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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_event_quest' table for MaNGOSZero This table controls availability of the quests during the events. When out of the event a questgiver may not be despawned, you can disable quests which he proposes. Quests listed here will be available only during respective events. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes quest mediumint(8) unsigned NO PRI '0' Quest ID [See quest_template.entry]. event smallint(5) unsigned NO PRI '0' Event ID [See game_event.entry]. Description of the fields quest mediumint(8) unsigned ID of the quest [See quest_template.entry] which will be accessible only during the event. event smallint(5) unsigned Event ID [See game_event.entry]. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'game_weather' table for MaNGOSZero This table holds the percentages for weather changes in various zones. Not all zones can have their weather changed. For any given zone the percentage of all weather types for each season should total, and not exceed 100%. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes zone mediumint(8) unsigned NO PRI '0' A zone identifier spring_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned NO '25' Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned NO '25' Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned NO '25' Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned NO '25' Percentage chance for storm in the Winter. Description of the fields zone mediumint(8) unsigned A zone identifier. The value has to match with a zone identifier defined in AreaTable.dbc. spring_rain_chance tinyint(3) unsigned Percentage chance for rain in the Spring. spring_snow_chance tinyint(3) unsigned Percentage chance for snow in the Spring. spring_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Spring. summer_rain_chance tinyint(3) unsigned Percentage chance for rain in the Summer. summer_snow_chance tinyint(3) unsigned Percentage chance for snow in the Summer. summer_storm_chance tinyint(3) unsigned Percentage chance for a sand storm in the Summer. fall_rain_chance tinyint(3) unsigned Percentage chance for rain in the Fall. fall_snow_chance tinyint(3) unsigned Percentage chance for snow in the Fall. fall_storm_chance tinyint(3) unsigned Percentage chance for storm in the Fall. winter_rain_chance tinyint(3) unsigned Percentage chance for rain in the Winter. winter_snow_chance tinyint(3) unsigned Percentage chance for snow in the Winter. winter_storm_chance tinyint(3) unsigned Percentage chance for storm in the Winter. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_menu' table for MaNGOSZero This table is used for displaying gossip when a player talks to an NPC. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(6) unsigned NO PRI '0' Gossip menu ID [See creature_template.GossipMenuId]. text_id mediumint(8) unsigned NO PRI '0' Displayed text ID [See npc_text.ID]. script_id mediumint(8) unsigned NO PRI '0' DB script ID [See dbscritps_on_gossip.id]. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields entry smallint(6) unsigned Gossip menu ID [See creature_template.GossipMenuId]. These values are predefined, but a lot of them is unknown. text_id mediumint(8) unsigned ID of the text (npc_text.ID), shown at the top of the gossip windows, above any variants of answer. script_id mediumint(8) unsigned ID of the DB script [See db_scripts.id] with a type of 2, tied to the action of requesting the gossip. condition_id mediumint(8) unsigned ID of the condition (conditions.condition_entry), allowing the gossip to appear. If the condition is not fulfilled by the player, he may not get the gossip. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_menu_option' table for MaNGOSZero This table holds infos about menu options a gossip NPC can have. Examples of options: "Train me!" or "I want to unlearn my talents". Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes menu_id smallint(6) unsigned NO PRI '0' Gossip menu ID [See gossip_menu.entry]. id smallint(6) unsigned NO PRI '0' Menu item ID. option_icon mediumint(8) unsigned NO '0' Icon type for the menu item. option_text text YES NULL Menu item text displayed. option_id tinyint(3) unsigned NO '0' Gossip option ID. npc_option_npcflag int(10) unsigned NO '0' NPC flag required [See creature_template.NpcFlags]. action_menu_id mediumint(8) NO '0' Gossip ID for the action [See gossip_menu.entry]. action_poi_id mediumint(8) unsigned NO '0' POI ID [See points_of_interest.entry]. action_script_id mediumint(8) unsigned NO '0' DB script ID [See dbscripts_on_gossip.id]. box_coded tinyint(3) unsigned NO '0' Flag for text entering into the pop-up box. box_money int(11) unsigned NO '0' Sum of money requested by pop-up box. box_text text YES NULL Text for the pop-up box. