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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 'creature_loot_template' table for MaNGOSZero This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) unsigned NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Meaning of that field is a bit different depending on its sign. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' This field defines when positive the minimum number of copies of the item. maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) This field defines ¦when positive: the minimum number of copies of the item that can drop in a single loot ¦when negative: a reference to another template. Zero value makes no sense and should not be used. Meaning of positive values is quite clear and requires no additional comments. References can point to either a whole template or to single group of a template and decribed below. Template reference mincountOrRef Template reference asks core to process another loot template (having entry equal to "-mincountOrRef") and to include all items dropped for that template into current loot. Simple idea. Value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. So if the referenced template can produce 3 to 10 items (depending on luck) and value of maxcount is '5' then after processing of that reference 15 to 50 items will be added to the loot. An awful example, isn't it? Actually no good example for whole template reference repetition is known, but it is quite useful for group references sometimes. Be careful. Self references (loot template includes reference to itself) and loop references (loot template A includes reference to entire template B, loot template B includes reference to entire template A) are completely different from internal references. If you make a self-reference like INSERT INTO `creature_loot_template` (`entry`,`item`,`mincountOrRef`) VALUES ('21215','0','-21215'); then the core will crash due to stack overflow at first attempt of loot 21215 processing. That is why self references and loop references are strictly forbidden. Group reference mincountOrRef 0 Group reference asks core to process another loot template (having entry equal to "-mincountOrRef") only in the part of one group - with id equal to value of `groupid` field of the reference entry. So this reference may add only none or 1 item into the loot (provided maxcount is equal to 1). Meaning of maxcount field value is the same as described in Template reference. Note that there is no way to have a reference as a part of a group as such grouped reference would have the same format as reference to group described here. There are two types of group references: ¦external reference when group reference row has entry different from entry of the referenced group ¦internal reference when group reference row has the same entry as the referenced group. Basic usage of group references is to avoid repetition of group definitions when several loot sources have common parts of the loot. In this case it is possible: ¦to define groups with the same contents (items/drop chances) again and again. The simpliest way, but very RAM consumable. ¦to define the group once as a part of one of loot source loot definition and to include group references in loot definitions of the other loot sources instead of repeating group definition. ¦to define the group once as a part of an artificial loot definition (having entry not corresponding to any source) and to include group references in loot definitions for every related loot source. The first way is deprecated, both second and third use external references. UDB recommends to use the third way. As references have chance to be processed it is possible to use them effiently for zone or world drop definitions. Those drops often have different chances for different loot sources (low/high skill gameobjects, non-elite/elite creatures etc) while having the same contents of the loot. The recommended way to define such drops is as following: ¦to set up a group with 100% group chance in an artificial loot template (using equal-chanced entries when possible) ¦to include references to that group into loot definition of every related loot source setting the drop chance for the reference. Some bosses drop more than one tier item (two or three). Loot statistics looks like the same group is rolled 2 or 3 times and every time an item (possible the same) is chosen. It is simple to define a group for single item, but how to define drop for the second and the third? We can: ¦repeat group definition 2 (or 3) times with change of group id ¦define the group once and include 1 (or 2) internal references. ¦define the group once as a part of an artificial loot definition and include 2 (or 3) external group references. ¦define the group once as a part of an artificial loot definition and include an external group reference with repetition factor of 2 (or 3). The in-game results will be the same. But again - the first way is very inefficient and then deprecated. We recommends to use the forth way. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. ID Type Description -3 CONDITION_NOT Used to evaluate if another condition is NOT true. See Note 1 -2 CONDITION_OR Used to evaluate if condition OR condition is true. See Note 1 -1 CONDITION_AND Used to evaluate if condition AND condition is true. See Note 1 0 CONDITION_NONE This condition is not used at all. Always returns true. 1 CONDITION_AURA Checks target currently has the specified aura on him/her. 2 CONDITION_ITEM Checks if the player has the required amount (value2) of items in his/hers inventory. 