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antz

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  1. 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 MaNGOSZero 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
  2. 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 MaNGOSZero 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]. 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]. 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
  3. 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 MaNGOSZero 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
  4. 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 MaNGOSZero 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
  5. 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 MaNGOSZero 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
  6. antz

    creature_ai_texts

    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_texts' table for MaNGOSZero This table holds all the texts used within the eventai (ACID) scripts. This table handles the actual text, display type (say/yell/emote) and corresponding sounds or emote (if any). Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) NO PRI NULL This references a script using an action of the type ACTION_T_TEXT. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' A sound identifier. type tinyint(3) unsigned NO '0' The type of message to display. language tinyint(3) unsigned NO '0' A language identifier. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL This documents the creature text. Description of the fields entry mediumint(8) This references a script using an action of the type ACTION_T_TEXT in the Creature AI Scripts tables entry [See creature_ai_scripts]. Note: IDs use the negative versions of the referenced action's ID. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned A sound identifier. The value has to match with a sound identifier [See SoundEntries.dbc]. type tinyint(3) unsigned The type of message to display. The following table lists all valid types. Value Description 0Say 1Yell 2Text emote 3Boss emote 4Whisper 5Boss whisper language tinyint(3) unsigned A language identifier. The value has to match with a language identifier [See Languages.dbc]. emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text This documents the creature text. Currently there are no hard or fast rules for the format of the comment. It should help identifying who and why does perform the emote. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  7. antz

    creature_battleground

    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_battleground' table for MaNGOSZero This table contains the description of creatures spawned on battlegrounds. 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 A unique identifier given to each creature to distinguish them from each other. event1 tinyint(3) unsigned NO NULL Main Event. event2 tinyint(3) unsigned NO NULL Sub Event. 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. This GUID is linked to the creature-table. event1 tinyint(3) unsigned The identifier for the event node in the battleground. Event nodes usually are defined in the battleground's script. Nodes are locations in a battleground where characters of each faction can perform actions, such as capturing a tower in Alterac Valley, or taking control over the stables in Arathi Basin. event2 tinyint(3) unsigned The state of the event node. Node status is defined differently in every battleground script. Node events can occur for every node and usually describe changes due to character interaction. E.g. if stables in Arathi Basin are taken over by Alliance, the stables note state would become Alliance controlled. Similar node states exist for every battleground note. Note If you update battleground scripts and make changes to node status values ensure that you provide database update scripts which update the battleground events accordingly. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  8. antz

    creature_equip_template

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_equip_template' table for MaNGOSZero This table contains all equipment creatures should wear. 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' Unique Id of the equipment, no link with any official data. equipentry1 mediumint(8) unsigned NO MUL '0' This is the item of the equipment used in the right hand [See Item.dbc]. equipentry2 mediumint(8) unsigned NO '0' This is the item of the equipment used in the left hand [See Item.dbc]. equipentry3 mediumint(8) unsigned NO '0' This is the item of the equipment used in the distance slot [See Item.dbc]. Description of the fields entry mediumint(8) unsigned Unique Id of the equipment, no link with any official data. equipentry1 mediumint(8) unsigned This is the item of the equipment used in the right hand [See Item.dbc]. equipentry2 mediumint(8) unsigned This is the item of the equipment used in the left hand [See Item.dbc]. equipentry3 mediumint(8) unsigned This is the item of the equipment used in the distance slot [See Item.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  9. antz