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields menu_id smallint(6) unsigned ID of the gossip (gossip_menu.entry), to which this menu item is tied. id smallint(6) unsigned ID of this menu item. Some gossips may contain several variants of the player reply. The variants are numberred by this ID. Menu items are numbered sequentially starting from 0. option_icon mediumint(8) unsigned Icon type displayed at the beginning of the menu option text.See enum GossipOptionIcon in GossipDef.h. Icon type Value Outlook GOSSIP_ICON_CHAT 0 white chat bubble GOSSIP_ICON_VENDOR 1 brown bag GOSSIP_ICON_TAXI 2 flight GOSSIP_ICON_TRAINER 3 book GOSSIP_ICON_INTERACT_1 4 interaction wheel GOSSIP_ICON_INTERACT_2 5 interaction wheel GOSSIP_ICON_MONEY_BAG 6 brown bag with yellow dot GOSSIP_ICON_TALK 7 white chat bubble with black dots GOSSIP_ICON_TABARD 8 tabard GOSSIP_ICON_BATTLE 9 two crossed swords GOSSIP_ICON_DOT 10 yellow dot option_text text Text displayed for the menu item. Should be English only, find localizations in the locales_gossip_menu_option table. option_id tinyint(3) unsigned ID of the option of the gossip menu item, see enum Gossip_Option in GossipDef.h. Gossip option Value NPC flag required (value) GOSSIP_OPTION_NONE 0 UNIT_NPC_FLAG_NONE (0) GOSSIP_OPTION_GOSSIP 1 UNIT_NPC_FLAG_GOSSIP (1) GOSSIP_OPTION_QUESTGIVER 2 UNIT_NPC_FLAG_QUESTGIVER (2) GOSSIP_OPTION_VENDOR 3 UNIT_NPC_FLAG_VENDOR (128) GOSSIP_OPTION_TAXIVENDOR 4 UNIT_NPC_FLAG_TAXIVENDOR (8192) GOSSIP_OPTION_TRAINER 5 UNIT_NPC_FLAG_TRAINER (16) GOSSIP_OPTION_SPIRITHEALER 6 UNIT_NPC_FLAG_SPIRITHEALER (16384) GOSSIP_OPTION_SPIRITGUIDE 7 UNIT_NPC_FLAG_SPIRITGUIDE (32768) GOSSIP_OPTION_INNKEEPER 8 UNIT_NPC_FLAG_INNKEEPER (65536) GOSSIP_OPTION_BANKER 9 UNIT_NPC_FLAG_BANKER (131072) GOSSIP_OPTION_PETITIONER 10 UNIT_NPC_FLAG_PETITIONER (262144) GOSSIP_OPTION_TABARDDESIGNER 11 UNIT_NPC_FLAG_TABARDDESIGNER (524288) GOSSIP_OPTION_BATTLEFIELD 12 UNIT_NPC_FLAG_BATTLEFIELDPERSON (1048576) GOSSIP_OPTION_AUCTIONEER 13 UNIT_NPC_FLAG_AUCTIONEER (2097152) GOSSIP_OPTION_STABLEPET 14 UNIT_NPC_FLAG_STABLE (4194304) GOSSIP_OPTION_ARMORER 15 UNIT_NPC_FLAG_ARMORER (4096) GOSSIP_OPTION_UNLEARNTALENTS 16 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) GOSSIP_OPTION_UNLEARNPETSKILLS 17 UNIT_NPC_FLAG_TRAINER (16) (bonus option for GOSSIP_OPTION_TRAINER) Note: In order for gossip_menu_option entries to work, the npcflag of the "creature_template" table table entry needs to be set appropriately. npc_option_npcflag int(10) unsigned NPC flag [See creature_template.NpcFlags] which the NPC should have set to allow this menu item be displayed. The values are from enum NPCFlags in Unit.h. NPC flag Value (hex) Value (dec) UNIT_NPC_FLAG_GOSSIP 0x00000001 1 UNIT_NPC_FLAG_QUESTGIVER 0x00000002 2 UNIT_NPC_FLAG_VENDOR 0x00000004 4 UNIT_NPC_FLAG_FLIGHTMASTER 0x00000008 8 UNIT_NPC_FLAG_TRAINER 0x00000010 16 UNIT_NPC_FLAG_SPIRITHEALER 0x00000020 32 UNIT_NPC_FLAG_SPIRITGUIDE 0x00000040 64 UNIT_NPC_FLAG_INNKEEPER 0x00000080 128 UNIT_NPC_FLAG_BANKER 0x00000100 256 UNIT_NPC_FLAG_PETITIONER 0x00000200 512 UNIT_NPC_FLAG_TABARDDESIGNER 0x00000400 1024 UNIT_NPC_FLAG_BATTLEMASTER 0x00000800 2048 UNIT_NPC_FLAG_AUCTIONEER 0x00001000 4096 UNIT_NPC_FLAG_STABLEMASTER 0x00002000 8192 UNIT_NPC_FLAG_REPAIR 0x00004000 16384 action_menu_id mediumint(8) Gossip ID for the action [See gossip_menu.entry]. The scheme allows to create chains of gossips. Typical situation is a long story NPC tells to the player, requesting menu item as a confirmation after each brief part Note: If you want the gossip_menu_option to close the gossip window, set this field to -1. action_poi_id mediumint(8) unsigned ID of the POI [See points_of_interest.entry] which should be displayed as an action. action_script_id mediumint(8) unsigned ID of DB script [See db_scripts.id] with a type of 2 which should be executed as an action. box_coded tinyint(3) unsigned Setting this flag (to 1) allows to player enter any text into the pop-up box. box_money int(11) unsigned Money (in coppers) requested by pop-up box as an action. box_text text The text names the pop-up box requesting a special input from player. condition_id mediumint(8) unsigned ID of the conditions [See conditions.condition_entry] which must be fulfilled by the player in order to get this gossip menu option. If condition is not fulfilled, the option will be hidden (i.e. not present). auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'gossip_texts' table for MaNGOSZero This table defines textes for gossip menu items, used by native ScriptDev3 C++ scripts. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) NO PRI NULL Menu item ID text, referred by SD2 scripts. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default comment text YES NULL Textual comment. Description of the fields entry mediumint(8) ID of the text of a menu item, generated by SD2 scripts. Numbered starting from -3000000 in arithmetically decreasing order (i.e. to more negative values). content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default comment text Textual comment, ignored by the core. Usually should contain the named constant by which this text is referred within the C++ sources. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'instance_template' table for MaNGOSZero This table has all the templates for every instance. When a group enters an instance, a new copy of that instance is made from the values in these fields. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes map smallint(5) unsigned NO PRI NULL Map ID [See Map.dbc]. parent smallint(5) unsigned NO '0' Map ID of the parent instance[See Map.dbc]. levelMin tinyint(3) unsigned NO '0' Minimum allowed player level. levelMax tinyint(3) unsigned NO '0' Maximum allowed player level. maxPlayers tinyint(3) unsigned NO '0' Maximal number of players. reset_delay int(10) unsigned NO '0' Instance reset delay (days). ghostEntranceMap smallint(5) unsigned NO NULL Map ID [See Map.dbc] for ghost entrance. ghostEntranceX float NO NULL X position of ghost entrance. ghostEntranceY float NO NULL Y position of ghost entrance. Description of the fields map smallint(5) unsigned ID of the instance map [See Map.dbc]. This map should be instanceable. parent smallint(5) unsigned Map ID [See Map.dbc] of the parent instance, from which player may enter to this one. Cases like Blackrock Depths/Molten Core. levelMin tinyint(3) unsigned Minimum allowed player level. levelMax tinyint(3) unsigned Maximum allowed player level. maxPlayers tinyint(3) unsigned Maximal number of players allowed into a single copy of the instance at once. reset_delay int(10) unsigned Instance reset delay in days. After time is up, instanced map is deleted and any state of the instance is reset. ghostEntranceMap smallint(5) unsigned Map ID [See Map.dbc] for ghost entrance. ghostEntranceX float X position of ghost entrance. ghostEntranceY float Y position of ghost entrance. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_loot_template' table for MaNGOSZero This table format is used to generate different loot items. Loot templates define only items in the loot. See comments about money drop in corpse, pickpocketing and luggage loot in creature_template and item_template. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The ID of the loot definition (loot template). item mediumint(8) unsigned NO PRI '0' Template ID of the item which can be included into the loot. ChanceOrQuestChance float NO '100' Meaning of that field is a bit different depending on its sign. groupid tinyint(3) unsigned NO '0' A group is a set of loot definitions. mincountOrRef mediumint(9) NO '1' The total number of copies of an item or may reference another loot template maxcount tinyint(3) unsigned NO '1' For non-reference entries - the maximum number of copies of the item. condition_id mediumint(8) unsigned NO '0' Value that represents a loot condition that must be filled. Description of the fields entry mediumint(8) unsigned The ID of the loot definition (loot template). The rows with the same ID defines a single loot. It is often the same ID as the loot source (item, creature, etc) but when the link is made not on entry field of the Related table then ID can be different. For example, when several loot sources should provide the same loot, single loot definition can be used. In this case the loot sources have the same value in the link field. It is possible also to set up artificial loot templates which are not used directly at all as they have ID which are not referenced from the related source. Such "support templates" can be referenced from "normal" loot templates. When a common or artificial loot template is used a problem arises: what ID to use for that template? Depending on the loot table, different rules can be agreed on to simplify maintenance for the table. Moreover, such rules would be very handy but it seems at the moment there are very few rules explicitly defined. Agreements on entry field values are described there. item mediumint(8) unsigned Template ID of the item which can be included into the loot. NOTE: For reference entries this field has no meaning and not used by the core in any way. Yet because of the PRIMARY KEY on the entry + item combination, this field will nonetheless need to be a unique number for each reference entry so that no indexing conflicts arise. ChanceOrQuestChance float Meaning of that field is a bit different depending on its sign and the sign of mincountOrRef: Plain entry ChanceOrQuestChance > 0, mincountOrRef > 0 Absolute value of ChanceOrQuestChance (actuallu just the value as it's positive in this case) signifies the percent chance that the item has to drop. Any floating point number is allowed but indeed any value larger that 100 will make the same result as 100. Quest drop ChanceOrQuestChance 0 Just as for plain entries absolute value of ChanceOrQuestChance signifies the percent chance that the item has to drop. But in addition negative ChanceOrQuestChance informs the core that the item should be shown only to characters having appropriate quest. This means that even if item is dropped, in order to see it in the loot the player must have at least one quest that has the item ID in its ReqItemIdN fields or in its ReqSourceIdN fields. The player must also have less copies of the item than ReqItemCountN or ReqSourceCountN. Chanced references mincountOrRef groupid tinyint(3) unsigned A group is a set of loot definitions processed in such a way that at any given looting event the loot generated can receive only 1 (or none) item from the items declared in the loot definitions of the group. Groups are formed by loot definitions having the same values of entry and groupid fields. A group may consists of explicitly-chanced (having non-zero ChanceOrQuestChance) and equal-chanced (ChanceOrQuestChance = 0) entries. Every equal-chanced entry of a group is considered having such a chance that: ¦all equal-chanced entries have the same chance ¦group chance (sum of chances of all entries) is 100% Of course group may consist of ¦only explicitly-chanced entries or ¦only equal-chanced entries or ¦entries of both type. The easies way to understand what are groups is to understand how core processes grouped entries: At loading time: ¦groups are formed - all grouped entries with the same values of groupid and entry fields are gathered into two sets - one for explicitly-chanced entries and one for equal-chanced. Note that order of entries in the sets can not be defined by DB - you should assume that the entries are in an unknown order. But indeed every time core processes a group the entries are in some order, constant during processing. During loot generation: ¦core rolls for explicitly-chanced entries (if any): ¦a random number R is rolled in range 0 to 100 (floating point value). ¦chance