3 CONDITION_ITEM_EQUIPPED Checks if the player has the specified item equipped. 4 CONDITION_AREAID Checks if the player is within the specified area/zone. 5 CONDITION_REPUTATION_RANK_MIN Checks if the player has the minimum required reputation rank with a specific faction. 6 CONDITION_TEAM Checks what team the target is a member of (Alliance or Horde). 7 CONDITION_SKILL Checks if the player has the required minimum skill value of the specified skill. 8 CONDITION_QUESTREWARDED Checks if the player has complete the specified quest. 9 CONDITION_QUESTTAKEN Checks if the player has taken the quest (as in has it in his/hers quest log.) and not completed it yet. 10 CONDITION_AD_COMMISSION_AURA TODO 11 CONDITION_NO_AURA Checks if the target DOES NOT currently have the specified aura on him/her. 12 CONDITION_ACTIVE_GAME_EVENT Checks if a game event is currently active. 13 CONDITION_AREA_FLAG Checks if area_flag is present in current area (if area_flag set != 0) AND if not_have_flag is not present in current area (if not_have_flag != 0) 14 CONDITION_RACE_CLASS Checks if the target is a certain race AND/OR class. 15 CONDITION_LEVEL Checks the targets level. 16 CONDITION_NOITEM Checks if the player DOES NOT have the required amount (value2) of items in his/hers inventory. 17 CONDITION_SPELL Checks if the target has or hasn't (value2) the specified spell. 18 CONDITION_INSTANCE_SCRIPT SD3 based condition 19 CONDITION_QUESTAVAILABLE Checks if the specified quest is available (can start it) for the player. 20 CONDITION_ACHIEVEMENT Has or has no special achievement. 21 CONDITION_ACHIEVEMENT_REALM Realm wide achievement (like 20 above but realm wide). 22 CONDITION_QUEST_NONE Checks if the player has NOT taken the quest AND has NOT been rewarded for the quest. 23 CONDITION_ITEM_WITH_BANK Checks if the player has the required amount (value2) of items in his/hers inventory OR bank. 24 CONDITION_NOITEM_WITH_BANK Checks if the player DOES NOT have count (value2) of items in his/hers inventory OR bank. 25 CONDITION_NOT_ACTIVE_GAME_EVENT Checks if a game event is currently NOT active. 26 CONDITION_ACTIVE_HOLIDAY Checks if a holiday is active 27 CONDITION_NOT_ACTIVE_HOLIDAY Checks if a holiday is not active 28 CONDITION_LEARNABLE_ABILITY Checks if the player can learn ability - using minimum skill value from [See SkillLineAbility.dbc] If the player has spell or has item (when defined) the condition will evaluate to false. 29 CONDITION_SKILL_BELOW TODO 30 CONDITION_REPUTATION_RANK_MAX Checks if the player has a higher reputation rank than specified a faction. 31 CONDITION_COMPLETED_ENCOUNTER Checks if an encounter has been completed. 32 CONDITION_SOURCE_AURA Checks if the source of the condition (like looted npc) has an aura. 33 CONDITION_LAST_WAYPOINT Checks the waypoint-state of the source of the condition. 34 CONDITION_XP_USER Checks if a player has turned XP earning on/off 35 CONDITION_GENDER Checks the gender of a player. 36 CONDITION_DEAD_OR_AWAY TODO 37 CONDITION_CREATURE_IN_RANGE TODO 38 CONDITION_PVP_SCRIPT TODO 39 CONDITION_SPAWN_COUNT Returns if specified count of creature entry exists on map. 36 CONDITION_DEAD_OR_AWAY Checks if a player, a player's group, all players in an instance, or a creature is dead or left the map. NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_model_info' table for MaNGOSZero This table contains all models of mobs, their gender and other information that are model related. This means that when a creature uses another model, this information will change as well. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes modelid mediumint(8) unsigned NO PRI '0' The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float NO '0' This is the distance the creature stands from the player to attack him. combat_reach float NO '0' This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned NO '2' Gender of the creature. modelid_other_gender mediumint(8) unsigned NO '0' A Model information entry [See creature_model_info.modelid]. modelid_other_team mediumint(8) unsigned NO '0' The model information entry for the other faction. Description of the fields modelid mediumint(8) unsigned The Display ID [See CreatureDisplayInfo.dbc]. bounding_radius float This is the distance the creature stands from the player to attack him while in melee. combat_reach float This is the maximum distance the creature can reach the player in ranged attack. gender tinyint(3) unsigned Gender of the creature ValueGender 0Male 1Female 2None modelid_other_gender mediumint(8) unsigned Point to Creature_model_info.modelid. When the entry is gender male (0) or female (1), this value can point to the display id of the other gender [See creature_model_info.modelid] modelid_other_team mediumint(8) unsigned If the model information entry has different display information for the other faction, this references the "creature_model_info" table's unique ID for the entry of the other faction's model information [See CreatureDisplayInfo.