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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'disables' table for MaNGOSZero This table disables something on the server. Note that except the spawn disables (either creature or gameobject), the table is reloadable. Creatures or gameobjects disabled to spawn here, are not loaded from the DB, thus such disables get effective since server restart. This feature was implemented rather for convenient developing. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes sourceType int(10) unsigned NO PRI NULL Type of disable, see enum DisableType entry int(10) unsigned NO PRI NULL Main entry for disable, type-specific flags tinyint(3) unsigned NO '0' Flag bitfield, type-specific data int(10) unsigned NO PRI '0' Additional data, type-specific comment varchar(255) YES {Blank String} Description of disable cause Description of the fields sourceType int(10) unsigned A value from the table below: Enum Name Value Comments DISABLE_TYPE_SPELL 0 Disable specified Spell DISABLE_TYPE_QUEST 1 Disable specified Quest DISABLE_TYPE_MAP 2 Disable specified Map DISABLE_TYPE_BATTLEGROUND 3 Disable specified Battleground DISABLE_TYPE_ACHIEVEMENT_CRITERIA 4 Unused DISABLE_TYPE_OUTDOORPVP 5 Disable Outdoor PVP DISABLE_TYPE_VMAP 6 Disable VMAP processing DISABLE_TYPE_MMAP 7 Disable MMAP processing DISABLE_TYPE_CREATURE_SPAWN 8 Disable Creature Spawn DISABLE_TYPE_GAMEOBJECT_SPAWN 9 Disable GameObject Spawn DISABLE_TYPE_ITEM_DROP 10 Disable Item Drop entry int(10) unsigned ID of the spell / quest / map / BG / achievement criteria / outdoor PvP / map / map / creature / gameobject / item, respectively. For sourceType=3, the following entries are available [See BattlemasterList.dbc]: Value Battleground Name 1 Alterac Valley 2 Warsong Gulch 3 Arathi Basin For sourceType=5, set 0 for Silithus, 1 for Eastern Plaguelands. For VMAP or MMAP disable type, here is the map ID. The whole map is affected, no way to disable it in a specific area is provided. For creature, gameobject, or item disable type, here is the object ID (entry field from the corresponding template table). flags tinyint(3) unsigned For disableType=0, specifies who the spell is disabled for. Values can be added together, except SPELL_DISABLE_LOS and SPELL_DISABLE_DEPRECATED_SPELL. Disabled for Hex value Dec value Meaning SPELL_DISABLE_PLAYER 0x1 1 Disable casting by players SPELL_DISABLE_CREATURE 0x2 2 Disable casting by creatures SPELL_DISABLE_PET 0x4 4 Disable casting by pets SPELL_DISABLE_DEPRECATED_SPELL 0x8 8 Disable the spell missing in Spell.dbc SPELL_DISABLE_MAP 0x10 16 Disable the spell at a map SPELL_DISABLE_AREA 0x20 32 Disable the spell in an area (AreaTable.dbc) SPELL_DISABLE_LOS 0x40 64 Do not check line-of-sight for the spell (the same as vmap.ignoreSpellIds config parameter) For disableType=6, specifies what VMAP function is disabled. Values can be added together. VMAP function Value Meaning VMAP_DISABLE_AREAFLAG 1 Disable area determination VMAP_DISABLE_HEIGHT 2 Disable height calculation VMAP_DISABLE_LOS 4 Disable line-of-sight calculation VMAP_DISABLE_LIQUIDSTATUS 8 Disable type of liquid determination For disableType= 8 or 9, set this to 1 if you want to check the DB GUID value in addition to the id. data int(10) unsigned For disableType=0 and SPELL_DISABLE_MAP or SPELL_DISABLE_AREA flag(s) set, here is the map ID and area ID in the following compact form: 65535*areaID+mapID. For disableType= 8 or 9 and the flags set to 1, here is the spawn DB GUID. comment varchar(255) Developer data, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'exploration_basexp' table for MaNGOSZero This table controls the XP gained by characters when they explore new zones. Many areas have an "area level" defined in AreaTable.dbc. It is the suggested level of the character exploring the area. This table defines exploration XP reward and in conjunction with a core mechanic limits the reward for the characters of substantial different level. The basic formula for the XP reward is: basexp[area_level] * Rate.XP.Explore where the last parameter is defined in the config file. If the area level exceeds the player level by 5 or more, the formula turns into: basexp[player_level+5] * Rate.XP.Explore 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 '0' Area level [See AreaTable.dbc]. basexp mediumint(9) NO '0' Base XP reward. Description of the fields level tinyint(4) Area level [See ExplorationLevel in AreaTable.dbc]. basexp mediumint(9) Base XP reward for exploring the area. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gameobject' table for MaNGOSZero This table holds the individual object data on each spawned game object in the world. This data along with the object's template data is read and used to instantiate the objects 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' The unique identifier of the game object spawn. id mediumint(8) unsigned NO MUL '0' GameObject ID [See gameobject_template.entry]. map smallint(5) unsigned NO MUL '0' The map id that the game object is located on [See map.dbc]. position_x float NO '0' The x location of the game object. position_y float NO '0' The y location of the game object. position_z float NO '0' The z location of the game object. orientation float NO '0' The orientation of the game object. rotation0 float NO '0' The amount of rotation of an object along one of the axis. rotation1 float NO '0' The amount of rotation of an object along one of the axis. rotation2 float NO '0' The amount of rotation of an object along one of the axis. rotation3 float NO '0' The amount of rotation of an object along one of the axis. spawntimesecs int(11) NO '0' The respawn time for the game object, defined in seconds till respawn. animprogress tinyint(3) unsigned NO '0' Not really known what this is used for at this time [See description]. state tinyint(3) unsigned NO '0' Description of the fields guid int(10) unsigned The global unique identifier (GUID, low 32-bit) of the GameObject spawn. id mediumint(8) unsigned This defines what GameObject will be spawned [See gameobject_template.entry]. map smallint(5) unsigned The map id that the game object is located on [See map.dbc]. position_x float The x location of the game object. position_y float The y location of the game object. position_z float The z location of the game object. orientation float The object's orientation in the game world, where north is 0 and south is 3.14159. rotation0 float The amount of rotation of an object along one of the axis in the game world. rotation1 float The amount of rotation of an object along one of the axis in the game world. rotation2 float The amount of rotation of an object along one of the axis in the game world. rotation3 float The amount of rotation of an object along one of the axis in the game world. spawntimesecs int(11) The respawn time for the game object, defined in seconds till respawn Note: Using a negative spawn time will lead to the object being despawned until spawned by a script. It will then despawn after the time specified here. animprogress tinyint(3) unsigned Not really known what this is used for at this time Note: Set to 100 for game objects of type chest. state tinyint(3) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'fishing_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' 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. (entry 0 used for junk loot at fishing fail (if allowed by config option)). It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gameobject_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' The total number of copies of an item or may reference another loot template maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gameobject_battleground' table for MaNGOSZero This table contains the events of gameobjects which are 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 This references the "gameobject" table's unique ID. event1 tinyint(3) unsigned NO NULL The identifier for the event node in the battleground. event2 tinyint(3) unsigned NO NULL The state of the event node. Description of the fields guid int(10) unsigned This references the "gameobject" table's unique ID for which the entry is valid. 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