to drop is checked for every (explicitly-chanced) entry in the group: ¦if R is less than absolute value of ChanceOrQuestChance of the entry then the entry 'wins': the item is included in the loot. Group processing stops, the rest of group entries are just skipped. ¦otherwise the entry 'looses': the item misses its chance to get into the loot. R is decreased by the absolute value of ChanceOrQuestChance and next explicitly-chanced entry is checked. ¦if none of explicitly-chanced entries got its chance then equal-chanced part (if any) is processed: ¦a random entry is selected from the set of equal-chanced entries and corresponding item is included in the loot. ¦If nothing selected yet (this never happens if the group has some equal-chanced entries) - no item from the group is included into the loot. Let us use term group chance as the sum of ChanceOrQuestChance (absolute) values for the group. Please note that even one equal-chanced entry makes group chance to be 100% (provided that sum of explicit chances does not exceed 100%). If you understand the process you can understand the results: ¦Not more than one item from a group may drop at any given time. ¦If group chance is at least 100 then one item will be dropped for sure. ¦If group chance does not exceed 100 then every item defined in group entries has exactly that chance to drop as set in ChanceOrQuestChance. ¦If group chance is greater than 100 then some entries will lost a part of their chance (or even not be checked at all - that will be the case for all equal-chanced entries) whatever value takes the roll R. So for some items chance to drop will be less than their ChanceOrQuestChance. That is very bad and that is why having group chance > 100 is strictly prohibited. ¦Processing of equal-chanced part takes much less time then of explicitly-chanced one. So usage of equal-chanced groups is recommended when possible. So now basic applications of the groups are clear: ¦Groups with group chance of 100% generate exactly one item every time. This is needed quite often, for example such behavior is needed to define a loot template for tier item drop from a boss. ¦Groups with group chance mincountOrRef mediumint(9) Depending on the value of the field it may either define the minimum number of copies for the item to be dropped, or it may reference another loot template. maxcount tinyint(3) unsigned For non-reference entries - the maximum number of copies of the item that can drop in a single loot. For references value of maxcount field is used as a repetition factor for references - the reference will be processed not just once but exactly maxcount times. This is designed to serve a single purpose: to make definition of tier token drops a bit simplier (tokens of a tier are defined as a 100%-chance group of an artificial template and bosses' loot templates include 100%-chanced reference to that group with repetition factor of 2 or 3 depending on the case). Using non-1 repetition factor for other things (references to a group with group chance less than 100% or chanced references with chance less than 100%) must be agreed with UDB devs first (and described here). Note: core rolls chance for any loot definition entry just one time - so if a references looses its chance it is skipped for the current loot completely whatever is maxcount value. condition_id mediumint(8) unsigned Value that represents a loot condition that must be filled in order for the item to drop. This field combined with condition_value1-2 fields can provide conditions on when an item can be dropped. Value Condition Comments 0 CONDITION_NONE Regular drop 1 CONDITION_AURA Player looting must have an aura active 2 CONDITION_ITEM Player must have a number of items in his/her inventory 3 CONDITION_ITEM_EQUIPPED Player must have an item equipped 4 CONDITION_ZONEID Player must be in a certain zone 5 CONDITION_REPUTATION_RANK Player must have a certain reputation rank with a certain faction 6 CONDITION_TEAM Player must be part of the specified team (Alliance or Horde) 7 CONDITION_SKILL Player must have a certain skill value 8 CONDITION_QUESTREWARDED Player must have completed a quest first 9 CONDITION_QUESTTAKEN Players must have the quest in the quest log and not completed yet 10 CONDITION_AD_COMMISSION_AURA 11 CONDITION_NO_AURA Player looting must have no aura active mentioned in condition_value1 12 CONDITION_ACTIVE_EVENT The loot with that condition can be looted only while the Event (condition_value1) is active NOTE: For reference entries this field has no meaning, not used by the core in any way and should have the default value of 0. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_enchantment_template' table for MaNGOSZero This table holds enchantment chance information for items that should have either a random property or a random suffix attached to them. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned NO PRI '0' Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned NO '0' Chance to get the enchantment (%). Description of the fields entry mediumint(8) unsigned Random property type [See item_template.RandomProperty]. ench mediumint(8) unsigned Enchantment type [See ItemRandomProperties.dbc]. chance float unsigned Chance in % for item to get this enchantment. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_required_target' table for MaNGOSZero These spell effects require a specific target in either alive or dead state (for creatures). Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI NULL This references the "item_template" table tables unique ID. type tinyint(3) unsigned NO PRI '0' Describes which type of target the spell requires. targetEntry mediumint(8) unsigned NO PRI '0' Description of the fields entry mediumint(8) unsigned This references the "item_template" table tables unique ID. type tinyint(3) unsigned Describes which type of target the spell requires. The following table shows all valid target types. Value Description 0 Game object 1 Creature template 2 Dead creature template targetEntry mediumint(8) unsigned auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'item_template' table for MaNGOSZero Holds information on every item that exists in the game. All items are created from their template stored in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Item prototype ID. class tinyint(3) unsigned NO MUL '0' Class of the item. subclass tinyint(3) unsigned NO '0' The subclass of the item template. name varchar(255) NO {Blank String} Item name. displayid mediumint(8) unsigned NO '0' A display model identifier for the Item. Quality tinyint(3) unsigned NO '0' Quality of item. Flags int(10) unsigned NO '0' Item prototype flags. BuyCount tinyint(3) unsigned NO '1' Stack size by vendors. BuyPrice int(10) unsigned NO '0' Item buying price (coppers). SellPrice int(10) unsigned NO '0' Item selling price (coppers). InventoryType tinyint(3) unsigned NO '0' Inventory type. AllowableClass mediumint(9) NO '-1' Mask of allowed classes. AllowableRace mediumint(9) NO '-1' Mask of allowed races. ItemLevel tinyint(3) unsigned NO '0' Level of item. RequiredLevel tinyint(3) unsigned NO '0' Required level. RequiredSkill smallint(5) unsigned NO '0' Required skill type. RequiredSkillRank smallint(5) unsigned NO '0' Required skill value. requiredspell mediumint(8) unsigned NO '0' Required spell [See Spell.dbc]. requiredhonorrank mediumint(8) unsigned NO '0' Required honor rank. RequiredCityRank mediumint(8) unsigned NO '0' DEPRECATED: the city rank required. City ranks did not make it into WoW. RequiredReputationFaction smallint(5) unsigned NO '0' Required faction for reputation check [See Faction.dbc]. RequiredReputationRank smallint(5) unsigned NO '0' Required minimal reputation rank. maxcount smallint(5) unsigned NO '0' The maximum amount of copies of the item that a character may have. stackable smallint(5) unsigned NO '1' Maximum stack size. ContainerSlots tinyint(3) unsigned NO '0' Defines the amount of slots for items of type container or ammunition container. stat_type1 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value1 smallint(6) NO '0' The value to add for the matching modifier. stat_type2 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value2 smallint(6) NO '0' The value to add for the matching modifier. stat_type3 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value3 smallint(6) NO '0' The value to add for the matching modifier. stat_type4 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value4 smallint(6) NO '0' The value to add for the matching modifier. stat_type5 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value5 smallint(6) NO '0' The value to add for the matching modifier. stat_type6 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value6 smallint(6) NO '0' The value to add for the matching modifier. stat_type7 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value7 smallint(6) NO '0' The value to add for the matching modifier. stat_type8 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value8 smallint(6) NO '0' The value to add for the matching modifier. stat_type9 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value9 smallint(6) NO '0' The value to add for the matching modifier. stat_type10 tinyint(3) unsigned NO '0' An item modifier to apply for this item. stat_value10 smallint(6) NO '0' The value to add for the matching modifier. dmg_min1 float NO '0' The minimum damage caused by the item. dmg_max1 float NO '0' The maximum damage caused by the item. dmg_type1 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min2 float NO '0' The minimum damage caused by the item. dmg_max2 float NO '0' The maximum damage caused by the item. dmg_type2 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min3 float NO '0' The minimum damage caused by the item. dmg_max3 float NO '0' The maximum damage caused by the item. dmg_type3 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min4 float NO '0' The minimum damage caused by the item. dmg_max4 float NO '0' The maximum damage caused by the item. dmg_type4 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. dmg_min5 float NO '0' The minimum damage caused by the item. dmg_max5 float NO '0' The maximum damage caused by the item. dmg_type5 tinyint(3) unsigned NO '0' The type of damage the matching dmg_min/dmg_max fields cause. armor smallint(5) unsigned NO '0' The armor value of the item. holy_res tinyint(3) unsigned NO '0' Holy resistance. fire_res tinyint(3) unsigned NO '0' Fire resistance. nature_res tinyint(3) unsigned NO '0' Nature resistance. frost_res tinyint(3) unsigned NO '0' Frost resistance. shadow_res tinyint(3) unsigned NO '0' Shadow resistance. arcane_res tinyint(3) unsigned NO '0' Arcane resistance. delay smallint(5) unsigned NO '1000' The delay in milliseconds between successive hits for the item. ammo_type tinyint(3) unsigned NO '0' The type of ammunition the item uses. Arrows = 2; Bullets = 3 RangedModRange float NO '0' spellid_1 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the reference. spelltrigger_1 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_1 