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_movement' table for MaNGOSZero This table holds all the information on each creature's waypoints. In essence, a set of waypoints just defines a path that the creature will follow by going from point to point. More specifically, once the creature arrives at a point, it can do different things like cast a spell, do an emote, etc. Usually this table is filled through the .wp command (and its various subcommands) in the world. Please note that for a creature to use waypoints, its MovementType must be 2. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI NULL Creature GUID [See creature.guid]. point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' If the creature should wait at the movement point. script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid2 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid3 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid4 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. textid5 int(11) NO '0' If a text should be emoted, this references the "db_script_string" table. emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields id int(10) unsigned Creature GUID [See creature.guid]. point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned If the creature should wait at the movement point, set this to the time in milliseconds. Otherwise set to zero for the creature to immediately proceed to the next movement point. script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid2 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid3 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid4 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. textid5 int(11) If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero. emote mediumint(8) unsigned Emote ID that the creature should perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. This refers to a spell which should be cast by the creature on this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, where 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_movement_template' table for MaNGOSZero This table holds informations on paths for creature_template entries and allows the behaviour to be defined along the movement path (set of waypoints). Template movement is usually applied to creature templates spawned by scripts, or for templates which are unique and have only one spawn. Note: Movement attached to a creature template will be applied to all spawns of this template, unless there is a unique movement defined for the creature guids in the creature_movement table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned NO PRI '0' An index count for all movement points attached to a creature spawn. position_x float NO '0' The X position for the creature's movement point. position_y float NO '0' The Y position for the creature's movement point. position_z float NO '0' The Z position for the creature's movement point. waittime int(10) unsigned NO '0' Delay time in milliseconds script_id mediumint(8) unsigned NO '0' If a script should be executed. textid1 int(11) NO '0' Obsolete, Do not use this Field textid2 int(11) NO '0' Obsolete, Do not use this Field textid3 int(11) NO '0' Obsolete, Do not use this Field textid4 int(11) NO '0' Obsolete, Do not use this Field textid5 int(11) NO '0' Obsolete, Do not use this Field emote mediumint(8) unsigned NO '0' Emote ID that the creature should perform. spell mediumint(8) unsigned NO '0' The spell identifier. orientation float NO '0' The orientation for the creature's movement point. model1 mediumint(9) NO '0' A display model identifier activated on the waypoint. model2 mediumint(9) NO '0' An alternative display model identifier activated on the waypoint. Description of the fields entry mediumint(8) unsigned Creature ID from creature_template [See creature_template.entry] point mediumint(8) unsigned An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one. position_x float The X position for the creature's movement point. position_y float The Y position for the creature's movement point. position_z float The Z position for the creature's movement point. waittime int(10) unsigned Delay time in milliseconds script_id mediumint(8) unsigned If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero. textid1 int(11) Obsolete, Do not use this Field textid2 int(11) Obsolete, Do not use this Field textid3 int(11) Obsolete, Do not use this Field textid4 int(11) Obsolete, Do not use this Field textid5 int(11) Obsolete, Do not use this Field emote mediumint(8) unsigned Emote ID that the creature should perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. This refers to a spell which should be cast on this waypoint. orientation float The orientation for the creature's movement point. Measured in radians, 0 is north on the mini-map and pi is south on the mini-map. model1 mediumint(9) A display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. model2 mediumint(9) An alternative display model identifier activated on the waypoint. This references the unique ID in the "creature_model_info" table [See creature_model_info.ID] for which this entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_onkill_reputation' table for MaNGOSZero This table controls the reputation given by creatures when killed by other players. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes creature_id mediumint(8) unsigned NO PRI '0' The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. RewOnKillRepFaction2 smallint(6) NO '0' The faction ID of the faction that the player will gain or lose points in. MaxStanding1 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward1 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue1 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). MaxStanding2 tinyint(4) NO '0' The maximum standing that the creature will award reputation until. IsTeamAward2 tinyint(4) NO '0' controls if the player receives the reputation RewOnKillRepValue2 mediumint(9) NO '0' The reputation value that the player gains (or loses if it&s negative). TeamDependent tinyint(3) unsigned NO '0' Gender Description of the fields creature_id mediumint(8) unsigned The template ID of the creature [See creature_template.entry]. RewOnKillRepFaction1 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc] RewOnKillRepFaction2 smallint(6) The faction ID of the faction that the player will gain or lose points in [See Faction.dbc]. MaxStanding1 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward1 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue1 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. MaxStanding2 tinyint(4) The maximum standing that the creature will award reputation until. If the player achieves standing higher than this, the creature will not award any reputation. ValueGender 0Hated 1Hostile 2Unfriendly 3Neutral 4Friendly 5Honored 6Revered 7Exalted IsTeamAward2 tinyint(4) Boolean 0 or 1 that controls if the player receives the reputation not only to the faction but also the faction team. ValueGender 0Player receives reputation only for the faction. 1Player receives reputation both for the faction and the faction's team. NOTE: The reputation value that the player gains for the team (if the field is 1) is half of the value specified in RewOnKillRepValue RewOnKillRepValue2 mediumint(9) The reputation value that the player gains (or loses if it&s negative) by killing the creature. TeamDependent tinyint(3) unsigned Boolean 0 or 1.Boolean 0 or 1. ValueGender 0The creature will give reputation to the any player from both fields (RewOnKillRepFaction1 and RewOnKillRepFaction2) if both fields are non-zero. 1The creature will award alliance players the reputation from RewOnKillRepFaction1 and will award horde players the reputation from RewOnKillRepFaction2. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_template_addon' table for MaNGOSZero The creature_addon and creature_template_addon tables define different things that are applied on creatures when they are loaded. These "different things" can be for example to have the creature be mounted, to have it emote something, to have it display an aura effect, etc. Through the use of the fields in this table, many things can be changed about the outward visual appearance of the creature. The creature_template_addon table affects all creatures with that creature template ID while the creature_addon table affects individually spawned creatures (so that two creatures using the same template can look different). NOTES: A creature_addon record will override a creature_template_addon record should they overlap on the same creature. The data for this table is largely incomplete and is mostly just a regurgitation of what the client receives from the server. This article is a WIP as to what all the possible values are. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' This references the "creature_template" table's unique ID. mount mediumint(8) unsigned NO '0' A display model identifier used as mount for the creature_template. bytes1 int(10) unsigned NO '0' TODO b2_0_sheath tinyint(3) unsigned NO '0' Defines the sheath state of the creature_template. b2_1_flags tinyint(3) unsigned NO '0' The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE emote mediumint(8) unsigned NO '0' Emote ID that the creature should continually perform. moveflags int(10) unsigned NO '0' The flag controls how a creature_template will be animated while moving. auras text YES NULL Allows to attach auras to a creature_template entry. Description of the fields entry mediumint(8) unsigned This references the unique ID in table "creature_template" [See creature_template.id] for which the entry is valid. mount mediumint(8) unsigned A display model identifier used as mount for the creature_template. This references the "creature_model_info" table tables unique ID for which this entry is valid. bytes1 int(10) unsigned TODO b2_0_sheath tinyint(3) unsigned Defines the sheath state of the creature_template. Value State 0 All weapons sheathed 1 Melee weapon unsheathed 2 Ranged weapon unsheathed b2_1_flags tinyint(3) unsigned The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_2. emote mediumint(8) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED moveflags int(10) unsigned The flag controls how a creature_template will be animated while moving. Value Movement Animation 0x00000000 MOVEFLAG_NONE 0x00000001 MOVEFLAG_FORWARD 0x00000002 MOVEFLAG_BACKWARD 0x00000004 MOVEFLAG_STRAFE_LEFT 0x00000008 MOVEFLAG_STRAFE_RIGHT 0x00000010 MOVEFLAG_TURN_LEFT 0x00000020 MOVEFLAG_TURN_RIGHT 0x00000040 MOVEFLAG_PITCH_UP 0x00000080 MOVEFLAG_PITCH_DOWN 0x00000100 MOVEFLAG_WALK_MODE 0x00000400 MOVEFLAG_LEVITATING 0x00000800 MOVEFLAG_ROOT 0x00002000 MOVEFLAG_FALLING 0x00004000 MOVEFLAG_FALLINGFAR 0x00200000 MOVEFLAG_SWIMMING 0x00400000 MOVEFLAG_ASCENDING 0x00800000 MOVEFLAG_CAN_FLY 0x01000000 MOVEFLAG_FLYING 0x02000000 MOVEFLAG_ONTRANSPORT 