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gameobject_template' table for MaNGOSZero This table contains templates of all the world's objects 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' Id of the gameobject template type tinyint(3) unsigned NO '0' GameObject Type displayId mediumint(8) unsigned NO '0' A display model identifier for the Item. name varchar(100) NO {Blank String} Object's Name faction smallint(5) unsigned NO '0' Object's faction, if any. [See FactionTemplate.dbc] flags int(10) unsigned NO '0' GameObject Flag size float NO '1' Object's size must be set because graphic models can be resample. data0 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data1 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data2 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data3 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data4 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data5 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data6 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data7 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data8 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data9 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data10 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data11 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data12 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data13 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data14 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data15 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data16 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data17 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data18 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data19 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data20 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data21 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data22 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type data23 int(10) unsigned NO '0' The content of the data fields depends on the gameobject type mingold mediumint(8) unsigned NO '0' DEPRECATED: Defines money looted from the game object. maxgold mediumint(8) unsigned NO '0' DEPRECATED: Defines money looted from the game object. Description of the fields entry mediumint(8) unsigned Id of the gameobject template type tinyint(3) unsigned GameObject Identifier Value GAMEOBJECT_TYPE_DOOR 0 GAMEOBJECT_TYPE_BUTTON 1 GAMEOBJECT_TYPE_QUESTGIVER 2 GAMEOBJECT_TYPE_CHEST 3 GAMEOBJECT_TYPE_BINDER 4 GAMEOBJECT_TYPE_GENERIC 5 GAMEOBJECT_TYPE_TRAP 6 GAMEOBJECT_TYPE_CHAIR 7 GAMEOBJECT_TYPE_SPELLFOCUS 8 GAMEOBJECT_TYPE_TEXT 9 GAMEOBJECT_TYPE_GOOBER 10 GAMEOBJECT_TYPE_TRANSPORT 11 GAMEOBJECT_TYPE_AREADAMAGE 12 GAMEOBJECT_TYPE_CAMERA 13 GAMEOBJECT_TYPE_MAPOBJECT 14 GAMEOBJECT_TYPE_MOTRANSPORT 15 GAMEOBJECT_TYPE_DUELFLAG 16 GAMEOBJECT_TYPE_FISHINGNODE 17 GAMEOBJECT_TYPE_RITUAL 18 GAMEOBJECT_TYPE_MAILBOX 19 GAMEOBJECT_TYPE_AUCTIONHOUSE 20 GAMEOBJECT_TYPE_GUARDPOST 21 GAMEOBJECT_TYPE_SPELLCASTER 22 GAMEOBJECT_TYPE_MEETINGSTONE 23 GAMEOBJECT_TYPE_FLAGSTAND 24 GAMEOBJECT_TYPE_FISHINGHOLE 25 GAMEOBJECT_TYPE_FLAGDROP 26 GAMEOBJECT_TYPE_MINIGAME 27 GAMEOBJECT_TYPE_LOTTERYKIOSK 28 GAMEOBJECT_TYPE_CAPTUREPOINT 29 GAMEOBJECT_TYPE_AURAGENERATOR 30 GAMEOBJECT_TYPE_DUNGEONDIFFICULTY 31 GAMEOBJECT_TYPE_BARBER_CHAIR 32 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING 33 GAMEOBJECT_TYPE_GUILD_BANK 34 displayId mediumint(8) unsigned A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc]. name varchar(100) Object's Name faction smallint(5) unsigned Object's faction, if any. [See FactionTemplate.dbc] flags int(10) unsigned Value Meaning 1 in use (can't interact with the object) 2 Makes chests/doors locked (requiring a key, spell, event to open) 4 Untargetable 8 Transport (Object can transport (elevator, boat, car)) 16 Player cant interact with the object. 32 No despawn (never despawn, typically for doors, they just change state) 64 Triggered (typically, summoned objects. Triggered by spell or other events) NOTE: All chests that contain only quest loots need to have flag 4 set as the core will only allow players who have the quest in their questlog to loot them. size float Object's size must be set because graphic models can be resample. data0 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data1 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data2 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data3 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data4 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data5 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data6 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data7 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data8 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data9 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data10 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data11 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data12 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data13 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data14 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data15 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data16 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data17 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data18 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data19 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data20 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data21 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data22 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: data23 int(10) unsigned The content of the data fields depends on the gameobject type. Please refer to the table below: GameObject Type Field Meaning DOOR = 0 data0 startOpen (Boolean flag) data1 open (LockId from Lock.dbc) data2 autoClose (65536 * seconds) (e.g. open after 5min = 19660800) data3 noDamageImmune (Boolean flag) data4 openTextID (Unknown Text ID) data5 closeTextID (Unknown Text ID) BUTTON = 1 data0 startOpen (State) data1 open (LockId from Lock.dbc) data2 autoClose (65536 * seconds) data3 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data4 noDamageImmune (Boolean flag) data5 large? (Boolean flag) data6 openTextID (Unknown Text ID) data7 closeTextID (Unknown Text ID) data8 losOK (Boolean flag) QUESTGIVER = 2 data0 open (LockId from Lock.dbc) data1 questList (unknown ID) data2 pageMaterial (PageTextMaterial.dbc) data3 gossipID (unknown ID) data4 customAnim (unknown value from 1 to 4) data5 noDamageImmune (Boolean flag) data6 openTextID (Unknown Text ID) data7 losOK (Boolean flag) data8 allowMounted (Boolean flag) data9 large? (Boolean flag) CHEST = 3 data0 open (LockId from Lock.dbc) data1 chestLoot (gameobject_loot_template.entry) *This field is obtained from WDB data and is not to be changed* data2 chestRestockTime (time in seconds) data3 consumable (State - Boolean flag) data4 minRestock (Min successful loot attempts for Mining, Herbalism etc) data5 maxRestock (Max successful loot attempts for Mining, Herbalism etc) data6 lootedEvent (unknown ID) data7 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data8 questID (quest_template.entry of completed quest) data9 level (minimal level required to open this gameobject) data10 losOK (Boolean flag) data11 leaveLoot (Boolean flag) data12 notInCombat (Boolean flag) data13 log loot (Boolean flag) data14 openTextID (Unknown ID) data15 use group loot rules (Boolean flag) BINDER = 4 Object type not used GENERIC = 5 data0 floatingTooltip (Boolean flag) data1 highlight (Boolean flag) data2 serverOnly? (Always 0) data3 large? (Boolean flag) data4 floatOnWater (Boolean flag) data5 questID (Required active quest_template.entry to work) TRAP = 6 data0 open (LockId from Lock.dbc) data1 level (npc equivalent level for casted spell) data2 diameter (so radius*2) data3 spell (Spell Id from spell.dbc) data4 charges (0 or 1) data5 cooldown (time in seconds) data6 autoClose (unknown) data7 startDelay? (time in seconds) data8 serverOnly? (always 0) data9 stealthed (Boolean flag) data10 large? (Boolean flag) data11 stealthAffected (Boolean flag) data12 openTextID (Unknown ID) CHAIR = 7 data0 chairslots (number of players that can sit down on it) data1 chairorientation? (number of usable side?) SPELLFOCUS = 8 data0 spellFocusType (from SpellFocusObject.dbc) data1 diameter (so radius*2) data2 linkedTrap (gameobject_template.entry (Spawned GO type 6)) TEXT = 9 data0 pageID (page_text.entry) data1 language (from Languages.dbc) data2 pageMaterial (PageTextMaterial.dbc) GOOBER = 10 data0 open (LockId from Lock.dbc) data1 questID (Required active quest_template.entry to work) data2 eventID (The id of the event that the gameobject will activate) data3 autoClose (most be the same like doors (65536 * seconds)) data4 customAnim (unknown) data5 consumable (Boolean flag controling if gameobject will despawn or not) data6 cooldown (time in seconds) data7 pageID (page_text.entry) data8 language (from Languages.dbc) data9 pageMaterial (PageTextMaterial.dbc) data10 spell (Spell Id from spell.dbc) data11 noDamageImmune (Boolean flag) data12 linkedTrap (gameobject_template.entry (Spawned GO type 6)) data13 large? (Boolean flag) data14 openTextID (Unknown ID) data15 closeTextID (Unknown ID) data16 losOK (Boolean flag) TRANSPORT = 11 No data data used, all are always 0 AREADAMAGE = 12 Object type not used CAMERA = 13 data0 open (LockId from Lock.dbc) data1 camera (Cinematic entry from CinematicCamera.dbc) MAPOBJECT = 14 No data data used, all are always 0 MOTRANSPORT = 15 data0 taxiPathID (Id from TaxiPath.dbc) data1 moveSpeed data2 accelRate DUELFLAG = 16 Only one Gameobject with this type (21680) and no data data FISHINGNODE = 17 Only one Gameobject with this type (35591) and no data data RITUAL = 18 data0 casters? data1 spell (Spell Id from spell.dbc) data2 animSpell (Spell Id from spell.dbc) data3 ritualPersistent (Boolean flag) data4 casterTargetSpell (Spell Id from spell.dbc) data5 casterTargetSpellTargets (Boolean flag) data6 castersGrouped (Boolean flag) MAILBOX = 19 No data data used, all are always 0 AUCTIONHOUSE = 20 data0 