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_1 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_1 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_1 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_1 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_2 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_2 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_2 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_2 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_2 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_2 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_2 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_3 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_3 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_3 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_3 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_3 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_3 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_3 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_4 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_4 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_4 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_4 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_4 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_4 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_4 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. spellid_5 mediumint(8) unsigned NO '0' If the item can cast or trigger a spell, this is the references. spelltrigger_5 tinyint(3) unsigned NO '0' The type of trigger for the matching spellid entry. spellcharges_5 tinyint(4) NO '0' The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_5 float NO '0' This controls the proc per minute rate for a spell. spellcooldown_5 int(11) NO '-1' The cooldown in milliseconds for the matching spell. spellcategory_5 smallint(5) unsigned NO '0' A spell category identifier. spellcategorycooldown_5 int(11) NO '-1' The cooldown in milliseconds for the matching spell category. bonding tinyint(3) unsigned NO '0' Defines if and how and item will be bound to a character. description varchar(255) NO {Blank String} A short - usually one sentence - description of the item. Mostly flavor texts. PageText mediumint(8) unsigned NO '0' If the item should be readable, e.g. for letters. LanguageID tinyint(3) unsigned NO '0' The material to be used as background for items with page texts set. PageMaterial tinyint(3) unsigned NO '0' The material to be used as background for items with page texts set. startquest mediumint(8) unsigned NO '0' Quest ID [See quest_template.entry]. lockid mediumint(8) unsigned NO '0' Lock ID [See Lock.dbc]. Material tinyint(4) NO '0' Material type. sheath tinyint(3) unsigned NO '0' The value of this field controls how characters will show or hide items worn, e. RandomProperty mediumint(8) unsigned NO '0' Random property type [See item_enchantment_template.entry]. block mediumint(8) unsigned NO '0' If an item is a shield, this field holds the block chance. itemset mediumint(8) unsigned NO '0' If an item is part of an item set, this references the item set's identifier. MaxDurability smallint(5) unsigned NO '0' The maximum durability for an item. area mediumint(8) unsigned NO '0' If an item is only usable on a specific map, this is the reference. Map smallint(6) NO '0' If an item is only usable on a specific map, this is the reference. BagFamily mediumint(9) NO '0' If an item is a bag, this holds a bit-mask corresponding to bag families to whic DisenchantID mediumint(8) unsigned NO '0' Disenchant template [See disenchant_loot_template.entry]. FoodType tinyint(3) unsigned NO '0' If an item is usable as pet food, this table is the reference. minMoneyLoot int(10) unsigned NO '0' This field specifies the minimum amount in a container holding money. maxMoneyLoot int(10) unsigned NO '0' This field specifies the maximum amount in a container holding money. Duration int(11) unsigned NO '0' Items may have a duration set until the get removed from a character's inventory ExtraFlags tinyint(1) unsigned NO '0' With these flags it is possible to set rare conditions on an item. Description of the fields entry mediumint(8) unsigned Item prototype ID. Note: do not mix it with the item GUID, which numbers concrete item instances. class tinyint(3) unsigned Class of the item is it very general description. ID Name 0 Consumable 1 Container 2 Weapon 4 Armor 5 Reagent 6 Projectile 7 Trade Goods 9 Recipe 11 Quiver 12 Quest 13 Key 15 Miscellaneous Note: The table only contains active classes, obsolete classes have been stripped. subclass tinyint(3) unsigned The subclass of the item template. Class ID Subclass ID Subclass 0 0 Consumable 1 0 Container, Bag 1 1 Container, Soul bag 1 2 Container, Herb bag 1 3 Container, Enchanting bag 1 4 Container, Engineering bag 2 0 Weapon, Axe 1H 2 1 Weapon, Axe 2H 2 2 Weapon, Bow 2 3 Weapon, Gun 2 4 Weapon, Mace 1H 2 5 Weapon, Mace 2H 2 6 Weapon, Polearm 2 7 Weapon, Sword 1H 2 8 Weapon, Sword 2H 2 10 Weapon, Staff 2 13 Weapon, Fist weapon 2 14 Weapon, Miscellaneous 2 15 Weapon, Dagger 2 16 Weapon, Thrown 2 17 Weapon, Spear 2 18 Weapon, Crossbow 2 19 Weapon, Wand 2 20 Weapon, Fishing pole 4 0 Armor, Miscellaneous 4 1 Armor, Cloth 4 2 Armor, Leather 4 3 Armor, Mail 4 4 Armor, Plate 4 6 Armor, Shield 4 7 Armor, Libram 4 8 Armor, Idol 4 9 Armor, Totem 5 0 Reagent 6 2 Projectile, Arrow 6 3 Projectile, Bullet 7 0 Trade goods, Trade goods 7 1 Trade goods, Parts 7 2 Trade goods, Explosives 7 3 