0x04000000 MOVEFLAG_SPLINE_ELEVATION 0x08000000 MOVEFLAG_SPLINE_ENABLED 0x10000000 MOVEFLAG_WATERWALKING 0x20000000 MOVEFLAG_SAFE_FALL 0x40000000 MOVEFLAG_HOVER auras text Allows to attach auras to a creature_template entry. This includes visual auras and spell effects. The field is a string containing a spell identifier defined in Spell.dbc with an index to the spell effect. Multiple spells can be concatenated. Spells and effect indexes are separated by space characters. Examples Value Result '16380 0' Makes the creature_template invisible '18950 0 18950 1' Makes the creature_template detect invisible creatures and players auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_template_spells' table for MaNGOSZero This table holds information on the spells to which a Creature (See creature_template) has access. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL This references the unique ID in table "creature_template". spell1 mediumint(8) unsigned NO NULL The spell identifier. The value has to match with a defined spell identifier. spell2 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. spell3 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. spell4 mediumint(8) unsigned NO '0' The spell identifier. The value has to match with a defined spell identifier. Description of the fields entry mediumint(8) unsigned This references the unique ID in table "creature_template" [See creature_template.id] for which the entry is valid. spell1 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell2 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell3 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. spell4 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined [See Spell.dbc]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'creature_template_classlevelstats' table for MaNGOSZero This table contains the base values for creatures' health, mana and armor. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes Level tinyint(4) NO PRI NULL Creature level for the stats. Class tinyint(4) NO PRI NULL A creature's class. The following table describes the available classes. BaseHealthExp0 mediumint(8) unsigned NO '1' Base health value for expansion 0 aka. vanilla WoW. BaseMana mediumint(8) unsigned NO '0' Base mana value for any creature of this level and class. BaseDamageExp0 float NO '0' Base damage value for expansion 0 aka. vanilla WoW. BaseMeleeAttackPower float NO '0' Base melee attack power that has been factored for low level creatures. BaseRangedAttackPower float NO '0' Base ranged attack power. BaseArmor mediumint(8) unsigned NO '0' Base armor value for any creature of this level and class. Description of the fields Level tinyint(4) Creature level for the stats. Could Be MinLevel or MaxLevel or both, could Be Same if the creature only has a single level. Class tinyint(4) A creature's class. The following table describes the available classes. Value Battleground Name 1 Alterac Valley 2 Warsong Gulch 3 Arathi Basin BaseHealthExp0 mediumint(8) unsigned Base health value for expansion 0 aka. vanilla WoW. BaseMana mediumint(8) unsigned Base mana value for any creature of this level and class. BaseDamageExp0 float Base damage value for expansion 0 aka. vanilla WoW. BaseMeleeAttackPower float Base melee attack power that has been factored for low level creatures. Note: This is raw base value to be used for all melee damage calculations. BaseRangedAttackPower float Base ranged attack power. Note: This is raw base value to be used for all ranged damage calculations. BaseArmor mediumint(8) unsigned Base armor value for any creature of this level and class. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'custom_texts' table for MaNGOSZero The custom_texts table holds custom text strings, sounds, and emotes used in scripted events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) NO PRI NULL The unique identifier of the script text entry. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Reference to a SoundEntries.dbc table entry. type tinyint(3) unsigned NO '0' Selects one of various text emote types to be used for the script text. language tinyint(3) unsigned NO '0' A language identifier. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL This documents the script text. Description of the fields entry mediumint(8) The unique identifier of the script text entry. Identifiers here have to match with the identifier set in the string using the text. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned If a sound file should be played, this references an entry in the SoundEntries.dbc table. type tinyint(3) unsigned Selects one of various text emote types to be used for the script text. The following tables shows available text emote types. Value Description 0 Say 1 Yell 2 Text emote 3 Boss emote 4 Whisper 5 Boss whisper 6 Zone-wide yell language tinyint(3) unsigned A language identifier. The value has to match with a language identifier defined in Languages.dbc. emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text This documents the script text. Currently no rules have been defined for the format of the comment. It should help identifying who and why does perform the emote. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'db_scripts' table for MaNGOSZero This table holds scripts activated under certain criteria. The type controls what criteria are in effect Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes script_guid mediumint(8) unsigned NO PRI NULL 'auto_increment' The Unique Identifier for this script script_type smallint(2) unsigned NO '0' The type of script id mediumint(8) unsigned NO '0' Gossip script ID. delay int(10) unsigned NO '0' Delay (sec). command mediumint(8) unsigned NO '0' Script command. datalong mediumint(8) unsigned NO '0' Command parameter, see command description. datalong2 int(10) unsigned NO '0' Command parameter, see command description. buddy_entry int(10) unsigned NO '0' Creature ID (creature_template.entry) for changing source/target. search_radius int(10) unsigned NO '0' Radius for the buddy search. data_flags tinyint(3) unsigned NO '0' Command flags. dataint int(11) NO '0' Command parameter, see command description. dataint2 int(11) NO '0' Command parameter, see command description. dataint3 int(11) NO '0' Command parameter, see command description. dataint4 int(11) NO '0' Command parameter, see command description. x float NO '0' Position X. y float NO '0' Position Y. z float NO '0' Position Z. o float NO '0' Orientation angle (0 to 2*Pi). comments varchar(255) NO {Blank String} Textual comment. Description of the fields script_guid mediumint(8) unsigned The Unique Identifier for this script script_type smallint(2) unsigned The type of script: Type Type Name Notes 0 Quest Start This type are scripts mentioned in the quest_template table. Here source = questgiver, target = Player. 1 Quest End This type are scripts mentioned in the quest_template table. Here source = questrewarder, target = Player. 2 Gossip This type are scripts mentioned in the gossip_menu and gossip_menu_option tables. In the latter case, the parameters depend on object type (GameObject or Unit) of the object having such gossip: for GO, source = Player and target = GameObject; for Unit, source = Unit and target = Player. In the former case, source = Player and target = Unit. This all is rather funny, isn't this? The scripts "on talking to gameobject" are implemented instead with type 7 (Go Template Use). 3 Creature Movement This type are scripts activated when a creature moving by waypoints reaches a WP. (Source: creature) 4 Creature Death This type are scripts activated when a creature dies. (Source: creature; at the script execution time, it is considered alive, so can cast instant spells.) 5 Spell This type are scripts triggered by spells with EFFECT_DUMMY (3) or EFFECT_SCRIPT_EFFECT (77). Here source = caster, target = unitTarget. Note that if the spell contains more than 1 effect of such type, this script will be set up for the single effect only, namely for one with the least effect number. 6 Go Use This type are scripts activated when a character uses either door or button. This script, bound to the GameObject GUID, does not override the script bound to the GameObject entry, if any. If both scripts are defined, they are executed sequentially, the script of this type activates after type 7 (Go Template Use). 7 Go Template Use This type are scripts activated when a character uses a gameobject (like door, chest, button so on). 8 Event This type are scripts activated when an event is sent either via spell (SPELL_EFFECT_SEND_EVENT=61) or by a gameobject. id mediumint(8) unsigned Gossip script ID [See gossip_menu.script_id, gossip_menu_option.action_script_id]. The script may contain several commands with identical id. Execution of these commands is not synchronized but the sequence is uniquely defined by 'delay' parameter. delay int(10) unsigned Delay in seconds. Note that for any delay>0, the creature is dead and cannot perform any action by itself (including cast). Note: Delay is accumulated over all events with identical id values. command mediumint(8) unsigned Script command. Note for this script type, several commands have no sense. These are animation command (will be overridden by death animation), movement, mount, despawn. Command name Value Source and target Other fields SCRIPT_COMMAND_TALK 0 Source = WorldObject, Target = Unit/none dataint = text entry from db_script_string table. dataint2-4 optional for random selected texts SCRIPT_COMMAND_EMOTE 1 Source = Unit, Target = Unit/none datalong1 = emote_id, dataint1-4 optional for random selected emotes SCRIPT_COMMAND_FIELD_SET 2 source = any datalong = field_id, datalong2 = value SCRIPT_COMMAND_MOVE_TO 3 Source = Creature datalong2 = travel_speed*100, x/y/z; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: teleport unit to position SCRIPT_COMMAND_FLAG_SET 4 source = any datalong = field_id, datalong2 = bitmask SCRIPT_COMMAND_FLAG_REMOVE 5 source = any datalong = field_id, datalong2 = bitmask SCRIPT_COMMAND_TELEPORT_TO 6 source or target is Player datalong2 = map_id, x/y/z SCRIPT_COMMAND_QUEST_EXPLORED 7 one from source or target must be Player, another GO/Creature datalong=quest_id, datalong2=distance or 0 SCRIPT_COMMAND_KILL_CREDIT 8 source or target is Player datalong = creature entry (or 0 for target-entry), datalong2 = bool (0=personal credit, 1=group credit) SCRIPT_COMMAND_RESPAWN_GAMEOBJECT 9 source = any datalong=db_guid, datalong2=despawn_delay SCRIPT_COMMAND_TEMP_SUMMON_CREATURE 10 source = any datalong=creature entry, datalong2=despawn_delay; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = summon active SCRIPT_COMMAND_OPEN_DOOR 11 datalong=db_guid (or not provided), datalong2=reset_delay