    creature_item_template

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_item_template' table for MaNGOSZero xxxx Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The unique identifier of the item template entry. class tinyint(3) unsigned YES '0' The class of the item template. subclass tinyint(3) unsigned YES '0' The subclass of the item template. material mediumint(8) unsigned YES '0' The material that the item is made of. displayid mediumint(8) unsigned YES '0' A display model identifier for the Item. inventory_type tinyint(3) unsigned YES '0' Defines if and in which slot an item can be equipped. sheath_type tinyint(3) unsigned YES '0' The value of this field controls how characters will show or hide items worn. Description of the fields entry mediumint(8) unsigned The unique identifier of the item template entry [See item_template]. class tinyint(3) unsigned The class of the item template. ID Name 0 Consumable 1 Container 2 Weapon 4 Armor 5 Reagent 6 Projectile 7 Trade Goods 9 Recipe 11 Quiver 12 Quest 13 Key 15 Miscellaneous subclass tinyint(3) unsigned The subclass of the item template. Class ID Subclass ID Subclass 0 0 Consumable 1 0 Container, Bag 1 1 Container, Soul bag 1 2 Container, Herb bag 1 3 Container, Enchanting bag 1 4 Container, Engineering bag 2 0 Weapon, Axe 1H 2 1 Weapon, Axe 2H 2 2 Weapon, Bow 2 3 Weapon, Gun 2 4 Weapon, Mace 1H 2 5 Weapon, Mace 2H 2 6 Weapon, Polearm 2 7 Weapon, Sword 1H 2 8 Weapon, Sword 2H 2 10 Weapon, Staff 2 13 Weapon, Fist weapon 2 14 Weapon, Miscellaneous 2 15 Weapon, Dagger 2 16 Weapon, Thrown 2 17 Weapon, Spear 2 18 Weapon, Crossbow 2 19 Weapon, Wand 2 20 Weapon, Fishing pole 4 0 Armor, Miscellaneous 4 1 Armor, Cloth 4 2 Armor, Leather 4 3 Armor, Mail 4 4 Armor, Plate 4 6 Armor, Shield 4 7 Armor, Libram 4 8 Armor, Idol 4 9 Armor, Totem 5 0 Reagent 6 2 Projectile, Arrow 6 3 Projectile, Bullet 7 0 Trade goods, Trade goods 7 1 Trade goods, Parts 7 2 Trade goods, Explosives 7 3 Trade goods, Devices 9 0 Recipe, Book 9 1 Recipe, Leatherworking 9 2 Recipe, Tailoring 9 3 Recipe, Engineering 9 4 Recipe, Blacksmithing 9 5 Recipe, Cooking 9 6 Recipe, Alchemy 9 7 Recipe, First aid 9 8 Recipe, Enchanting 9 9 Recipe, Fishing 11 2 Quiver 11 3 Ammo pouch 12 0 Quest 13 0 Key 13 1 Lockpick 15 0 Miscellaneous, Junk material mediumint(8) unsigned The material that the item is made of. The value here affects the sound the item uses when moved in bags. Use -1 for consumable items like food, reagents, etc. This references a material identifier [See Material.dbc]. The following table contains valid material identifiers. Value Material 1 Metal 2 Wood 3 Liquid 4 Jewelry 5 Chain 6 Plate 7 Cloth 8 Leather displayid mediumint(8) unsigned A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc]. inventory_type tinyint(3) unsigned Defines if and in which slot an item can be equipped. The following table shows all allowed values. Value Slot name 0 Not equipable 1 Head 2 Neck 3 Shoulders 4 Body 5 Chest 6 Waist 7 Legs 8 Feet 9 Wrists 10 Hands 11 Finger 12 Trinket 13 Weapon 14 Shield 15 Ranged 16 Cloak 17 2H weapon 18 Bag 19 Tabard 20 Robe 21 Weapon, main hand 22 Weapon, offhand 23 Holdable 24 Ammo 25 Thrown 26 Ranged, right 27 Quiver 28 Relic sheath_type tinyint(3) unsigned The value of this field controls how characters will show or hide items worn, e.g. for weapons. The following table shows a list of supported sheath types. Value Type Description 0 None No sheathing 1 Main hand On the back, pointing down 2 Off hand On the back, pointing up 3 Large weapon left 4 Large weapon right 5 Hip weapon left To the side 6 Hip weapon right To the side 7 Shield On the back, in the middle auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  10. 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_equip_template_raw' table for MaNGOSZero The creature_equip_template_raw table holds information on items that creatures should wear. Note: This table is deprecated. Do not use it, as it will be removed in a future update and is just here to ease transition to the new creature_equip_template table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Deprecated Table equipmodel1 mediumint(8) unsigned NO '0' Deprecated Table equipmodel2 mediumint(8) unsigned NO '0' Deprecated Table equipmodel3 mediumint(8) unsigned NO '0' Deprecated Table equipinfo1 int(10) unsigned NO '0' Deprecated Table equipinfo2 int(10) unsigned NO '0' Deprecated Table equipinfo3 int(10) unsigned NO '0' Deprecated Table equipslot1 int(11) NO '0' Deprecated Table equipslot2 int(11) NO '0' Deprecated Table equipslot3 int(11) NO '0' Deprecated Table Description of the fields entry mediumint(8) unsigned Deprecated Table equipmodel1 mediumint(8) unsigned Deprecated Table equipmodel2 mediumint(8) unsigned Deprecated Table equipmodel3 mediumint(8) unsigned Deprecated Table equipinfo1 int(10) unsigned Deprecated Table equipinfo2 int(10) unsigned Deprecated Table equipinfo3 int(10) unsigned Deprecated Table equipslot1 int(11) Deprecated Table equipslot2 int(11) Deprecated Table equipslot3 int(11) Deprecated Table auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  11. 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_linking_template' table for MaNGOSZero This table holds details on how creature templates linked to a master creature template should act in combat and non-combat situations. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' creature_template.entry of the slave mob that is linked. map smallint(5) unsigned NO PRI '0' A map identifier master_entry mediumint(8) unsigned NO '0' master entry to trigger events flag mediumint(8) unsigned NO '0' This flag determines how a linked creature will act. search_range mediumint(8) unsigned NO '0' IF given != 0 only mobs with spawn-dist Description of the fields entry mediumint(8) unsigned creature_template.entry of the slave mob that is linked [See creature_template.entry]. map smallint(5) unsigned A map identifier. The value has to match with a map identifier [See Map.dbc]. This is the map where creature templates are located. master_entry mediumint(8) unsigned This is a unique ID for which the entry is valid [See "creature_template" table]. This is the master creature template which defines behaviour for the linked creature template. flag mediumint(8) unsigned This flag determines how a linked creature will act, when the master is changing it's combat state. Flags provide support for combat state, non combat state and life state. The following flags determine the behaviour if the master is in combat state. Value Hex FlagName Description 1 0x1 FLAG_AGGRO_ON_AGGRO The "slave" aggroes when the "master" aggroes 2 0x2 FLAG_TO_AGGRO_ON_AGGRO The master aggroes when the slave aggroes 4 0x4 FLAG_RESPAWN_ON_EVADE The slave respawns when the master evades 8 0x8 FLAG_TO_RESPAWN_ON_EVADE the master respawns when the slave evades 16 0x10 FLAG_DESPAWN_ON_DEATH the slave despawns when the master dies 32 0x20 FLAG_SELFKILL_ON_DEATH the slave goes suicide when the master dies 64 0x40 FLAG_RESPAWN_ON_DEATH the slave respawn when the master dies 128 0x80 FLAG_RESPAWN_ON_RESPAWN the slave respawns on master respawn 256 0x100 FLAG_DESPAWN_ON_RESPAWN the slave despawns on master respawn (TODO: check for slave != master) 512 0x200 FLAG_FOLLOW the slave follows the master, very basic, see TODO notes in commit, or post below 1024 0x400 FLAG_CANT_SPAWN_IF_BOSS_DEAD the slave cannot respawn while boss is dead 2048 0x800 FLAG_CANT_SPAWN_IF_BOSS_ALIVE the slave cannot respawn while boss is alive 4096 0x1000 FLAG_DESPAWN_ON_EVADE the slave despawn after the master evade 8192 0x2000 FLAG_DESPAWN_ON_DESPAWN the slave despawn after the master despawns search_range mediumint(8) unsigned IF given != 0 only mobs with spawn-dist IF = 0 all mobs on the map are linked to the master. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  12. antz