actionHouseID (From AuctionHouse.dbc ?) GUARDPOST = 21 Object type not used SPELLCASTER = 22 data0 spell (Spell Id from spell.dbc) data1 charges data2 partyOnly (Boolean flag, need to be in group to use it) MEETINGSTONE = 23 data0 minLevel data1 maxLevel data2 areaID (From AreaTable.dbc) FLAGSTAND = 24 data0 open (LockId from Lock.dbc) data1 pickupSpell (Spell Id from spell.dbc) data2 radius (distance) data3 returnAura (Spell Id from spell.dbc) data4 returnSpell (Spell Id from spell.dbc) data5 noDamageImmune (Boolean flag) data6 openTextID data7 losOK (Boolean flag) FISHINGHOLE = 25 data0 radius (distance) data1 chestLoot (gameobject_loot_template.entry) data2 minRestock data3 maxRestock FLAGDROP = 26 data0 open (LockId from Lock.dbc) data1 eventID (Unknown Event ID) data2 pickupSpell (Spell Id from spell.dbc) data3 noDamageImmune (Boolean flag) MINIGAME = 27 Object type not used Reused in core for CUSTOM_TELEPORT ** data0 areatrigger_teleport.id LOTTERYKIOSK = 28 Object type not used CAPTUREPOINT = 29 data0 radius (Distance) data1 spell (Unknown ID, not a spell id in dbc file, maybe server only side spell) data2 worldState1 data3 worldstate2 data4 winEventID1 (Unknown Event ID) data5 winEventID2 (Unknown Event ID) data6 contestedEventID1 (Unknown Event ID) data7 contestedEventID2 (Unknown Event ID) data8 progressEventID1 (Unknown Event ID) data9 progressEventID2 (Unknown Event ID) data10 neutralEventID1 (Unknown Event ID) data11 neutralEventID2 (Unknown Event ID) data12 neutralPercent data13 worldstate3 data14 minSuperiority data15 maxSuperiority data16 minTime (in seconds) data17 maxTime (in seconds) data18 large? (Boolean flag) AURAGENERATOR = 30 data0 startOpen (Boolean flag) data1 radius (Distance) data2 auraID1 (Spell Id from spell.dbc) data3 conditionID1 (Unknown ID) DUNGEONDIFFICULTY = 31 data0 mapID (From Map.dbc) data1 difficulty (0 or 1) BARBER_CHAIR = 32 Used for barber chairs. DESTRUCTIBLE_BUILDING = 33 Object type not used GUILD_BANK = 34 No data data used, all are always 0 mingold mediumint(8) unsigned DEPRECATED: Defines money looted from the game object. maxgold mediumint(8) unsigned DEPRECATED: Defines money looted from the game object. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_creature' table for MaNGOSZero Contains all creature instances that have to be spawned/unspawned during defined game events. 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 Creature GUID [See creature.guid]. event smallint(6) NO '0' ID of game event [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of an existing creature. event smallint(6) ID of game event [See game_event.entry]. If positive, the creature will be spawned at event start and despawned at event end. If negative, the creature will be despawned at event start and spawned again at event end. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_creature_data' table for MaNGOSZero Contains all creature instances that need to change display id and/or equipment during defined game events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI '0' Creature GUID [See creature.guid]. entry_id mediumint(8) unsigned NO '0' New creature ID [See creature_template.entry]. modelid mediumint(8) unsigned NO '0' New modelID [See creature_template.ModelId1,2] equipment_id mediumint(8) unsigned NO '0' New equipment ID [See creature_equip_template.entry]. spell_start mediumint(8) unsigned NO '0' Spell ID [See Spell.dbc] to be selfcasted. spell_end mediumint(8) unsigned NO '0' Spell ID [See Spell.dbc] to be removed. event smallint(5) unsigned NO PRI '0' Event ID [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of the creature [See creature.guid] which should change their appearance during the event. entry_id mediumint(8) unsigned New ID of the creature [See creature_template.entry] applied during the event. modelid mediumint(8) unsigned New modelID of the creature (creature_template.ModelId1 or ModelId2) applied during the event Note: Set to 0 if only the equipment should be changed. equipment_id mediumint(8) unsigned New equipment ID [See creature_equip_template.entry] applied during the event. Note: Set to 0 if only the model should be changed. spell_start mediumint(8) unsigned ID of the spell [See Spell.dbc] which the creature will cast on self at event start. Usually this is an aura of unlimited duration. The aura will be removed at event end. spell_end mediumint(8) unsigned ID of the aura spell [See Spell.dbc] to be removed from the creature at event start. Usually this is an aura of unlimited duration, added to the creature via creature_template_addon/creature_addon table. The aura will be applied again at event end. event smallint(5) unsigned Event ID [See game_event.entry]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_gameobject' table for MaNGOSZero Contains all gameobjects instances that participate to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI NULL GUID of gameobject [See gameobject.guid]. event smallint(6) NO '0' ID of the event [See game_event.entry]. Description of the fields guid int(10) unsigned GUID of an existing gameobject. event smallint(6) ID of the event [See game_event.entry]. If positive, the gameobject is spawned at event start and despawned at event end. If negative, the gameobject is despawned at event start and spawned again at event end. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_mail' table for MaNGOSZero This table holds definitions for mails sent out during game events and conditions for when to send the mail. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes event smallint(6) NO PRI '0' Event ID [See game_events.entry]. raceMask mediumint(8) unsigned NO PRI '0' Races of affected players. quest mediumint(8) unsigned NO PRI '0' Quest [See quest_template.entry] which should be rewarded. mailTemplateId mediumint(8) unsigned NO '0' Mail template ID [See MailTemplate.dbc]. senderEntry mediumint(8) unsigned NO '0' NPC entry [See creature_template.entry]. Description of the fields event smallint(6) Event ID [See game_events.entry]. raceMask mediumint(8) unsigned Races of affected players based on enum Races [See ChrRaces.dbc] in the bitmask form. Values from the table may be combined by simple adding. Race Mask Value (hex) Mask Value (dec) Human 0x1 1 Orc 0x2 2 Dwarf 0x4 4 Night Elf 0x8 8 Undead 0x10 16 Tauren 0x20 32 Gnome 0x40 64 Troll 0x80 128 Goblin 0x100 256 Blood Elf 0x200 512 Dranei 0x400 1024 quest mediumint(8) unsigned The quest [See quest_template.entry] which the player should have REWARDED (handed off) for receiving the mail. mailTemplateId mediumint(8) unsigned Mail template ID [See MailTemplate.dbc] of the mail which will be sent to the player when all conditions are satisfied. senderEntry mediumint(8) unsigned Entry [See creature_template.entry] of the NPC which will sign the mail. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_graveyard_zone' table for MaNGOSZero This table contains information about which zones are connected to the world's graveyards. This table set if character die in zone ghost_zone and graveyard with id accept his team (HORDE or ALIANCE or both) and this is nearest graveyard then character's ghost will be teleported to graveyard id. For a list of all existing graveyards and their respective IDs, check out WorldSafeLocs.dbc. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id mediumint(8) unsigned NO PRI '0' Graveyard ID [See WorldSafeLocs.dbc]. ghost_zone mediumint(8) unsigned NO PRI '0' AreaID of the zone the graveyard is tied to [See AreaTable.dbc]. faction smallint(5) unsigned NO '0' Player faction Description of the fields id mediumint(8) unsigned ID of the graveyard, see WorldSafeLocs.dbc. This DBC also defines coordinates where the ghost will pop up. ghost_zone mediumint(8) unsigned AreaID of the zone the graveyard is tied to, see AreaTable.dbc. The graveyard is considered to pop-up ghosts originated in this zone. faction smallint(5) unsigned Faction: ALLIANCE = 469, HORDE = 67, both = 0. Some graveyards accept ghosts of players only from one faction. Value Faction 0 Any faction 67 Horde only 469 Alliance only auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_quest' table for MaNGOSZero This table controls availability of the quests during the events. When out of the event a questgiver may not be despawned, you can disable quests which he proposes. Quests listed here will be available only during respective events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes quest mediumint(8) unsigned NO PRI '0' Quest ID [See quest_template.entry]. event smallint(5) unsigned NO PRI '0' Event ID [See game_event.entry]. Description of the fields quest mediumint(8) unsigned ID of the quest [See quest_template.entry] which will be accessible only during the event. event smallint(5) unsigned Event ID [See game_event.entry]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_weather' table for MaNGOSZero This table holds the percentages for weather changes in various zones. Not all zones can have their weather changed. For any given zone the percentage of all weather types for each season should total, and not exceed 100%. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes zone mediumint(8) unsigned NO PRI '0' A zone identifier spring_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Winter. Description of the fields zone mediumint(8) unsigned A zone identifier. The value has to match with a zone identifier defined in AreaTable.dbc. spring_rain_chance tinyint(3) unsigned Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned Percentage chance for storm in the Winter. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_menu' table for MaNGOSZero This table is used for displaying gossip when a player talks to an NPC. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(6) unsigned NO PRI '0' Gossip menu ID [See creature_template.GossipMenuId]. text_id mediumint(8) unsigned NO PRI '0' Displayed text ID [See npc_text.ID]. script_id mediumint(8) unsigned NO PRI '0' DB script ID [See dbscritps_on_gossip.id]. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields entry smallint(6) unsigned Gossip menu ID [See creature_template.GossipMenuId]. These values are predefined, but a lot of them is unknown. text_id mediumint(8) unsigned ID of the text (npc_text.ID), shown at the top of the gossip windows, above any variants of answer. script_id mediumint(8) unsigned ID of the DB script [See db_scripts.id] with a type of 2, tied to the action of requesting the gossip. condition_id mediumint(8) unsigned ID of the condition (conditions.condition_entry), allowing the gossip to appear. If the condition is not fulfilled by the player, he may not get the gossip. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_menu_option' table for MaNGOSZero This table holds infos about menu options a gossip NPC can have. Examples of options: "Train me!" or "I want to unlearn my talents". Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes menu_id smallint(6) unsigned NO PRI '0' Gossip menu ID [See gossip_menu.entry]. id smallint(6) unsigned NO PRI '0' Menu item ID. option_icon mediumint(8) unsigned NO '0' Icon type for the menu item. option_text text YES NULL Menu item text displayed. option_id tinyint(3) unsigned NO '0' Gossip option ID. npc_option_npcflag int(10) unsigned NO '0' NPC flag required [See creature_template.NpcFlags]. action_menu_id mediumint(8) NO '0' Gossip ID for the action [See gossip_menu.entry]. action_poi_id mediumint(8) unsigned NO '0' POI ID [See points_of_interest.entry]. action_script_id mediumint(8) unsigned NO '0' DB script ID [See dbscripts_on_gossip.id]. box_coded tinyint(3) unsigned NO '0' Flag for text entering into the pop-up box. box_money int(11) unsigned NO '0' Sum of money requested by pop-up box. box_text text YES NULL Text for the pop-up box. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields menu_id smallint(6) unsigned ID of the gossip (gossip_menu.entry), to which this menu item is tied. id smallint(6) unsigned ID of this menu item. Some gossips may contain several variants of the player reply. The variants are numberred by this ID. Menu items are numbered sequentially starting from 0. option_icon mediumint(8) unsigned Icon type displayed at the beginning of the menu option text.See enum GossipOptionIcon in GossipDef.h. Icon type Value Outlook GOSSIP_ICON_CHAT 0 white chat bubble GOSSIP_ICON_VENDOR 1 brown bag GOSSIP_ICON_TAXI 2 flight GOSSIP_ICON_TRAINER 3 book GOSSIP_ICON_INTERACT_1 4 interaction wheel GOSSIP_ICON_INTERACT_2 5 interaction wheel GOSSIP_ICON_MONEY_BAG 6 brown bag with yellow dot GOSSIP_ICON_TALK 7 white chat bubble with black dots GOSSIP_ICON_TABARD 8 tabard GOSSIP_ICON_BATTLE 9 two crossed swords GOSSIP_ICON_DOT 10 yellow dot option_text text Text displayed for the menu item. Should be English only, find localizations in the locales_gossip_menu_option table. option_id tinyint(3) unsigned ID of the option of the gossip menu item, see enum Gossip_Option in GossipDef.h. Gossip option Value NPC flag required (value) GOSSIP_OPTION_NONE 0 UNIT_NPC_FLAG_NONE (0) GOSSIP_OPTION_GOSSIP 1 UNIT_NPC_FLAG_GOSSIP (1) GOSSIP_OPTION_QUESTGIVER 2 UNIT_NPC_FLAG_QUESTGIVER (2) GOSSIP_OPTION_VENDOR 3 UNIT_NPC_FLAG_VENDOR (128) GOSSIP_OPTION_TAXIVENDOR 4 UNIT_NPC_FLAG_TAXIVENDOR (8192) GOSSIP_OPTION_TRAINER 5 UNIT_NPC_FLAG_TRAINER (16) GOSSIP_OPTION_SPIRITHEALER 6 UNIT_NPC_FLAG_SPIRITHEALER (16384) GOSSIP_OPTION_SPIRITGUIDE 7 UNIT_NPC_FLAG_SPIRITGUIDE (32768) GOSSIP_OPTION_INNKEEPER 8 UNIT_NPC_FLAG_INNKEEPER (65536) GOSSIP_OPTION_BANKER 9 UNIT_NPC_FLAG_BANKER (131072) GOSSIP_OPTION_PETITIONER 10 UNIT_NPC_FLAG_PETITIONER (262144) GOSSIP_OPTION_TABARDDESIGNER 11 UNIT_NPC_FLAG_TABARDDESIGNER (524288) GOSSIP_OPTION_BATTLEFIELD 12 UNIT_NPC_FLAG_BATTLEFIELDPERSON (1048576) GOSSIP_OPTION_AUCTIONEER 13 UNIT_NPC_FLAG_AUCTIONEER (2097152) GOSSIP_OPTION_STABLEPET 14 UNIT_NPC_FLAG_STABLE (4194304) GOSSIP_OPTION_ARMORER 15 UNIT_NPC_FLAG_ARMORER (4096) GOSSIP_OPTION_UNLEARNTALENTS 16 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) GOSSIP_OPTION_UNLEARNPETSKILLS 17 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) Note: In order for gossip_menu_option entries to work, the npcflag of the "creature_template" table table entry needs to be set appropriately. npc_option_npcflag int(10) unsigned NPC flag [See creature_template.NpcFlags] which the NPC should have set to allow this menu item be displayed. The values are from enum NPCFlags in Unit.h. NPC flag Value (hex) Value (dec) UNIT_NPC_FLAG_GOSSIP 0x00000001 1 UNIT_NPC_FLAG_QUESTGIVER 0x00000002 2 UNIT_NPC_FLAG_VENDOR 0x00000004 4 UNIT_NPC_FLAG_FLIGHTMASTER 0x00000008 8 UNIT_NPC_FLAG_TRAINER 0x00000010 16 UNIT_NPC_FLAG_SPIRITHEALER 0x00000020 32 UNIT_NPC_FLAG_SPIRITGUIDE 0x00000040 64 UNIT_NPC_FLAG_INNKEEPER 0x00000080 128 UNIT_NPC_FLAG_BANKER 0x00000100 256 UNIT_NPC_FLAG_PETITIONER 0x00000200 512 UNIT_NPC_FLAG_TABARDDESIGNER 0x00000400 1024 UNIT_NPC_FLAG_BATTLEMASTER 0x00000800 2048 UNIT_NPC_FLAG_AUCTIONEER 0x00001000 4096 UNIT_NPC_FLAG_STABLEMASTER 0x00002000 8192 UNIT_NPC_FLAG_REPAIR 0x00004000 16384 action_menu_id mediumint(8) Gossip ID for the action [See gossip_menu.entry]. The scheme allows to create chains of gossips. Typical situation is a long story NPC tells to the player, requesting menu item as a confirmation after each brief part Note: If you want the gossip_menu_option to close the gossip window, set this field to -1. action_poi_id mediumint(8) unsigned ID of the POI [See points_of_interest.entry] which should be displayed as an action. action_script_id mediumint(8) unsigned ID of DB script [See db_scripts.id] with a type of 2 which should be executed as an action. box_coded tinyint(3) unsigned Setting this flag (to 1) allows to player enter any text into the pop-up box. box_money int(11) unsigned Money (in coppers) requested by pop-up box as an action. box_text text The text names the pop-up box requesting a special input from player. condition_id mediumint(8) unsigned ID of the conditions [See conditions.condition_entry] which must be fulfilled by the player in order to get this gossip menu option. If condition is not fulfilled, the option will be hidden (i.e. not present). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_texts' table for MaNGOSZero This table defines textes for gossip menu items, used by native ScriptDev3 C++ 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 mediumint(8) NO PRI NULL Menu item ID text, referred by SD2 scripts. 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 comment text YES NULL Textual comment. Description of the fields entry mediumint(8) ID of the text of a menu item, generated by SD2 scripts. Numbered starting from -3000000 in arithmetically decreasing order (i.e. to more negative values). 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 comment text Textual comment, ignored by the core. Usually should contain the named constant by which this text is referred within the C++ sources. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'instance_template' table for MaNGOSZero This table has all the templates for every instance. When a group enters an instance, a new copy of that instance is made from the values in these fields. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes map smallint(5) unsigned NO PRI NULL Map ID [See Map.dbc]. parent smallint(5) unsigned NO '0' Map ID of the parent instance[See Map.dbc]. levelMin tinyint(3) unsigned NO '0' Minimum allowed player level. levelMax tinyint(3) unsigned NO '0' Maximum allowed player level. maxPlayers tinyint(3) unsigned NO '0' Maximal number of players. reset_delay int(10) unsigned NO '0' Instance reset delay (days). ghostEntranceMap smallint(5) unsigned NO NULL Map ID [See Map.dbc] for ghost entrance. ghostEntranceX float NO NULL X position of ghost entrance. ghostEntranceY float NO NULL Y position of ghost entrance. Description of the fields map smallint(5) unsigned ID of the instance map [See Map.dbc]. This map should be instanceable. parent smallint(5) unsigned Map ID [See Map.dbc] of the parent instance, from which player may enter to this one. Cases like Blackrock Depths/Molten Core. levelMin tinyint(3) unsigned Minimum allowed player level. levelMax tinyint(3) unsigned Maximum allowed player level. maxPlayers tinyint(3) unsigned Maximal number of players allowed into a single copy of the instance at once. reset_delay int(10) unsigned Instance reset delay in days. After time is up, instanced map is deleted and any state of the instance is reset. ghostEntranceMap smallint(5) unsigned Map ID [See Map.dbc] for ghost entrance. ghostEntranceX float X position of ghost entrance. ghostEntranceY float Y position of ghost entrance. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_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' The total number of copies of an item or may reference another loot template maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_enchantment_template' table for MaNGOSZero This table holds enchantment chance information for items that should have either a random property or a random suffix attached to them. 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' Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned NO PRI '0' Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned NO '0' Chance to get the enchantment (%). Description of the fields entry mediumint(8) unsigned Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned Chance in % for item to get this enchantment. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_required_target' table for MaNGOSZero These spell effects require a specific target in either alive or dead state (for creatures). Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL This references the "item_template" table tables unique ID. type tinyint(3) unsigned NO PRI '0' Describes which type of target the spell requires. targetEntry mediumint(8) unsigned NO PRI '0' Description of the fields entry mediumint(8) unsigned This references the "item_template" table tables unique ID. type tinyint(3) unsigned Describes which type of target the spell requires. The following table shows all valid target types. Value Description 0 Game object 1 Creature template 2 Dead creature template targetEntry mediumint(8) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_template' table for MaNGOSZero Holds information on every item that exists in the game. All items are created from their template stored in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Item prototype ID. class tinyint(3) unsigned NO MUL '0' Class of the item. subclass tinyint(3) unsigned NO '0' The subclass of the item template. name varchar(255) NO {Blank String} Item name. displayid mediumint(8) unsigned NO '0' A display model identifier for the Item. Quality tinyint(3) unsigned NO '0' Quality of item. Flags int(10) unsigned NO '0' Item prototype flags. BuyCount tinyint(3) unsigned NO '1' Stack size by vendors. BuyPrice int(10) unsigned NO '0' Item buying price (coppers). SellPrice int(10) unsigned NO '0' Item selling price (coppers). InventoryType tinyint(3) unsigned NO '0' Inventory type. AllowableClass mediumint(9) NO '-1' Mask of allowed classes. AllowableRace mediumint(9) NO '-1' Mask of allowed races. ItemLevel tinyint(3) unsigned NO '0' Level of item. RequiredLevel tinyint(3) unsigned NO '0' Required level. RequiredSkill smallint(5) unsigned NO '0' Required skill type. RequiredSkillRank smallint(5) unsigned NO '0' Required skill value. requiredspell mediumint(8) unsigned NO '0' Required spell [See Spell.dbc]. requiredhonorrank mediumint(8) unsigned NO '0' Required honor rank. RequiredCityRank mediumint(8) unsigned NO '0' DEPRECATED: the city rank required. City ranks did not make it into WoW. RequiredReputationFaction smallint(5) unsigned NO '0' Required faction for reputation check [See Faction.dbc]. RequiredReputationRank smallint(5) unsigned NO '0' Required minimal reputation rank. maxcount smallint(5) unsigned NO '0' The maximum amount of copies of the item that a character may have. stackable smallint(5) unsigned NO '1' Maximum stack size. ContainerSlots tinyint(3) unsigned NO '0' Defines the amount of slots for items of type container or ammunition container. stat_type1 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value1 smallint(6) NO '0' The value to add for the matching modifier. stat_type2 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value2 smallint(6) NO '0' The value to add for the matching modifier. stat_type3 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value3 smallint(6) NO '0' The value to add for the matching modifier. stat_type4 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value4 smallint(6) NO '0' The value to add for the matching modifier. stat_type5 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value5 smallint(6) NO '0' The value to add for the matching modifier. stat_type6 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value6 smallint(6) NO '0' The value to add for the matching modifier. stat_type7 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value7 smallint(6) NO '0' The value to add for the matching modifier. stat_type8 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value8 smallint(6) NO '0' The value to add for the matching modifier. stat_type9 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value9 smallint(6) NO '0' The value to add for the matching modifier. stat_type10 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value10 smallint(6) NO '0' The value to add for the matching modifier. dmg_min1 float NO '0' The minimum damage caused by the item. dmg_max1 float NO '0' The maximum damage caused by the item. dmg_type1 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min2 float NO '0' The minimum damage caused by the item. dmg_max2 float NO '0' The maximum damage caused by the item. dmg_type2 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min3 float NO '0' The minimum damage caused by the item. dmg_max3 float NO '0' The maximum damage caused by the item. dmg_type3 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min4 float NO '0' The minimum damage caused by the item. dmg_max4 float NO '0' The maximum damage caused by the item. dmg_type4 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min5 float NO '0' The minimum damage caused by the item. dmg_max5 float NO '0' The maximum damage caused by the item. dmg_type5 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. armor smallint(5) unsigned NO '0' The armor value of the item. holy_res tinyint(3) unsigned NO '0' Holy resistance. fire_res tinyint(3) unsigned NO '0' Fire resistance. nature_res tinyint(3) unsigned NO '0' Nature resistance. frost_res tinyint(3) unsigned NO '0' Frost resistance. shadow_res tinyint(3) unsigned NO '0' Shadow resistance. arcane_res tinyint(3) unsigned NO '0' Arcane resistance. delay smallint(5) unsigned NO '1000' The delay in milliseconds between successive hits for the item. ammo_type tinyint(3) unsigned NO '0' The type of ammunition the item uses. Arrows = 2; Bullets = 3 RangedModRange float NO '0' spellid_1 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the reference. spelltrigger_1 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_1 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_1 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_1 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_1 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_1 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_2 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_2 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_2 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_2 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_2 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_2 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_2 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_3 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_3 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_3 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_3 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_3 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_3 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_3 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_4 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_4 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_4 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_4 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_4 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_4 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_4 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_5 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_5 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_5 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_5 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_5 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_5 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_5 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. bonding tinyint(3) unsigned NO '0' Defines if and how and item will be bound to a character. description varchar(255) NO {Blank String} A short - usually one sentence - description of the item. Mostly flavor texts. PageText mediumint(8) unsigned NO '0' If the item should be readable, e.g. for letters. LanguageID tinyint(3) unsigned NO '0' The material to be used as background for items with page texts set. PageMaterial tinyint(3) unsigned NO '0' The material to be used as background for items with page texts set. startquest mediumint(8) unsigned NO '0' Quest ID [See