SCRIPT_COMMAND_CLOSE_DOOR 12 datalong=db_guid (or not provided), datalong2=reset_delay SCRIPT_COMMAND_ACTIVATE_OBJECT 13 source = unit, target=GO SCRIPT_COMMAND_REMOVE_AURA 14 Source = Unit datalong = spell_id SCRIPT_COMMAND_CAST_SPELL 15 Source = Unit, cast spell on Target = Unit datalong=spellid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = cast triggered SCRIPT_COMMAND_PLAY_SOUND 16 Source = WorldObject, target=any/player datalong (sound_id), datalong2 (bitmask: 0/1=target-player, 0/2=with distance dependent, 0/4=map wide, 0/8=zone wide; so 1/2 = 3 is target with distance dependent) SCRIPT_COMMAND_CREATE_ITEM 17 source or target must be player datalong = item entry, datalong2 = amount SCRIPT_COMMAND_DESPAWN_SELF 18 Source = Creature datalong = despawn delay SCRIPT_COMMAND_PLAY_MOVIE 19 target can only be a player datalog = movie id SCRIPT_COMMAND_MOVEMENT 20 Source = Creature datalong = MovementType (0:idle, 1:random or 2:waypoint), datalong2 = wander-distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = Random-movement around current position SCRIPT_COMMAND_SET_ACTIVEOBJECT 21 Source = Creature datalong=bool 0=off, 1=on SCRIPT_COMMAND_SET_FACTION 22 Source = Creature datalong=factionId, datalong2=faction_flags SCRIPT_COMMAND_MORPH_TO_ENTRY_OR_MODEL 23 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit SCRIPT_COMMAND_MOUNT_TO_ENTRY_OR_MODEL 24 Source = Creature datalong=creature entry/modelid; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL = use datalong value as modelid explicit SCRIPT_COMMAND_SET_RUN 25 Source = Creature datalong= bool 0=off, 1=on SCRIPT_COMMAND_ATTACK_START 26 Source = Creature, Target = Unit SCRIPT_COMMAND_GO_LOCK_STATE 27 Source = GameObject datalong= 1=lock, 2=unlock, 4=set not-interactable, 8=set interactable SCRIPT_COMMAND_STAND_STATE 28 Source = Creature datalong = stand state (enum UnitStandStateType) SCRIPT_COMMAND_MODIFY_NPC_FLAGS 29 Source = Creature datalong=NPCFlags; datalong2:0x00=toggle, 0x01=add, 0x02=remove SCRIPT_COMMAND_SEND_TAXI_PATH 30 source or target must be player datalong = taxi path id SCRIPT_COMMAND_TERMINATE_SCRIPT 31 datalong = search for npc entry if provided, datalong2= search distance; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL: terminate steps of this script if npc found, ELSE: terminate steps of this script if npc not found; dataint=diff to change a waittime of current Waypoint Movement SCRIPT_COMMAND_PAUSE_WAYPOINTS 32 Source = Creature datalong = 0: unpause waypoint 1: pause waypoint SCRIPT_COMMAND_JOIN_LFG 33 datalong = zoneId SCRIPT_COMMAND_TERMINATE_COND 34 datalong = condition_id, datalong2 = if != 0 then quest_id of quest that will be failed for player's group if the script is terminated; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL terminate when condition is false ELSE terminate when condition is true SCRIPT_COMMAND_SEND_AI_EVENT_AROUND 35 Source = Creature, Target = Unit datalong = AIEventType, datalong2 = radius SCRIPT_COMMAND_TURN_TO 36 Source = Unit, Target = Unit/none SCRIPT_COMMAND_MOVE_DYNAMIC 37 Source = Creature, Target Worldobject. datalong = 0: Move Source towards Target; datalong != 0: Move Source to a random point between datalong2..datalong around Target.;orientation != 0: Obtain a random point around Target in direction of orientation; data_flags & SCRIPT_FLAG_COMMAND_ADDITIONAL Obtain a random point around Target in direction of Target->GetOrientation + orientation; for Target == Source and orientation == 0 this will mean Source moving forward. SCRIPT_COMMAND_SEND_MAIL 38 Source WorldObject, can be NULL, Target Player datalong: Send mailTemplateId from Source (if provided) to player Target; datalong2: AlternativeSenderEntry. Use as sender-Entry; dataint1: Delay (>= 0) in Seconds SCRIPT_COMMAND_SET_FLY 39 Source = Creature datalong = 0 (off) or 1 (on) SCRIPT_COMMAND_DESPAWN_GO 40 Target = GameObject SCRIPT_COMMAND_RESPAWN 41 Source = Creature. Requires SCRIPT_FLAG_BUDDY_IS_DESPAWNED to find dead or despawned targets SCRIPT_COMMAND_SET_EQUIPMENT_SLOTS 42 Source = Creature datalong = reset default 0(false) or 1(true); dataint = main hand slot, dataint2 = offhand slot, dataint3 = ranged slot SCRIPT_COMMAND_RESET_GO 43 Target = GameObject SCRIPT_COMMAND_UPDATE_TEMPLATE 44 Source = Creature datalong = new creature entry, datalong2 = 0(Alliance) or 1(Horde) datalong mediumint(8) unsigned Command parameter, see command description. datalong2 int(10) unsigned Command parameter, see command description. buddy_entry int(10) unsigned Creature ID (creature_template.entry) for changing source/target. search_radius int(10) unsigned Radius, in which the buddy will be searched. For changing source/target mechanic. Note: If data_flags has SCRIPT_FLAG_BUDDY_BY_GUID set, this references an entry in the 'gameobject' table or 'creature' table table. data_flags tinyint(3) unsigned Command flags [See enum scriptinfodataflags in scriptmgr.h]. Default cast direction: source/buddy -> target, flags can change this. Flag Value (hex) Meaning SCRIPT_FLAG_BUDDY_AS_TARGET 0x01 source -> buddy SCRIPT_FLAG_REVERSE_DIRECTION 0x02 target* -> source* (* result after previous flag is evaluated) SCRIPT_FLAG_SOURCE_TARGETS_SELF 0x04 source* -> source* (* result after previous flag is evaluated) SCRIPT_FLAG_COMMAND_ADDITIONAL 0x08 command-specific SCRIPT_FLAG_BUDDY_BY_GUID 0x10 take the buddy by guid instead of entry SCRIPT_FLAG_BUDDY_IS_PET 0x20 buddy is a pet dataint int(11) Command parameter, see command description. dataint2 int(11) Command parameter, see command description. dataint3 int(11) Command parameter, see command description. dataint4 int(11) Command parameter, see command description. x float X of position - for commands requiring position. y float Y of position - for commands requiring position. z float Z of position - for commands requiring position. o float Orientation angle (0 to 2*Pi): 0 north, Pi south - for commands requiring position. comments varchar(255) Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'db_script_string' table for MaNGOSZero This table holds texts for the DB-based scripts. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Text ID. See dataint parameter of the SCRIPT_COMMAND_TALK command. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Sound ID.[See SoundEntrie].dbc. type tinyint(3) unsigned NO '0' Sound and speech type. language tinyint(3) unsigned NO '0' In-game language [See Languages.dbc]. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL Textual comment. Description of the fields entry int(11) unsigned Text ID. The texts are numbered sequentially starting from 2000000000. This ID is used in the SCRIPT_COMMAND_TALK command [See dataint field]. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned ID of the sound which will accompany the text appearance. These IDs are tied to filenames in SoundEntries.dbc. The corresponding sound files are stored in the client MPQ archives. Example: sound 8580 is tied to the file CThunDeathIsClose.wav, which is found under SoundCreatureCThun section of an MPQ archive, this time it is patch.MPQ. Value Description 0 Say 1 Yell 2 Text emote 3 Boss emote 4 Whisper 5 Boss whisper 6 Zone-wide yell type tinyint(3) unsigned Chat type, affects chat radius and text colouring. ChatType Value Meaning CHAT_TYPE_SAY 0 Say in a limited radius CHAT_TYPE_YELL 1 Yell in a limited radius CHAT_TYPE_TEXT_EMOTE 2 TextEmote, prepended by the creature name CHAT_TYPE_BOSS_EMOTE 3 Like previous, but zone-wide CHAT_TYPE_WHISPER 4 Whisper, requires a target to be defined CHAT_TYPE_BOSS_WHISPER 5 Like previous CHAT_TYPE_ZONE_YELL 6 Yell to the zone language tinyint(3) unsigned In-game language. Language Value LANG_UNIVERSAL 0 LANG_ORCISH 1 LANG_DARNASSIAN 2 LANG_TAURAHE 3 LANG_DWARVISH 6 LANG_COMMON 7 LANG_DEMONIC 8 LANG_TITAN 9 LANG_THALASSIAN 10 LANG_DRACONIC 11 LANG_KALIMAG 12 LANG_GNOMISH 13 LANG_TROLL 14 LANG_GUTTERSPEAK 33 emote smallint(5) unsigned Emote ID that the creature should continually perform. Note that for a given creature, some emotions may be not defined. It depends on corresponding animations accessibility. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text Textual comment, is not used by the core. Usual form is like: CreatureName - Say1, CreatureName - YellAboutIntruders, so on. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'db_version' table for MaNGOSZero This table holds the current version of the MaNGOS world database Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes version int(3) NO PRI NULL The Version of the Release structure int(3) NO PRI NULL The current core structure level. content int(3) NO PRI NULL The current core content level. description varchar(30) NO {Blank String} comment varchar(150) YES {Blank String} A comment about the latest database revision. Description of the fields version int(3) The Version of the Release, any mismatch prevents the server from starting. structure int(3) The current core structure level, any mismatch prevents the server from starting. content int(3) The current core content level, The server will start if there is a mismatch, but will issue a warning message description varchar(30) Notes: A short description of the latest database revision. comment varchar(150) A comment about the latest database revision. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'disenchant_loot_template' table for MaNGOSZero This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) unsigned NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Command parameter, see command description. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' The total number of copies of an item or may reference another loot template maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. (Recommended id selection: item_level*100 + item_quality) It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float This field determines if an item should drop by chance, or by the character looting having a quest. The meaning is determined by the fields signedness and the value of the mincountOrRef field's value. The following table shows possible combinations and their meanings. ChanceOrQuestChance mincountOrRef Description > 0 > 0 A simple percentage based drop chance. > 0 A quest based drop chance. > 0 A drop chance which has a chance to be used. Note: Setting ChanceOrQuestChance to 0 is only allowed for entries which are part of a loot group (aka. have a groupid set). Also note that non-zero values are subject to multiplication based on the drop rate configured in the world server configuration if they are not part of a loot group. groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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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