Trade goods, Devices 9 0 Recipe, Book 9 1 Recipe, Leatherworking 9 2 Recipe, Tailoring 9 3 Recipe, Engineering 9 4 Recipe, Blacksmithing 9 5 Recipe, Cooking 9 6 Recipe, Alchemy 9 7 Recipe, First aid 9 8 Recipe, Enchanting 9 9 Recipe, Fishing 11 2 Quiver 11 3 Ammo pouch 12 0 Quest 13 0 Key 13 1 Lockpick 15 0 Miscellaneous, Junk Note: The table only contains active subclasses, obsolete classes have been stripped. name varchar(255) Name of item displayed to the players. See locales_item table for localized versions of this. displayid mediumint(8) unsigned A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc]. Quality tinyint(3) unsigned The quality of the item. ID Color Quality 0 Grey Poor 1 White Common 2 Green Uncommon 3 Blue Rare 4 Purple Epic 5 Orange Legendary 6 Red Artifact Flags int(10) unsigned Item prototype flags, see enum ItemPrototypeFlags in ItemPrototype.h. Name Value (hex) Meaning ITEM_FLAG_RESERVED_0 0x00000001 Reserved for later usage ITEM_FLAG_CONJURED 0x00000002 items created by spells with SPELL_EFFECT_CREATE_ITEM ITEM_FLAG_LOOTABLE 0x00000004 affect only non container items that can be "open" for loot. It or lockid set enable for client show "Right click to open". See also ITEM_DYNFLAG_UNLOCKED ITEM_FLAG_WRAPPED 0x00000008 not used in pre-3.x ITEM_FLAG_DEPRECATED 0x00000010 items is deprecated and no longer equipable ITEM_FLAG_INDESTRUCTIBLE 0x00000020 used for totem. Item can not be destroyed, except by using spell (item can be reagent for spell and then allowed) ITEM_FLAG_USABLE 0x00000040 items that can be used via right-click ITEM_FLAG_NO_EQUIP_COOLDOWN 0x00000080 items without an equip cooldown (and usually a _USABLE flag) ITEM_FLAG_RESERVED_1 0x00000100 reserved for later usage ITEM_FLAG_WRAPPER 0x00000200 used or not used wrapper ITEM_FLAG_STACKABLE 0x00000400 items which can be stacked ITEM_FLAG_PARTY_LOOT 0x00000800 items which can be looted by all party members ITEM_FLAG_RESEVERD_2 0x00001000 reserved for later usage ITEM_FLAG_CHARTER 0x00002000 guild charter ITEM_FLAG_LETTER 0x00004000 readable letter items ITEM_FLAG_PVP_REWARD 0x00008000 items rewarded for PvP ranks and/or honor standing ITEM_FLAG_UNK16 0x00010000 a lot of items have this ITEM_FLAG_UNK17 0x00020000 last used flag in 1.12.1 BuyCount tinyint(3) unsigned If an item is sold in stacks, the holds the number of items in a stack Note: If an item has limited supplies, the item is refresh to this count. BuyPrice int(10) unsigned Price in coppers for players to buy the item. SellPrice int(10) unsigned Price in coppers for players to sell the item. InventoryType tinyint(3) unsigned Type of inventory defining the way of wearing the item. Value Slot name 0 Not equipable 1 Head 2 Neck 3 Shoulders 4 Body 5 Chest 6 Waist 7 Legs 8 Feet 9 Wrists 10 Hands 11 Finger 12 Trinket 13 Weapon 14 Shield 15 Ranged 16 Cloak 17 2H weapon 18 Bag 19 Tabard 20 Robe 21 Weapon, main hand 22 Weapon, offhand 23 Holdable 24 Ammo 25 Thrown 26 Ranged, right 27 Quiver 28 Relic AllowableClass mediumint(9) A bit-mask corresponding to class that should be able to use the item. The value has to match with classes defined in ChrClasses.dbc. Class Value (hex) Value (dec) CLASS_WARRIOR 0x1 1 CLASS_PALADIN 0x2 2 CLASS_HUNTER 0x4 4 CLASS_ROGUE 0x8 8 CLASS_PRIEST 0x10 16 CLASS_DEATHKNIGHT 0x20 32 CLASS_SHAMAN 0x40 64 CLASS_MAGE 0x80 128 CLASS_WARLOCK 0x100 256 CLASS_DRUID 0x400 1024 Note: Set to -1 to allow usage by all classes. AllowableRace mediumint(9) A bit-mask corresponding to races that should be able to use the item. The value has to match with races defined in ChrRaces.dbc. Race Mask Value (hex) Mask Value (dec) Human 0x1 1 Orc 0x2 2 Dwarf 0x4 4 Night Elf 0x8 8 Undead 0x10 16 Tauren 0x20 32 Gnome 0x40 64 Troll 0x80 128 Goblin 0x100 256 Blood Elf 0x200 512 Dranei 0x400 1024 Note: Set to -1 to allow usage by all races. ItemLevel tinyint(3) unsigned Level of item. Used by addons in calculating Gear Level. RequiredLevel tinyint(3) unsigned Minimum level required to use the item. RequiredSkill smallint(5) unsigned Skill type required to use the item, see SpellLine.dbc and enum SkillType in SharedDefines.h. Skill name Value SKILL_FROST 6 SKILL_FIRE 8 SKILL_ARMS 26 SKILL_COMBAT 38 SKILL_SUBTLETY 39 SKILL_POISONS 40 SKILL_SWORDS 43 SKILL_AXES 44 SKILL_BOWS 45 SKILL_GUNS 46 SKILL_BEAST_MASTERY 50 SKILL_SURVIVAL 51 SKILL_MACES 54 SKILL_2H_SWORDS 55 SKILL_HOLY 56 SKILL_SHADOW 78 SKILL_DEFENSE 95 SKILL_LANG_COMMON 98 SKILL_RACIAL_DWARVEN 101 SKILL_LANG_ORCISH 109 SKILL_LANG_DWARVEN 111 SKILL_LANG_DARNASSIAN 113 SKILL_LANG_TAURAHE 115 SKILL_DUAL_WIELD 118 SKILL_RACIAL_TAUREN 124 SKILL_ORC_RACIAL 125 SKILL_RACIAL_NIGHT_ELF 126 SKILL_FIRST_AID 129 SKILL_FERAL_COMBAT 134 SKILL_STAVES 136 SKILL_LANG_THALASSIAN 137 SKILL_LANG_DRACONIC 138 SKILL_LANG_DEMON_TONGUE 139 SKILL_LANG_TITAN 140 SKILL_LANG_OLD_TONGUE 141 SKILL_SURVIVAL2 142 SKILL_RIDING_HORSE 148 SKILL_RIDING_WOLF 149 SKILL_RIDING_TIGER 150 SKILL_RIDING_RAM 152 SKILL_SWIMING 155 SKILL_2H_MACES 160 SKILL_UNARMED 162 SKILL_MARKSMANSHIP 163 SKILL_BLACKSMITHING 164 SKILL_LEATHERWORKING 165 SKILL_ALCHEMY 171 SKILL_2H_AXES 172 SKILL_DAGGERS 173 SKILL_THROWN 176 SKILL_HERBALISM 182 SKILL_GENERIC_DND 183 SKILL_RETRIBUTION 184 SKILL_COOKING 185 SKILL_MINING 186 SKILL_PET_IMP 188 SKILL_PET_FELHUNTER 189 SKILL_TAILORING 197 SKILL_ENGINEERING 202 SKILL_PET_SPIDER 203 SKILL_PET_VOIDWALKER 204 SKILL_PET_SUCCUBUS 205 SKILL_PET_INFERNAL 206 SKILL_PET_DOOMGUARD 207 SKILL_PET_WOLF 208 SKILL_PET_CAT 209 SKILL_PET_BEAR 210 SKILL_PET_BOAR 211 SKILL_PET_CROCILISK 212 SKILL_PET_CARRION_BIRD 