    creature_linking

    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_linking' table for MaNGOSZero This table holds details of how creatures linked to a master creature should act in combat and non-combat situations. 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 This references the "creature" table tables unique ID. master_guid int(10) unsigned NO NULL This references the "creature" table tables unique ID. flag mediumint(8) unsigned NO NULL This flag determines how a linked creature will act. Description of the fields guid int(10) unsigned This references the "creature" table tables unique ID for which the entry is valid [See creature.entry]. This is a creature spawn bound to the master creature. master_guid int(10) unsigned This references the "creature" table tables unique ID for which the entry is valid [See creature.entry]. This is the master creature which defines behaviour for the linked creature. flag mediumint(8) unsigned This flag determines how a linked creature will act, when the master is changing it's combat state. Flags provide support for combat state, non combat state and life state. The following flags determine the behaviour if the master is in combat state. Value Hex FlagName Description 1 0x1 FLAG_AGGRO_ON_AGGRO The "slave" aggroes when the "master" aggroes 2 0x2 FLAG_TO_AGGRO_ON_AGGRO The master aggroes when the slave aggroes 4 0x4 FLAG_RESPAWN_ON_EVADE The slave respawns when the master evades 8 0x8 FLAG_TO_RESPAWN_ON_EVADE the master respawns when the slave evades 16 0x10 FLAG_DESPAWN_ON_DEATH the slave despawns when the master dies 32 0x20 FLAG_SELFKILL_ON_DEATH the slave goes suicide when the master dies 64 0x40 FLAG_RESPAWN_ON_DEATH the slave respawn when the master dies 128 0x80 FLAG_RESPAWN_ON_RESPAWN the slave respawns on master respawn 256 0x100 FLAG_DESPAWN_ON_RESPAWN the slave despawns on master respawn (TODO: check for slave != master) 512 0x200 FLAG_FOLLOW the slave follows the master, very basic, see TODO notes in commit, or post below 1024 0x400 FLAG_CANT_SPAWN_IF_BOSS_DEAD the slave cannot respawn while boss is dead 2048 0x800 FLAG_CANT_SPAWN_IF_BOSS_ALIVE the slave cannot respawn while boss is alive 4096 0x1000 FLAG_DESPAWN_ON_EVADE the slave despawn after the master evade 8192 0x2000 FLAG_DESPAWN_ON_DESPAWN the slave despawn after the master despawns auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  13. antz

    creature_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 'creature_loot_template' table for MaNGOSZero This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) unsigned NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Meaning of that field is a bit different depending on its sign. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' This field defines when positive the minimum number of copies of the item. maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) This field defines ¦when positive: the minimum number of copies of the item that can drop in a single loot ¦when negative: a reference to another template. Zero value makes no sense and should not be used. Meaning of positive values is quite clear and requires no additional comments. References can point to either a whole template or to single group of a template and decribed below. Template reference mincountOrRef Template reference asks core to process another loot template (having entry equal to "-mincountOrRef") and to include all items dropped for that template into current loot. Simple idea. Value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. So if the referenced template can produce 3 to 10 items (depending on luck) and value of maxcount is '5' then after processing of that reference 15 to 50 items will be added to the loot. An awful example, isn't it? Actually no good example for whole template reference repetition is known, but it is quite useful for group references sometimes. Be careful. Self references (loot template includes reference to itself) and loop references (loot template A includes reference to entire template B, loot template B includes reference to entire template A) are completely different from internal references. If you make a self-reference like INSERT INTO `creature_loot_template` (`entry`,`item`,`mincountOrRef`) VALUES ('21215','0','-21215'); then the core will crash due to stack overflow at first attempt of loot 21215 processing. That is why self references and loop references are strictly forbidden. Group reference mincountOrRef 0 Group reference asks core to process another loot template (having entry equal to "-mincountOrRef") only in the part of one group - with id equal to value of `groupid` field of the reference entry. So this reference may add only none or 1 item into the loot (provided maxcount is equal to 1). Meaning of maxcount field value is the same as described in Template reference. Note that there is no way to have a reference as a part of a group as such grouped reference would have the same format as reference to group described here. There are two types of group references: ¦external reference when group reference row has entry different from entry of the referenced group ¦internal reference when group reference row has the same entry as the referenced group. Basic usage of group references is to avoid repetition of group definitions when several loot sources have common parts of the loot. In this case it is possible: ¦to define groups with the same contents (items/drop chances) again and again. The simpliest way, but very RAM consumable. ¦to define the group once as a part of one of loot source loot definition and to include