST_DATA Sets data for the instance. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. Parameter 1: The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instanceâ?Ts script. Parameter 2: The value to put at that field index. The number here must be a valid 32 bit number. 35 ACTION_T_SET_INST_DATA64 Sets GUID (64 bits) data for the instance based on the target. Note that this will only work when the creature is inside an instantiable zone that has a valid script (ScriptedInstance) assigned. Parameter 1: The field to change in the instance script. Again, this field needs to be a valid field that has been already defined in the instanceâ?Ts script. Parameter 2: The target type to use to get the GUID that will be stored at the field index. The value in this field needs to be a valid target type as specified in the reference tables below. 36 ACTION_T_UPDATE_TEMPLATE This function temporarily changes creature entry to new entry, display is changed, loot is changed, but AI is not changed. At respawn creature will be reverted to original entry. Parameter 1: The creature template ID. The value here must be a valid creature template ID. Parameter 2: Use model_id from team: Alliance(0) or Horde (1). 37 ACTION_T_DIE Kills the creature 38 ACTION_T_ZONE_COMBAT_PULSE Places all players within the instance into combat with the creature. Only works in combat and only works inside of instances. 39 ACTION_T_CALL_FOR_HELP Call any friendly creatures (if its not in combat/etc) in radius attack creature target. Parameter 1: Radius from creature. 40 ACTION_T_SET_SHEATH Let set sheath state for creature (0-no weapon show (not used mostly by creatures), 1-melee weapon show, 2-ranged weapon show) Parameter 1: Sheath state of the creature. 41 ACTION_T_FORCE_DESPAWN Despawns the creature. Parameter 1: Despawn delay. action1_param1 int(11) Parameter 1 of the action1_type [See creature_ai_scripts.action1_type] action1_param2 int(11) Parameter 2 of the action1_type [See creature_ai_scripts.action1_type] action1_param3 int(11) Parameter 3 of the action1_type [See creature_ai_scripts.action1_type] action2_type tinyint(5) unsigned The Second actiontype [See creature_ai_scripts.action2_type] Possible target types Value Type Description 0 TARGET_T_SELF self cast 1 TARGET_T_HOSTILE Our current target (ie: top aggro) 2 TARGET_T_HOSTILE_SECOND_AGGRO Second highest aggro, usually offtank (generaly used for cleaves and some special attacks) 3 TARGET_T_HOSTILE_LAST_AGGRO Bottom aggro target (these are healers usually) 4 TARGET_T_HOSTILE_RANDOM Just any random target on our threat list 5 TARGET_T_HOSTILE_RANDOM_NOT_TOP Any random target except top aggro 6 TARGET_T_ACTION_INVOKER Unit who caused this Event to occur (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 7 TARGET_T_ACTION_INVOKER_OWNER Unit owning the one responsible for Event to occur, for example, the hunter which pet triggered the event (only works for EVENT_T_AGGRO, EVENT_T_KILL, EVENT_T_DEATH, EVENT_T_SPELLHIT, EVENT_T_OOC_LOS, EVENT_T_FRIENDLY_HP, EVENT_T_FRIENDLY_IS_CC, EVENT_T_FRIENDLY_MISSING_BUFF, EVENT_T_RECEIVE_EMOTE, EVENT_T_RECEIVE_AI_EVENT) 8 TARGET_T_HOSTILE_RANDOM_PLAYER Just any random player on our threat list 9 TARGET_T_HOSTILE_RANDOM_NOT_TOP_PLAYER Any random player from threat list except top aggro (ie except main tank) 10 TARGET_T_EVENT_SENDER Unit who sent an AIEvent that was received with EVENT_T_RECEIVE_AI_EVENT action2_param1 int(11) Parameter 1 of action2_type [See creature_ai_scripts.action2_type] action2_param2 int(11) Parameter 2 of action2_type [See creature_ai_scripts.action2_type] action2_param3 int(11) Parameter 3 of action2_type [See creature_ai_scripts.action2_type] action3_type tinyint(5) unsigned The Third actiontype [See creature_ai_scripts.action3_type] action3_param1 int(11) Parameter 1 of action3_type [See creature_ai_scripts.action3_type] action3_param2 int(11) Parameter 2 of action3_type [See creature_ai_scripts.action3_type] action3_param3 int(11) Parameter 3 of action3_type [See creature_ai_scripts.action3_type] comment varchar(255) Documents what an event script is supposed to do. It has been defined that comments should use the form: 'Creature/GameObject name - Cast Spellname'. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  25. antz

    creature_ai_summons

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_ai_summons' table for MaNGOSOne This table is used to provide NPC support for an event using action 32 = ACTION_T_SUMMON as one of its Actions Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(11) unsigned NO PRI NULL 'auto_increment' This references the third action parameter in the Creature_ai_scripts. position_x float NO '0' The X position for the creature to be spawned. position_y float NO '0' The Y position for the creature to be spawned. position_z float NO '0' The Z position for the creature to be spawned. orientation float NO '0' The orientation for the creature to be spawned. spawntimesecs int(11) unsigned NO '120' The despawn timer for the summoned creature. comment varchar(255) NO {Blank String} Documents what kind of creature will be summoned. Description of the fields id int(11) unsigned This references the third action parameter in the Creature_ai_scripts table entry [See creature_ai_scripts.entry] with a summon action assigned. position_x float The X position for the creature to be spawned. position_y float The Y position for the creature to be spawned. position_z float The Z position for the creature to be spawned. orientation float The orientation for the creature to be spawned. spawntimesecs int(11) unsigned The despawn timer for the summoned creature. comment varchar(255) Documents what kind of creature will be summoned. Currently it is common to use the summoned creature's Creature Template Entry value [See creature_template.entry] to describe what is summoned. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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