quest_template.entry]. lockid mediumint(8) unsigned NO '0' Lock ID [See Lock.dbc]. Material tinyint(4) NO '0' Material type. sheath tinyint(3) unsigned NO '0' The value of this field controls how characters will show or hide items worn, e. RandomProperty mediumint(8) unsigned NO '0' Random property type [See item_enchantment_template.entry]. block mediumint(8) unsigned NO '0' If an item is a shield, this field holds the block chance. itemset mediumint(8) unsigned NO '0' If an item is part of an item set, this references the item set's identifier. MaxDurability smallint(5) unsigned NO '0' The maximum durability for an item. area mediumint(8) unsigned NO '0' If an item is only usable on a specific map, this is the reference. Map smallint(6) NO '0' If an item is only usable on a specific map, this is the reference. BagFamily mediumint(9) NO '0' If an item is a bag, this holds a bit-mask corresponding to bag families to whic DisenchantID mediumint(8) unsigned NO '0' Disenchant template [See disenchant_loot_template.entry]. FoodType tinyint(3) unsigned NO '0' If an item is usable as pet food, this table is the reference. minMoneyLoot int(10) unsigned NO '0' This field specifies the minimum amount in a container holding money. maxMoneyLoot int(10) unsigned NO '0' This field specifies the maximum amount in a container holding money. Duration int(11) unsigned NO '0' Items may have a duration set until the get removed from a character's inventory ExtraFlags tinyint(1) unsigned NO '0' With these flags it is possible to set rare conditions on an item. Description of the fields entry mediumint(8) unsigned Item prototype ID. Note: do not mix it with the item GUID, which numbers concrete item instances. class tinyint(3) unsigned Class of the item is it very general description. 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 Note: The table only contains active classes, obsolete classes have been stripped. 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 Note: The table only contains active subclasses, obsolete classes have been stripped. name varchar(255) Name of item displayed to the players. See locales_item table for localized versions of this. displayid mediumint(8) unsigned A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc]. Quality tinyint(3) unsigned The quality of the item. ID Color Quality 0 Grey Poor 1 White Common 2 Green Uncommon 3 Blue Rare 4 Purple Epic 5 Orange Legendary 6 Red Artifact Flags int(10) unsigned Item prototype flags, see enum ItemPrototypeFlags in ItemPrototype.h. Name Value (hex) Meaning ITEM_FLAG_RESERVED_0 0x00000001 Reserved for later usage ITEM_FLAG_CONJURED 0x00000002 items created by spells with SPELL_EFFECT_CREATE_ITEM ITEM_FLAG_LOOTABLE 0x00000004 affect only non container items that can be "open" for loot. It or lockid set enable for client show "Right click to open". See also ITEM_DYNFLAG_UNLOCKED ITEM_FLAG_WRAPPED 0x00000008 not used in pre-3.x ITEM_FLAG_DEPRECATED 0x00000010 items is deprecated and no longer equipable ITEM_FLAG_INDESTRUCTIBLE 0x00000020 used for totem. Item can not be destroyed, except by using spell (item can be reagent for spell and then allowed) ITEM_FLAG_USABLE 0x00000040 items that can be used via right-click ITEM_FLAG_NO_EQUIP_COOLDOWN 0x00000080 items without an equip cooldown (and usually a _USABLE flag) ITEM_FLAG_RESERVED_1 0x00000100 reserved for later usage ITEM_FLAG_WRAPPER 0x00000200 used or not used wrapper ITEM_FLAG_STACKABLE 0x00000400 items which can be stacked ITEM_FLAG_PARTY_LOOT 0x00000800 items which can be looted by all party members ITEM_FLAG_RESEVERD_2 0x00001000 reserved for later usage ITEM_FLAG_CHARTER 0x00002000 guild charter ITEM_FLAG_LETTER 0x00004000 readable letter items ITEM_FLAG_PVP_REWARD 0x00008000 items rewarded for PvP ranks and/or honor standing ITEM_FLAG_UNK16 0x00010000 a lot of items have this ITEM_FLAG_UNK17 0x00020000 last used flag in 1.12.1 BuyCount tinyint(3) unsigned If an item is sold in stacks, the holds the number of items in a stack Note: If an item has limited supplies, the item is refresh to this count. BuyPrice int(10) unsigned Price in coppers for players to buy the item. SellPrice int(10) unsigned Price in coppers for players to sell the item. InventoryType tinyint(3) unsigned Type of inventory defining the way of wearing the item. 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 AllowableClass mediumint(9) A bit-mask corresponding to class that should be able to use the item. The value has to match with classes defined in ChrClasses.dbc. Class Value (hex) Value (dec) CLASS_WARRIOR 0x1 1 CLASS_PALADIN 0x2 2 CLASS_HUNTER 0x4 4 CLASS_ROGUE 0x8 8 CLASS_PRIEST 0x10 16 CLASS_DEATHKNIGHT 0x20 32 CLASS_SHAMAN 0x40 64 CLASS_MAGE 0x80 128 CLASS_WARLOCK 0x100 256 CLASS_DRUID 0x400 1024 Note: Set to -1 to allow usage by all classes. AllowableRace mediumint(9) A bit-mask corresponding to races that should be able to use the item. The value has to match with races defined in ChrRaces.dbc. Race Mask Value (hex) Mask Value (dec) Human 0x1 1 Orc 0x2 2 Dwarf 0x4 4 Night Elf 0x8 8 Undead 0x10 16 Tauren 0x20 32 Gnome 0x40 64 Troll 0x80 128 Goblin 0x100 256 Blood Elf 0x200 512 Dranei 0x400 1024 Note: Set to -1 to allow usage by all races. ItemLevel tinyint(3) unsigned Level of item. Used by addons in calculating Gear Level. RequiredLevel tinyint(3) unsigned Minimum level required to use the item. RequiredSkill smallint(5) unsigned Skill type required to use the item, see SpellLine.dbc and enum SkillType in SharedDefines.h. Skill name Value SKILL_FROST 6 SKILL_FIRE 8 SKILL_ARMS 26 SKILL_COMBAT 38 SKILL_SUBTLETY 39 SKILL_POISONS 40 SKILL_SWORDS 43 SKILL_AXES 44 SKILL_BOWS 45 SKILL_GUNS 46 SKILL_BEAST_MASTERY 50 SKILL_SURVIVAL 51 SKILL_MACES 54 SKILL_2H_SWORDS 55 SKILL_HOLY 56 SKILL_SHADOW 78 SKILL_DEFENSE 95 SKILL_LANG_COMMON 98 SKILL_RACIAL_DWARVEN 101 SKILL_LANG_ORCISH 109 SKILL_LANG_DWARVEN 111 SKILL_LANG_DARNASSIAN 113 SKILL_LANG_TAURAHE 115 SKILL_DUAL_WIELD 118 SKILL_RACIAL_TAUREN 124 SKILL_ORC_RACIAL 125 SKILL_RACIAL_NIGHT_ELF 126 SKILL_FIRST_AID 129 SKILL_FERAL_COMBAT 134 SKILL_STAVES 136 SKILL_LANG_THALASSIAN 137 SKILL_LANG_DRACONIC 138 SKILL_LANG_DEMON_TONGUE 139 SKILL_LANG_TITAN 140 SKILL_LANG_OLD_TONGUE 141 SKILL_SURVIVAL2 142 SKILL_RIDING_HORSE 148 SKILL_RIDING_WOLF 149 SKILL_RIDING_TIGER 150 SKILL_RIDING_RAM 152 SKILL_SWIMING 155 SKILL_2H_MACES 160 SKILL_UNARMED 162 SKILL_MARKSMANSHIP 163 SKILL_BLACKSMITHING 164 SKILL_LEATHERWORKING 165 SKILL_ALCHEMY 171 SKILL_2H_AXES 172 SKILL_DAGGERS 173 SKILL_THROWN 176 SKILL_HERBALISM 182 SKILL_GENERIC_DND 183 SKILL_RETRIBUTION 184 SKILL_COOKING 185 SKILL_MINING 186 SKILL_PET_IMP 188 SKILL_PET_FELHUNTER 189 SKILL_TAILORING 197 SKILL_ENGINEERING 202 SKILL_PET_SPIDER 203 SKILL_PET_VOIDWALKER 204 SKILL_PET_SUCCUBUS 205 SKILL_PET_INFERNAL 206 SKILL_PET_DOOMGUARD 207 SKILL_PET_WOLF 208 SKILL_PET_CAT 209 SKILL_PET_BEAR 210 SKILL_PET_BOAR 211 SKILL_PET_CROCILISK 212 SKILL_PET_CARRION_BIRD 213 SKILL_PET_CRAB 214 SKILL_PET_GORILLA 215 SKILL_PET_RAPTOR 217 SKILL_PET_TALLSTRIDER 218 SKILL_RACIAL_UNDED 220 SKILL_CROSSBOWS 226 SKILL_WANDS 228 SKILL_POLEARMS 229 SKILL_PET_SCORPID 236 SKILL_ARCANE 237 SKILL_PET_TURTLE 251 SKILL_ASSASSINATION 253 SKILL_FURY 256 SKILL_PROTECTION 257 SKILL_BEAST_TRAINING 261 SKILL_PROTECTION2 267 SKILL_PET_TALENTS 270 SKILL_PLATE_MAIL 293 SKILL_LANG_GNOMISH 313 SKILL_LANG_TROLL 315 SKILL_ENCHANTING 333 SKILL_DEMONOLOGY 354 SKILL_AFFLICTION 355 SKILL_FISHING 356 SKILL_ENHANCEMENT 373 SKILL_RESTORATION 374 SKILL_ELEMENTAL_COMBAT 375 SKILL_SKINNING 393 SKILL_MAIL 413 SKILL_LEATHER 414 SKILL_CLOTH 415 SKILL_SHIELD 433 SKILL_FIST_WEAPONS 473 SKILL_RIDING_RAPTOR 533 SKILL_RIDING_MECHANOSTRIDER 553 SKILL_RIDING_UNDEAD_HORSE 554 SKILL_RESTORATION2 573 SKILL_BALANCE 574 SKILL_DESTRUCTION 593 SKILL_HOLY2 594 SKILL_DISCIPLINE 613 SKILL_LOCKPICKING 633 SKILL_PET_BAT 653 SKILL_PET_HYENA 654 SKILL_PET_OWL 655 SKILL_PET_WIND_SERPENT 656 SKILL_LANG_GUTTERSPEAK 673 SKILL_RIDING_KODO 713 SKILL_RACIAL_TROLL 733 SKILL_RACIAL_GNOME 753 SKILL_RACIAL_HUMAN 754 SKILL_PET_EVENT_RC 758 SKILL_RIDING 762 RequiredSkillRank smallint(5) unsigned Value of the skill required to use the item. Value Required rank Horde rank Officer rank 0 Unranked Unranked No 5 Private Scout No 6 Corporal Grunt No 7 Sergeant Sergeant No 8 Master Sergeant Senior Sergeant No 9 Sergeant Major First Sergeant No 10 Knight Stone Guard Yes 11 Knight-Lieutenant Blood Guard Yes 12 Knight-Captain Legionnaire Yes 13 Knight-Champion Centurion Yes 14 Lieutenant-Commander Champion Yes 15 Commander Lieutenant General Yes 16 Marshal General Yes 17 Field Marshal Warlord Yes 18 Grand Marshal High Warlord Yes requiredspell mediumint(8) unsigned The spell ID the character is required to know before using the item. requiredhonorrank mediumint(8) unsigned Required honor rank. Value Required rank Horde rank Officer rank 0 Unranked Unranked No 5 Private Scout No 6 Corporal Grunt No 7 Sergeant Sergeant No 8 Master Sergeant Senior Sergeant No 9 Sergeant Major First Sergeant No 10 Knight Stone Guard Yes 11 Knight-Lieutenant Blood Guard Yes 12 Knight-Captain Legionnaire Yes 13 Knight-Champion Centurion Yes 14 Lieutenant-Commander Champion Yes 15 Commander Lieutenant General Yes 16 Marshal General Yes 17 Field Marshal Warlord Yes 18 Grand Marshal High Warlord Yes RequiredCityRank mediumint(8) unsigned DEPRECATED: the city rank required. City ranks did not make it into WoW. RequiredReputationFaction smallint(5) unsigned The faction [See faction,dbc], reputation to which will be checked before using the item. RequiredReputationRank smallint(5) unsigned The minimal reputation rank required to use the item. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 maxcount smallint(5) unsigned The maximum amount of copies of the item that a character may have. Setting this to 0 will allow an infinite amount. stackable smallint(5) unsigned Maximum number of items in the single stack. ContainerSlots tinyint(3) unsigned Defines the amount of slots for items of type container or ammunition container. stat_type1 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value1 smallint(6) The value to add for the matching modifier. stat_type2 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value2 smallint(6) The value to add for the matching modifier. stat_type3 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value3 smallint(6) The value to add for the matching modifier. stat_type4 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value4 smallint(6) The value to add for the matching modifier. stat_type5 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value5 smallint(6) The value to add for the matching modifier. stat_type6 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value6 smallint(6) The value to add for the matching modifier. stat_type7 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value7 smallint(6) The value to add for the matching modifier. stat_type8 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value8 smallint(6) The value to add for the matching modifier. stat_type9 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value9 smallint(6) The value to add for the matching modifier. stat_type10 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value10 smallint(6) The value to add for the matching modifier. dmg_min1 float The minimum damage caused by the item. dmg_max1 float The maximum damage caused by the item. dmg_type1 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min2 float The minimum damage caused by the item. dmg_max2 float The maximum damage caused by the item. dmg_type2 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. dmg_min3 float The minimum damage caused by the item. dmg_max3 float The maximum damage caused by the item. dmg_type3 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min4 float The minimum damage caused by the item. dmg_max4 float The maximum damage caused by the item. dmg_type4 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min5 float The minimum damage caused by the item. dmg_max5 float The maximum damage caused by the item. dmg_type5 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane armor smallint(5) unsigned The armor value of the item. holy_res tinyint(3) unsigned Holy resistance. fire_res tinyint(3) unsigned Fire resistance. nature_res tinyint(3) unsigned Nature resistance. frost_res tinyint(3) unsigned Frost resistance. shadow_res tinyint(3) unsigned Shadow resistance. arcane_res tinyint(3) unsigned Arcane resistance. delay smallint(5) unsigned The delay in milliseconds between successive hits for the item. ammo_type tinyint(3) unsigned The type of ammunition the item uses. Arrows = 2; Bullets = 3 RangedModRange float spellid_1 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_1 tinyint(3) unsigned The type of trigger for the matching spellid entry. Value Description 0 On use 1 On equip 2 Chance on hit 4 Soulstone 5 On use without delay spellcharges_1 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_1 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_1 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_1 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_1 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_2 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_2 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_2 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_2 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_2 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_2 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_2 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_3 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_3 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_3 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_3 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_3 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_3 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_3 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_4 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_4 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_4 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_4 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_4 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_4 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_4 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_5 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_5 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_5 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_5 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_5 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_5 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_5 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. bonding tinyint(3) unsigned Defines if and how and item will be bound to a character. Value Description 0 No binding 1 Bind on pickup 2 Bind on equip 3 Bind on use 4 Quest item description varchar(255) A short - usually one sentence - description of the item. Mostly flavor texts. PageText mediumint(8) unsigned If the item should be readable, e.g. for letters, this references a page text identifier in the "page_text" table table. LanguageID tinyint(3) unsigned The material to be used as background for items with page texts set. This references a page text material identifier from PageTextMaterial.dbc. PageMaterial tinyint(3) unsigned The material to be used as background for items with page texts set. This references a page text material identifier from PageTextMaterial.dbc. startquest mediumint(8) unsigned ID of the quest [See quest_template.entry] the item can start. lockid mediumint(8) unsigned ID of the lock [See Lock.dbc] for locked items. Material tinyint(4) Material type. Used for sound selection when moving item. Value Material 1 Metal 2 Wood 3 Liquid 4 Jewelry 5 Chain 6 Plate 7 Cloth 8 Leather sheath tinyint(3) unsigned The value of this field controls how characters will show or hide items worn, e.g. for weapons. 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 RandomProperty mediumint(8) unsigned Type of the random property [See item_enchantment_template.entry]. For items with either a random property or a random suffix. Actual property of each item instance, taken from the item_enchantment_template list, is stored in item_instance table of the "characters" database. block mediumint(8) unsigned If an item is a shield, this field holds the block chance. itemset mediumint(8) unsigned If an item is part of an item set, this references the item set's identifier in the ItemSet.dbc table. MaxDurability smallint(5) unsigned The maximum durability for an item. area mediumint(8) unsigned If an item is only usable on a specific map, this reference a map identifier in the Map.dbc table. Map smallint(6) If an item is only usable on a specific map, this reference a map identifier in the Map.dbc table. BagFamily mediumint(9) If an item is a bag, this holds a bit-mask corresponding to bag families to which the bag belongs. The value has to match with bag families defined in ItemBagFamily.dbc Note: Multiple bag families may be combined. DisenchantID mediumint(8) unsigned Disenchant template [See disenchant_loot_template.entry] if any. FoodType tinyint(3) unsigned If an item is usable as pet food, this table references an entry in the ItemPetFood.dbc table. minMoneyLoot int(10) unsigned If an item is a container holding money, this field specifies the minimum amount of money in copper possibly looted. maxMoneyLoot int(10) unsigned If an item is a container holding money, this field specifies the maximum amount of money in copper possibly looted. Duration int(11) unsigned Items may have a duration set until the get removed from a character's inventory Note: Items set to be deleted in real time, require ExtraFlags set accordingly. ExtraFlags tinyint(1) unsigned With these flags it is possible to set rare conditions on an item. Value Description 0 Nothing special 1 Item is not consumable 2 Item will be deleted in real time, when Duration is set auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_creature' table for MaNGOSZero This table is used to provide to localized clients with localized names and subnames of creatures. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. name_loc1 varchar(100) NO {Blank String} Korean localization of name in the "creature_template" table table. name_loc2 varchar(100) NO {Blank String} French localization of name in the "creature_template" table table. name_loc3 varchar(100) NO {Blank String} German localization of name in the "creature_template" table table. name_loc4 varchar(100) NO {Blank String} Chinese localization of name in the "creature_template" table table. name_loc5 varchar(100) NO {Blank String} Taiwanese localization of name in the "creature_template" table table. name_loc6 varchar(100) NO {Blank String} Spanish Spain localization of name in the "creature_template" table table. name_loc7 varchar(100) NO {Blank String} Spanish Latin America localization of name. name_loc8 varchar(100) NO {Blank String} Russian localization of name in the "creature_template" table table. subname_loc1 varchar(100) YES {Blank String} Korean localization of subname in the "creature_template" table table. subname_loc2 varchar(100) YES {Blank String} French localization of subname in the "creature_template" table table. subname_loc3 varchar(100) YES {Blank String} German localization of subname in the "creature_template" table table. subname_loc4 varchar(100) YES {Blank String} Chinese localization of subname in the "creature_template" table table. subname_loc5 varchar(100) YES {Blank String} Taiwanese localization of subname in the "creature_template" table table. subname_loc6 varchar(100) YES {Blank String} Spanish Spain localization of subname in the "creature_template" table table. subname_loc7 varchar(100) YES {Blank String} Spanish Latin America localization of subname. subname_loc8 varchar(100) YES {Blank String} Russian localization of subname in the "creature_template" table table. Description of the fields entry mediumint(8) unsigned This references the "creature_template" table tables unique ID for which the entry is valid. name_loc1 varchar(100) Korean localization of name in the "creature_template" table table. name_loc2 varchar(100) French localization of name in the "creature_template" table table. name_loc3 varchar(100) German localization of name in the "creature_template" table table. name_loc4 varchar(100) Chinese localization of name in the "creature_template" table table. name_loc5 varchar(100) Taiwanese localization of name in the "creature_template" table table. name_loc6 varchar(100) Spanish Spain localization of name in the "creature_template" table table. name_loc7 varchar(100) Spanish Latin America localization of name in the "creature_template" table table. name_loc8 varchar(100) Russian localization of name in the "creature_template" table table. subname_loc1 varchar(100) Korean localization of subname in the "creature_template" table table. subname_loc2 varchar(100) French localization of subname in the "creature_template" table table. subname_loc3 varchar(100) German localization of subname in the "creature_template" table table. subname_loc4 varchar(100) Chinese localization of subname in the "creature_template" table table. subname_loc5 varchar(100) Taiwanese localization of subname in the "creature_template" table table. subname_loc6 varchar(100) Spanish Spain localization of subname in the "creature_template" table table. subname_loc7 varchar(100) Spanish Latin America localization of subname in the "creature_template" table table. subname_loc8 varchar(100) Russian localization of subname in the "creature_template" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_gameobject' table for MaNGOSZero This table is used to provide to localized clients with localized string for gameobjects. 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' Gameobject ID [See gameobject_template.entry]. name_loc1 varchar(100) NO {Blank String} Korean localization of name in the "gameobject_template" table table. name_loc2 varchar(100) NO {Blank String} French localization of name in the "gameobject_template" table table. name_loc3 varchar(100) NO {Blank String} German localization of name in the "gameobject_template" table table. name_loc4 varchar(100) NO {Blank String} Chinese localization of name in the "gameobject_template" table table. name_loc5 varchar(100) NO {Blank String} Taiwanese localization of name in the "gameobject_template" table table. name_loc6 varchar(100) NO {Blank String} Spanish Spain localization of name in the "gameobject_template" table table. name_loc7 varchar(100) NO {Blank String} Spanish Latin America localization of name. name_loc8 varchar(100) NO {Blank String} Russian localization of name in the "gameobject_template" table table. Description of the fields entry mediumint(8) unsigned This references the "gameobject_template" table tables unique ID for which the entry is valid. name_loc1 varchar(100) Korean localization of name in the "gameobject_template" table table. name_loc2 varchar(100) French localization of name in the "gameobject_template" table table. name_loc3 varchar(100) German localization of name in the "gameobject_template" table table. name_loc4 varchar(100) Chinese localization of name in the "gameobject_template" table table. name_loc5 varchar(100) Taiwanese localization of name in the "gameobject_template" table table. name_loc6 varchar(100) Spanish Spain localization of name in the "gameobject_template" table table. name_loc7 varchar(100) Spanish Latin America localization of name in the "gameobject_template" table table. name_loc8 varchar(100) Russian localization of name in the "gameobject_template" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_gossip_menu_option' table for MaNGOSZero This table is used to provide localized clients with localized string for gossip_menu_option. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes menu_id smallint(6) unsigned NO PRI '0' Reference to gossip_menu_option.menu_id. id smallint(6) unsigned NO PRI '0' Reference to gossip_menu_option.id. option_text_loc1 text YES NULL Korean localization of option_text in the "gossip_menu_option" table table. option_text_loc2 text YES NULL French localization of option_text in the "gossip_menu_option" table table. option_text_loc3 text YES NULL German localization of option_text in the "gossip_menu_option" table table. option_text_loc4 text YES NULL Chinese localization of option_text in the "gossip_menu_option" table table. option_text_loc5 text YES NULL Taiwanese localization of option_text in the "gossip_menu_option" table table. option_text_loc6 text YES NULL Spanish Spain localization of option_text. option_text_loc7 text YES NULL Spanish Latin America localization of option_text. option_text_loc8 text YES NULL Russian localization of option_text in the "gossip_menu_option" table table. box_text_loc1 text YES NULL Korean localization of box_text in the "gossip_menu_option" table table. box_text_loc2 text YES NULL French localization of box_text in the "gossip_menu_option" table table. box_text_loc3 text YES NULL German localization of box_text in the "gossip_menu_option" table table. box_text_loc4 text YES NULL Chinese localization of box_text in the "gossip_menu_option" table table. box_text_loc5 text YES NULL Taiwanese localization of box_text in the "gossip_menu_option" table table. box_text_loc6 text YES NULL Spanish Spain localization of box_text in the "gossip_menu_option" table table. box_text_loc7 text YES NULL Spanish Latin America localization of box_text. box_text_loc8 text YES NULL Russian localization of box_text in the "gossip_menu_option" table table. Description of the fields menu_id smallint(6) unsigned This references the "gossip_menu_option" table tables menu_id for which the entry is valid. id smallint(6) unsigned Reference to gossip_menu_option.id. option_text_loc1 text Korean localization of option_text in the "gossip_menu_option" table table. option_text_loc2 text French localization of option_text in the "gossip_menu_option" table table. option_text_loc3 text German localization of option_text in the "gossip_menu_option" table table. option_text_loc4 text Chinese localization of option_text in the "gossip_menu_option" table table. option_text_loc5 text Taiwanese localization of option_text in the "gossip_menu_option" table table. option_text_loc6 text Spanish Spain localization of option_text in the "gossip_menu_option" table table. option_text_loc7 text Spanish Latin America localization of option_text in the "gossip_menu_option" table table. option_text_loc8 text Russian localization of option_text in the "gossip_menu_option" table table. box_text_loc1 text Korean localization of box_text in the "gossip_menu_option" table table. box_text_loc2 text French localization of box_text in the "gossip_menu_option" table table. box_text_loc3 text German localization of box_text in the "gossip_menu_option" table table. box_text_loc4 text Chinese localization of box_text in the "gossip_menu_option" table table. box_text_loc5 text Taiwanese localization of box_text in the "gossip_menu_option" table table. box_text_loc6 text Spanish Spain localization of box_text in the "gossip_menu_option" table table. box_text_loc7 text Spanish Latin America localization of box_text in the "gossip_menu_option" table table. box_text_loc8 text Russian localization of box_text in the "gossip_menu_option" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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