group references in loot definitions of the other loot sources instead of repeating group definition. ¦to define the group once as a part of an artificial loot definition (having entry not corresponding to any source) and to include group references in loot definitions for every related loot source. The first way is deprecated, both second and third use external references. UDB recommends to use the third way. As references have chance to be processed it is possible to use them effiently for zone or world drop definitions. Those drops often have different chances for different loot sources (low/high skill gameobjects, non-elite/elite creatures etc) while having the same contents of the loot. The recommended way to define such drops is as following: ¦to set up a group with 100% group chance in an artificial loot template (using equal-chanced entries when possible) ¦to include references to that group into loot definition of every related loot source setting the drop chance for the reference. Some bosses drop more than one tier item (two or three). Loot statistics looks like the same group is rolled 2 or 3 times and every time an item (possible the same) is chosen. It is simple to define a group for single item, but how to define drop for the second and the third? We can: ¦repeat group definition 2 (or 3) times with change of group id ¦define the group once and include 1 (or 2) internal references. ¦define the group once as a part of an artificial loot definition and include 2 (or 3) external group references. ¦define the group once as a part of an artificial loot definition and include an external group reference with repetition factor of 2 (or 3). The in-game results will be the same. But again - the first way is very inefficient and then deprecated. We recommends to use the forth way. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. ID Type Description -3 CONDITION_NOT Used to evaluate if another condition is NOT true. See Note 1 -2 CONDITION_OR Used to evaluate if condition OR condition is true. See Note 1 -1 CONDITION_AND Used to evaluate if condition AND condition is true. See Note 1 0 CONDITION_NONE This condition is not used at all. Always returns true. 1 CONDITION_AURA Checks target currently has the specified aura on him/her. 2 CONDITION_ITEM Checks if the player has the required amount (value2) of items in his/hers inventory. 3 CONDITION_ITEM_EQUIPPED Checks if the player has the specified item equipped. 4 CONDITION_AREAID Checks if the player is within the specified area/zone. 5 CONDITION_REPUTATION_RANK_MIN Checks if the player has the minimum required reputation rank with a specific faction. 6 CONDITION_TEAM Checks what team the target is a member of (Alliance or Horde). 7 CONDITION_SKILL Checks if the player has the required minimum skill value of the specified skill. 8 CONDITION_QUESTREWARDED Checks if the player has complete the specified quest. 9 CONDITION_QUESTTAKEN Checks if the player has taken the quest (as in has it in his/hers quest log.) and not completed it yet. 10 CONDITION_AD_COMMISSION_AURA TODO 11 CONDITION_NO_AURA Checks if the target DOES NOT currently have the specified aura on him/her. 12 CONDITION_ACTIVE_GAME_EVENT Checks if a game event is currently active. 13 CONDITION_AREA_FLAG Checks if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0) 14 CONDITION_RACE_CLASS Checks if the target is a certain race AND/OR class. 15 CONDITION_LEVEL Checks the targets level. 16 CONDITION_NOITEM Checks if the player DOES NOT have the required amount (value2) of items in his/hers inventory. 17 CONDITION_SPELL Checks if the target has or hasn't (value2) the specified spell. 18 CONDITION_INSTANCE_SCRIPT SD3 based condition 19 CONDITION_QUESTAVAILABLE Checks if the specified quest is available (can start it) for the player. 20 CONDITION_ACHIEVEMENT Has or has no special achievement. 21 CONDITION_ACHIEVEMENT_REALM Realm wide achievement (like 20 above but realm wide). 22 CONDITION_QUEST_NONE Checks if the player has NOT taken the quest AND has NOT been rewarded for the quest. 23 CONDITION_ITEM_WITH_BANK Checks if the player has the required amount (value2) of items in his/hers inventory OR bank. 24 CONDITION_NOITEM_WITH_BANK Checks if the player DOES NOT have count (value2) of items in his/hers inventory OR bank. 25 CONDITION_NOT_ACTIVE_GAME_EVENT Checks if a game event is currently NOT active. 26 CONDITION_ACTIVE_HOLIDAY Checks if a holiday is active 27 CONDITION_NOT_ACTIVE_HOLIDAY Checks if a holiday is not active 28 CONDITION_LEARNABLE_ABILITY Checks if the player can learn ability - using minimum skill value from [See SkillLineAbility.dbc] If the player has spell or has item (when defined) the condition will evaluate to false. 29 CONDITION_SKILL_BELOW TODO 30 CONDITION_REPUTATION_RANK_MAX Checks if the player has a higher reputation rank than specified a faction. 31 CONDITION_COMPLETED_ENCOUNTER Checks if an encounter has been completed. 32 CONDITION_SOURCE_AURA Checks if the source of the condition (like looted npc) has an aura. 33 CONDITION_LAST_WAYPOINT Checks the waypoint-state of the source of the condition. 34 CONDITION_XP_USER Checks if a player has turned XP earning on/off 35 CONDITION_GENDER Checks the gender of a player. 36 CONDITION_DEAD_OR_AWAY TODO 37 CONDITION_CREATURE_IN_RANGE TODO 38 CONDITION_PVP_SCRIPT TODO 39 CONDITION_SPAWN_COUNT Returns if specified count of creature entry exists on map. 36 CONDITION_DEAD_OR_AWAY Checks if a player, a player's group, all players in an instance, or a creature is dead or left the map. NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  14. antz

    creature_model_info

    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_model_info' table for MaNGOSZero This table contains all models of mobs, their gender and other information that are model related. This means that when a creature uses another model, this information will change as well. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes modelid mediumint(8) unsigned NO PRI '0' The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float NO '0' This is the distance the creature stands from the player to attack him. combat_reach float NO '0' This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned NO '2' Gender of the creature. modelid_other_gender mediumint(8) unsigned NO '0' A Model information entry [See creature_model_info.modelid]. modelid_other_team mediumint(8) unsigned NO '0' The model information entry for the other faction. Description of the fields modelid mediumint(8) unsigned The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float This is the distance the creature stands from the player to attack him while in melee. combat_reach float This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned Gender of the creature ValueGender 0Male 1Female 2None modelid_other_gender mediumint(8) unsigned Point to Creature_model_info.modelid. When the entry is gender male (0) or female (1), this value can point to the display id of the other gender [See creature_model_info.modelid] modelid_other_team mediumint(8) unsigned If the model information entry has different display information for the other faction, this references the "creature_model_info" table's unique ID for the entry of the other faction's model information [See CreatureDisplayInfo.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  15. antz

    creature_movement

    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_movement' table for MaNGOSZero This table holds all the information on each creature's waypoints. In essence, a set of waypoints just defines a path that the creature will follow by going from point to point. More specifically, once the creature arrives at a point, it can do different things like cast a spell, do an emote, etc. Usually this table is filled through the .wp command (and its various subcommands) in the world. Please note that for a creature to use waypoints, its MovementType must be 2. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI NULL Creature GUID [See creature.guid]. point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' If the creature should wait at the movement point. script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid2 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid3 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid4 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid5 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields id int(10) unsigned Creature GUID [See creature.guid]. point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned If the creature should wait at the movement point, set this to the time in milliseconds. Otherwise set to zero for the creature to immediately proceed to the next movement point. script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid2 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid3 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid4 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid5 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. emote mediumint(8) unsigned Emote ID that the creature should 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 spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. This refers to a spell which should be cast by the creature on this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, where 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  16. 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_movement_template' table for MaNGOSZero This table holds informations on paths for creature_template entries and allows the behaviour to be defined along the movement path (set of waypoints). Template movement is usually applied to creature templates spawned by scripts, or for templates which are unique and have only one spawn. Note: Movement attached to a creature template will be applied to all spawns of this template, unless there is a unique movement defined for the creature guids in the creature_movement table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' Delay time in milliseconds script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' Obsolete, Do not use this Field textid2 int(11) NO '0' Obsolete, Do not use this Field textid3 int(11) NO '0' Obsolete, Do not use this Field textid4 int(11) NO '0' Obsolete, Do not use this Field textid5 int(11) NO '0' Obsolete, Do not use this Field emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields entry mediumint(8) unsigned Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned Delay time in milliseconds script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) Obsolete, Do not use this Field textid2 int(11) Obsolete, Do not use this Field textid3 int(11) Obsolete, Do not use this Field textid4 int(11) Obsolete, Do not use this Field textid5 int(11) Obsolete, Do not use this Field emote mediumint(8) unsigned Emote ID that the creature should 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 spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. This refers to a spell which should be cast on this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  17. 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_onkill_reputation' table for MaNGOSZero This table controls the reputation given by creatures when killed by other players. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes creature_id mediumint(8) unsigned NO PRI '0' The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. RewOnKillRepFaction2 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. MaxStanding1 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward1 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue1 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). MaxStanding2 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward2 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue2 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). TeamDependent tinyint(3) unsigned NO '0' Gender Description of the fields creature_id mediumint(8) unsigned The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc] RewOnKillRepFaction2 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc]. MaxStanding1 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward1 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue1 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. MaxStanding2 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward2 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue2 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. TeamDependent tinyint(3) unsigned Boolean 0 or 1.Boolean 0 or 1. ValueGender 0The creature will give reputation to the any player from both fields (RewOnKillRepFaction1 and RewOnKillRepFaction2) if both fields are non-zero. 1The creature will award alliance players the reputation from RewOnKillRepFaction1 and will award horde players the reputation from RewOnKillRepFaction2. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  18. antz

    creature_template_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_template_addon' table for MaNGOSZero 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 entry mediumint(8) unsigned NO PRI '0' This references the "creature_template" table's unique ID. mount mediumint(8) unsigned NO '0' A display model identifier used as mount for the creature_template. bytes1 int(10) unsigned NO '0' TODO b2_0_sheath tinyint(3) unsigned NO '0' Defines the sheath state of the creature_template. b2_1_flags tinyint(3) unsigned NO '0' The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE emote mediumint(8) unsigned NO '0' Emote ID that the creature should continually perform. moveflags int(10) unsigned NO '0' The flag controls how a creature_template will be animated while moving. auras text YES NULL Allows to attach auras to a creature_template entry. Description of the fields entry mediumint(8) unsigned This references the unique ID in table "creature_template" [See creature_template.id] for which the entry is valid. mount mediumint(8) unsigned A display model identifier used as mount for the creature_template. This references the "creature_model_info" table tables unique ID for which this entry is valid. bytes1 int(10) unsigned TODO b2_0_sheath tinyint(3) unsigned Defines the sheath state of the creature_template. Value State 0 All weapons sheathed 1 Melee weapon unsheathed 2 Ranged weapon unsheathed b2_1_flags tinyint(3) unsigned The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_2. emote mediumint(8) 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 The flag controls how a creature_template will be animated while moving. Value Movement Animation 0x00000000 MOVEFLAG_NONE 0x00000001 MOVEFLAG_FORWARD 0x00000002 MOVEFLAG_BACKWARD 0x00000004 MOVEFLAG_STRAFE_LEFT 0x00000008 MOVEFLAG_STRAFE_RIGHT 0x00000010 MOVEFLAG_TURN_LEFT 0x00000020 MOVEFLAG_TURN_RIGHT 0x00000040 MOVEFLAG_PITCH_UP 0x00000080 MOVEFLAG_PITCH_DOWN 0x00000100 MOVEFLAG_WALK_MODE 0x00000400 MOVEFLAG_LEVITATING 0x00000800 MOVEFLAG_ROOT 0x00002000 MOVEFLAG_FALLING 0x00004000 MOVEFLAG_FALLINGFAR 0x00200000 MOVEFLAG_SWIMMING 0x00400000 MOVEFLAG_ASCENDING 0x00800000 MOVEFLAG_CAN_FLY 0x01000000 MOVEFLAG_FLYING 0x02000000 MOVEFLAG_ONTRANSPORT 0x04000000 MOVEFLAG_SPLINE_ELEVATION 0x08000000 MOVEFLAG_SPLINE_ENABLED 0x10000000 MOVEFLAG_WATERWALKING 0x20000000 MOVEFLAG_SAFE_FALL 0x40000000 MOVEFLAG_HOVER auras text Allows to attach auras to a creature_template entry. This includes visual auras and spell effects. The field is a string containing a spell identifier defined in Spell.dbc with an index to the spell effect. Multiple spells can be concatenated. Spells and effect indexes are separated by space characters. Examples Value Result '16380 0' Makes the creature_template invisible '18950 0 18950 1' Makes the creature_template detect invisible creatures and players auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  19. NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_template_spells' table for MaNGOSZero This table holds information on the spells to which a Creature (See creature_template) has access. 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 This references the unique ID in table "creature_template". spell1 mediumint(8) unsigned NO NULL The spell identifier. The value has to match with a defined spell identifier. spell2 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. spell3 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. spell4 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. Description of the fields entry mediumint(8) unsigned This references the unique ID in table "creature_template" [See creature_template.id] for which the entry is valid. spell1 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell2 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell3 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell4 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  20. NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'creature_template_classlevelstats' table for MaNGOSZero This table contains the base values for creatures' health, mana and armor. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes Level tinyint(4) NO PRI NULL Creature level for the stats. Class tinyint(4) NO PRI NULL A creature's class. The following table describes the available classes. BaseHealthExp0 mediumint(8) unsigned NO '1' Base health value for expansion 0 aka. vanilla WoW. BaseMana mediumint(8) unsigned NO '0' Base mana value for any creature of this level and class. BaseDamageExp0 float NO '0' Base damage value for expansion 0 aka. vanilla WoW. BaseMeleeAttackPower float NO '0' Base melee attack power that has been factored for low level creatures. BaseRangedAttackPower float NO '0' Base ranged attack power. BaseArmor mediumint(8) unsigned NO '0' Base armor value for any creature of this level and class. Description of the fields Level tinyint(4) Creature level for the stats. Could Be MinLevel or MaxLevel or both, could Be Same if the creature only has a single level. Class tinyint(4) A creature's class. The following table describes the available classes. Value Battleground Name 1 Alterac Valley 2 Warsong Gulch 3 Arathi Basin BaseHealthExp0 mediumint(8) unsigned Base health value for expansion 0 aka. vanilla WoW. BaseMana mediumint(8) unsigned Base mana value for any creature of this level and class. BaseDamageExp0 float Base damage value for expansion 0 aka. vanilla WoW. BaseMeleeAttackPower float Base melee attack power that has been factored for low level creatures. Note: This is raw base value to be used for all melee damage calculations. BaseRangedAttackPower float Base ranged attack power. Note: This is raw base value to be used for all ranged damage calculations. BaseArmor mediumint(8) unsigned Base armor value for any creature of this level and class. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  21. antz

    custom_texts

    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 'custom_texts' table for MaNGOSZero The custom_texts table holds custom text strings, sounds, and emotes used in scripted events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) NO PRI NULL The unique identifier of the script text entry. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Reference to a SoundEntries.dbc table entry. type tinyint(3) unsigned NO '0' Selects one of various text emote types to be used for the script text. language tinyint(3) unsigned NO '0' A language identifier. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL This documents the script text. Description of the fields entry mediumint(8) The unique identifier of the script text entry. Identifiers here have to match with the identifier set in the string using the text. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned If a sound file should be played, this references an entry in the SoundEntries.dbc table. type tinyint(3) unsigned Selects one of various text emote types to be used for the script text. The following tables shows available text emote types. Value Description 0 Say 1 Yell 2 Text emote 3 Boss emote 4 Whisper 5 Boss whisper 6 Zone-wide yell language tinyint(3) unsigned A language identifier. The value has to match with a language identifier defined in Languages.dbc. emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text This documents the script text. Currently no rules have been defined for the format of the comment. It should help identifying who and why does perform the emote. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  22. antz

    db_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 'db_scripts' table for MaNGOSZero This table holds scripts activated under certain criteria. The type controls what criteria are in effect Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes script_guid mediumint(8) unsigned NO PRI NULL 'auto_increment' The Unique Identifier for this script script_type smallint(2) unsigned NO '0' The type of script id mediumint(8) unsigned NO '0' Gossip script ID. delay int(10) unsigned NO '0' Delay (sec). command mediumint(8) unsigned NO '0' Script command. datalong mediumint(8) unsigned NO '0' Command parameter, see command description. datalong2 int(10) unsigned NO '0' Command parameter, see command description. buddy_entry int(10) unsigned NO '0' Creature ID (creature_template.entry) for changing source/target. search_radius int(10) unsigned NO '0' Radius for the buddy search. data_flags tinyint(3) unsigned NO '0' Command flags. dataint int(11) NO '0' Command parameter, see command description. dataint2 int(11) NO '0' Command parameter, see command description. dataint3 int(11) NO '0' Command parameter, see command description. dataint4 int(11) NO '0' Command parameter, see command description. x float NO '0' Position X. y float NO '0' Position Y. z float NO '0' Position Z. o float NO '0' Orientation angle (0 to 2*Pi). comments varchar(255) NO {Blank String} Textual comment. Description of the fields script_guid mediumint(8) unsigned The Unique Identifier for this script script_type smallint(2) unsigned The type of script: Type Type Name Notes 0 Quest Start This type are scripts mentioned in the quest_template table. Here source = questgiver, target = Player. 1 Quest End This type are scripts mentioned in the quest_template table. Here source = questrewarder, target = Player. 2 Gossip This type are scripts mentioned in the gossip_menu and gossip_menu_option tables. In the latter case, the parameters depend on object type (GameObject or Unit) of the object having such gossip: for GO, source = Player and target = GameObject; for Unit, source = Unit and target = Player. In the former case, source = Player and target = Unit. This all is rather funny, isn't this? The scripts "on talking to gameobject" are implemented instead with type 7 (Go Template Use). 3 Creature Movement This type are scripts activated when a creature moving by waypoints reaches a WP. (Source: creature) 4 Creature Death This type are scripts activated when a creature dies. (Source: creature; at the script execution time, it is considered alive, so can cast instant spells.) 5 Spell This type are scripts triggered by spells with EFFECT_DUMMY (3) or EFFECT_SCRIPT_EFFECT (77). Here source = caster, target = unitTarget. Note that if the spell contains more than 1 effect of such type, this script will be set up for the single effect only, namely for one with the least effect number. 6 Go Use This type are scripts activated when a character uses either door or button. This script, bound to the GameObject GUID, does not override the script bound to the GameObject entry, if any. If both scripts are defined, they are executed sequentially, the script of this type activates after type 7 (Go Template Use). 7 Go Template Use This type are scripts activated when a character uses a gameobject (like door, chest, button so on). 8 Event This type are scripts activated when an event is sent either via spell (SPELL_EFFECT_SEND_EVENT=61) or by a gameobject. id mediumint(8) unsigned Gossip script ID [See gossip_menu.script_id, gossip_menu_option.action_script_id]. The script may contain several commands with identical id. Execution of these commands is not synchronized but the sequence is uniquely defined by 'delay' parameter. delay int(10) unsigned Delay in seconds. Note that for any delay>0, the creature is dead and cannot perform any action by itself (including cast). Note: Delay is accumulated over all events with identical id values. command mediumint(8) unsigned Script command. Note for this script type, several commands have no sense. These are animation command (will be overridden by death animation), movement, mount, despawn. Command name Value Source and target Other fields SCRIPT_COMMAND_TALK 0 Source = WorldObject, Target = Unit/none dataint = text entry from db_script_string table. dataint2-4 optional for random selected texts SCRIPT_COMMAND_EMOTE 1 Source = Unit, Target = Unit/none datalong1 = emote_id, dataint1-4 optional for random selected emotes SCRIPT_COMMAND_FIELD_SET 2 source = any datalong = field_id, datalong2 = value SCRIPT_COMMAND_MOVE_TO 3 Source = Creature datalong2 = travel_speed*100, x/y/z; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position SCRIPT_COMMAND_FLAG_SET 4 source = any datalong = field_id, datalong2 = bitmask SCRIPT_COMMAND_FLAG_REMOVE 5 source = any datalong = field_id, datalong2 = bitmask SCRIPT_COMMAND_TELEPORT_TO 6 source or target is Player datalong2 = map_id, x/y/z SCRIPT_COMMAND_QUEST_EXPLORED 7 one from source or target must be Player, another GO/Creature datalong=quest_id, datalong2=distance or 0 SCRIPT_COMMAND_KILL_CREDIT 8 source or target is Player datalong = creature entry (or 0 for target-entry), datalong2 = bool (0=personal credit, 1=group credit) SCRIPT_COMMAND_RESPAWN_GAMEOBJECT 9 source = any datalong=db_guid, datalong2=despawn_delay SCRIPT_COMMAND_TEMP_SUMMON_CREATURE 10 source = any datalong=creature entry, datalong2=despawn_delay; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = summon active SCRIPT_COMMAND_OPEN_DOOR 11 datalong=db_guid (or not provided), datalong2=reset_delay SCRIPT_COMMAND_CLOSE_DOOR 12 datalong=db_guid (or not provided), datalong2=reset_delay SCRIPT_COMMAND_ACTIVATE_OBJECT 13 source = unit, target=GO SCRIPT_COMMAND_REMOVE_AURA 14 Source = Unit datalong = spell_id SCRIPT_COMMAND_CAST_SPELL 15 Source = Unit, cast spell on Target = Unit datalong=spellid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = cast triggered SCRIPT_COMMAND_PLAY_SOUND 16 Source = WorldObject, target=any/player datalong (sound_id), datalong2 (bitmask: 0/1=target-player, 0/2=with distance dependent, 0/4=map wide, 0/8=zone wide; so 1/2 = 3 is target with distance dependent) SCRIPT_COMMAND_CREATE_ITEM 17 source or target must be player datalong = item entry, datalong2 = amount SCRIPT_COMMAND_DESPAWN_SELF 18 Source = Creature datalong = despawn delay SCRIPT_COMMAND_PLAY_MOVIE 19 target can only be a player datalog = movie id SCRIPT_COMMAND_MOVEMENT 20 Source = Creature datalong = MovementType (0:idle, 1:random or 2:waypoint), datalong2 = wander-distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = Random-movement around current position SCRIPT_COMMAND_SET_ACTIVEOBJECT 21 Source = Creature datalong=bool 0=off, 1=on SCRIPT_COMMAND_SET_FACTION 22 Source = Creature datalong=factionId, datalong2=faction_flags SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL 23 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL 24 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit SCRIPT_COMMAND_SET_RUN 25 Source = Creature datalong= bool 0=off, 1=on SCRIPT_COMMAND_ATTACK_START 26 Source = Creature, Target = Unit SCRIPT_COMMAND_GO_LOCK_STATE 27 Source = GameObject datalong= 1=lock, 2=unlock, 4=set not-interactable, 8=set interactable SCRIPT_COMMAND_STAND_STATE 28 Source = Creature datalong = stand state (enum UnitStandStateType) SCRIPT_COMMAND_MODIFY_NPC_FLAGS 29 Source = Creature datalong=NPCFlags; datalong2:0x00=toggle, 0x01=add, 0x02=remove SCRIPT_COMMAND_SEND_TAXI_PATH 30 source or target must be player datalong = taxi path id SCRIPT_COMMAND_TERMINATE_SCRIPT 31 datalong = search for npc entry if provided, datalong2= search distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: terminate steps of this script if npc found, ELSE: terminate steps of this script if npc not found; dataint=diff to change a waittime of current Waypoint Movement SCRIPT_COMMAND_PAUSE_WAYPOINTS 32 Source = Creature datalong = 0: unpause waypoint 1: pause waypoint SCRIPT_COMMAND_JOIN_LFG 33 datalong = zoneId SCRIPT_COMMAND_TERMINATE_COND 34 datalong = condition_id, datalong2 = if != 0 then quest_id of quest that will be failed for player's group if the script is terminated; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL terminate when condition is false ELSE terminate when condition is true SCRIPT_COMMAND_SEND_AI_EVENT_AROUND 35 Source = Creature, Target = Unit datalong = AIEventType, datalong2 = radius SCRIPT_COMMAND_TURN_TO 36 Source = Unit, Target = Unit/none SCRIPT_COMMAND_MOVE_DYNAMIC 37 Source = Creature, Target Worldobject. datalong = 0: Move Source towards Target; datalong != 0: Move Source to a random point between datalong2..datalong around Target.;orientation != 0: Obtain a random point around Target in direction of orientation; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL Obtain a random point around Target in direction of Target->GetOrientation + orientation; for Target == Source and orientation == 0 this will mean Source moving forward. SCRIPT_COMMAND_SEND_MAIL 38 Source WorldObject, can be NULL, Target Player datalong: Send mailTemplateId from Source (if provided) to player Target; datalong2: AlternativeSenderEntry. Use as sender-Entry; dataint1: Delay (>= 0) in Seconds SCRIPT_COMMAND_SET_FLY 39 Source = Creature datalong = 0 (off) or 1 (on) SCRIPT_COMMAND_DESPAWN_GO 40 Target = GameObject SCRIPT_COMMAND_RESPAWN 41 Source = Creature. Requires SCRIPT_FLAG_BUDDY_IS_DESPAWNED to find dead or despawned targets SCRIPT_COMMAND_SET_EQUIPMENT_SLOTS 42 Source = Creature datalong = reset default 0(false) or 1(true); dataint = main hand slot, dataint2 = offhand slot, dataint3 = ranged slot SCRIPT_COMMAND_RESET_GO 43 Target = GameObject SCRIPT_COMMAND_UPDATE_TEMPLATE 44 Source = Creature datalong = new creature entry, datalong2 = 0(Alliance) or 1(Horde) datalong mediumint(8) unsigned Command parameter, see command description. datalong2 int(10) unsigned Command parameter, see command description. buddy_entry int(10) unsigned Creature ID (creature_template.entry) for changing source/target. search_radius int(10) unsigned Radius, in which the buddy will be searched. For changing source/target mechanic. Note: If data_flags has SCRIPT_FLAG_BUDDY_BY_GUID set, this references an entry in the 'gameobject' table or 'creature' table table. data_flags tinyint(3) unsigned Command flags [See enum scriptinfodataflags in scriptmgr.h]. Default cast direction: source/buddy -> target, flags can change this. Flag Value (hex) Meaning SCRIPT_FLAG_BUDDY_AS_TARGET 0x01 source -> buddy SCRIPT_FLAG_REVERSE_DIRECTION 0x02 target* -> source* (* result after previous flag is evaluated) SCRIPT_FLAG_SOURCE_TARGETS_SELF 0x04 source* -> source* (* result after previous flag is evaluated) SCRIPT_FLAG_COMMAND_ADDITIONAL 0x08 command-specific SCRIPT_FLAG_BUDDY_BY_GUID 0x10 take the buddy by guid instead of entry SCRIPT_FLAG_BUDDY_IS_PET 0x20 buddy is a pet dataint int(11) Command parameter, see command description. dataint2 int(11) Command parameter, see command description. dataint3 int(11) Command parameter, see command description. dataint4 int(11) Command parameter, see command description. x float X of position - for commands requiring position. y float Y of position - for commands requiring position. z float Z of position - for commands requiring position. o float Orientation angle (0 to 2*Pi): 0 north, Pi south - for commands requiring position. comments varchar(255) Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  23. antz

    db_script_string

    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 'db_script_string' table for MaNGOSZero This table holds texts for the DB-based scripts. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Text ID. See dataint parameter of the SCRIPT_COMMAND_TALK command. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Sound ID.[See SoundEntrie].dbc. type tinyint(3) unsigned NO '0' Sound and speech type. language tinyint(3) unsigned NO '0' In-game language [See Languages.dbc]. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL Textual comment. Description of the fields entry int(11) unsigned Text ID. The texts are numbered sequentially starting from 2000000000. This ID is used in the SCRIPT_COMMAND_TALK command [See dataint field]. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned ID of the sound which will accompany the text appearance. These IDs are tied to filenames in SoundEntries.dbc. The corresponding sound files are stored in the client MPQ archives. Example: sound 8580 is tied to the file CThunDeathIsClose.wav, which is found under SoundCreatureCThun section of an MPQ archive, this time it is patch.MPQ. Value Description 0 Say 1 Yell 2 Text emote 3 Boss emote 4 Whisper 5 Boss whisper 6 Zone-wide yell type tinyint(3) unsigned Chat type, affects chat radius and text colouring. ChatType Value Meaning CHAT_TYPE_SAY 0 Say in a limited radius CHAT_TYPE_YELL 1 Yell in a limited radius CHAT_TYPE_TEXT_EMOTE 2 TextEmote, prepended by the creature name CHAT_TYPE_BOSS_EMOTE 3 Like previous, but zone-wide CHAT_TYPE_WHISPER 4 Whisper, requires a target to be defined CHAT_TYPE_BOSS_WHISPER 5 Like previous CHAT_TYPE_ZONE_YELL 6 Yell to the zone language tinyint(3) unsigned In-game language. Language Value LANG_UNIVERSAL 0 LANG_ORCISH 1 LANG_DARNASSIAN 2 LANG_TAURAHE 3 LANG_DWARVISH 6 LANG_COMMON 7 LANG_DEMONIC 8 LANG_TITAN 9 LANG_THALASSIAN 10 LANG_DRACONIC 11 LANG_KALIMAG 12 LANG_GNOMISH 13 LANG_TROLL 14 LANG_GUTTERSPEAK 33 emote smallint(5) unsigned Emote ID that the creature should continually perform. Note that for a given creature, some emotions may be not defined. It depends on corresponding animations accessibility. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text Textual comment, is not used by the core. Usual form is like: CreatureName - Say1, CreatureName - YellAboutIntruders, so on. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  24. antz

    db_version

    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 'db_version' table for MaNGOSZero This table holds the current version of the MaNGOS world database Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes version int(3) NO PRI NULL The Version of the Release structure int(3) NO PRI NULL The current core structure level. content int(3) NO PRI NULL The current core content level. description varchar(30) NO {Blank String} comment varchar(150) YES {Blank String} A comment about the latest database revision. Description of the fields version int(3) The Version of the Release, any mismatch prevents the server from starting. structure int(3) The current core structure level, any mismatch prevents the server from starting. content int(3) The current core content level, The server will start if there is a mismatch, but will issue a warning message description varchar(30) Notes: A short description of the latest database revision. comment varchar(150) A comment about the latest database revision. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  25. 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 'disenchant_loot_template' table for MaNGOSZero This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) unsigned NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Command parameter, see command description. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' The total number of copies of an item or may reference another loot template maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. (Recommended id selection: item_level*100 + item_quality) It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float This field determines if an item should drop by chance, or by the character looting having a quest. The meaning is determined by the fields signedness and the value of the mincountOrRef field's value. The following table shows possible combinations and their meanings. ChanceOrQuestChance mincountOrRef Description > 0 > 0 A simple percentage based drop chance. > 0 A quest based drop chance. > 0 A drop chance which has a chance to be used. Note: Setting ChanceOrQuestChance to 0 is only allowed for entries which are part of a loot group (aka. have a groupid set). Also note that non-zero values are subject to multiplication based on the drop rate configured in the world server configuration if they are not part of a loot group. groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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