213 SKILL_PET_CRAB 214 SKILL_PET_GORILLA 215 SKILL_PET_RAPTOR 217 SKILL_PET_TALLSTRIDER 218 SKILL_RACIAL_UNDED 220 SKILL_CROSSBOWS 226 SKILL_WANDS 228 SKILL_POLEARMS 229 SKILL_PET_SCORPID 236 SKILL_ARCANE 237 SKILL_PET_TURTLE 251 SKILL_ASSASSINATION 253 SKILL_FURY 256 SKILL_PROTECTION 257 SKILL_BEAST_TRAINING 261 SKILL_PROTECTION2 267 SKILL_PET_TALENTS 270 SKILL_PLATE_MAIL 293 SKILL_LANG_GNOMISH 313 SKILL_LANG_TROLL 315 SKILL_ENCHANTING 333 SKILL_DEMONOLOGY 354 SKILL_AFFLICTION 355 SKILL_FISHING 356 SKILL_ENHANCEMENT 373 SKILL_RESTORATION 374 SKILL_ELEMENTAL_COMBAT 375 SKILL_SKINNING 393 SKILL_MAIL 413 SKILL_LEATHER 414 SKILL_CLOTH 415 SKILL_SHIELD 433 SKILL_FIST_WEAPONS 473 SKILL_RIDING_RAPTOR 533 SKILL_RIDING_MECHANOSTRIDER 553 SKILL_RIDING_UNDEAD_HORSE 554 SKILL_RESTORATION2 573 SKILL_BALANCE 574 SKILL_DESTRUCTION 593 SKILL_HOLY2 594 SKILL_DISCIPLINE 613 SKILL_LOCKPICKING 633 SKILL_PET_BAT 653 SKILL_PET_HYENA 654 SKILL_PET_OWL 655 SKILL_PET_WIND_SERPENT 656 SKILL_LANG_GUTTERSPEAK 673 SKILL_RIDING_KODO 713 SKILL_RACIAL_TROLL 733 SKILL_RACIAL_GNOME 753 SKILL_RACIAL_HUMAN 754 SKILL_PET_EVENT_RC 758 SKILL_RIDING 762 RequiredSkillRank smallint(5) unsigned Value of the skill required to use the item. Value Required rank Horde rank Officer rank 0 Unranked Unranked No 5 Private Scout No 6 Corporal Grunt No 7 Sergeant Sergeant No 8 Master Sergeant Senior Sergeant No 9 Sergeant Major First Sergeant No 10 Knight Stone Guard Yes 11 Knight-Lieutenant Blood Guard Yes 12 Knight-Captain Legionnaire Yes 13 Knight-Champion Centurion Yes 14 Lieutenant-Commander Champion Yes 15 Commander Lieutenant General Yes 16 Marshal General Yes 17 Field Marshal Warlord Yes 18 Grand Marshal High Warlord Yes requiredspell mediumint(8) unsigned The spell ID the character is required to know before using the item. requiredhonorrank mediumint(8) unsigned Required honor rank. Value Required rank Horde rank Officer rank 0 Unranked Unranked No 5 Private Scout No 6 Corporal Grunt No 7 Sergeant Sergeant No 8 Master Sergeant Senior Sergeant No 9 Sergeant Major First Sergeant No 10 Knight Stone Guard Yes 11 Knight-Lieutenant Blood Guard Yes 12 Knight-Captain Legionnaire Yes 13 Knight-Champion Centurion Yes 14 Lieutenant-Commander Champion Yes 15 Commander Lieutenant General Yes 16 Marshal General Yes 17 Field Marshal Warlord Yes 18 Grand Marshal High Warlord Yes RequiredCityRank mediumint(8) unsigned DEPRECATED: the city rank required. City ranks did not make it into WoW. RequiredReputationFaction smallint(5) unsigned The faction [See faction,dbc], reputation to which will be checked before using the item. RequiredReputationRank smallint(5) unsigned The minimal reputation rank required to use the item. Name Value REP_HATED 0 REP_HOSTILE 1 REP_UNFRIENDLY 2 REP_NEUTRAL 3 REP_FRIENDLY 4 REP_HONORED 5 REP_REVERED 6 REP_EXALTED 7 maxcount smallint(5) unsigned The maximum amount of copies of the item that a character may have. Setting this to 0 will allow an infinite amount. stackable smallint(5) unsigned Maximum number of items in the single stack. ContainerSlots tinyint(3) unsigned Defines the amount of slots for items of type container or ammunition container. stat_type1 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value1 smallint(6) The value to add for the matching modifier. stat_type2 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value2 smallint(6) The value to add for the matching modifier. stat_type3 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value3 smallint(6) The value to add for the matching modifier. stat_type4 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value4 smallint(6) The value to add for the matching modifier. stat_type5 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value5 smallint(6) The value to add for the matching modifier. stat_type6 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value6 smallint(6) The value to add for the matching modifier. stat_type7 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value7 smallint(6) The value to add for the matching modifier. stat_type8 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value8 smallint(6) The value to add for the matching modifier. stat_type9 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value9 smallint(6) The value to add for the matching modifier. stat_type10 tinyint(3) unsigned An item modifier to apply for this item. Value Description 0 No stats 1 Health 3 Agility 4 Strength 5 Intellect 6 Spirit 7 Stamina stat_value10 smallint(6) The value to add for the matching modifier. dmg_min1 float The minimum damage caused by the item. dmg_max1 float The maximum damage caused by the item. dmg_type1 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min2 float The minimum damage caused by the item. dmg_max2 float The maximum damage caused by the item. dmg_type2 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. dmg_min3 float The minimum damage caused by the item. dmg_max3 float The maximum damage caused by the item. dmg_type3 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min4 float The minimum damage caused by the item. dmg_max4 float The maximum damage caused by the item. dmg_type4 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane dmg_min5 float The minimum damage caused by the item. dmg_max5 float The maximum damage caused by the item. dmg_type5 tinyint(3) unsigned The type of damage the matching dmg_min/dmg_max fields cause. Value Description 0 Physical 1 Holy 2 Fire 3 Nature 4 Frost 5 Shadow 6 Arcane armor smallint(5) unsigned The armor value of the item. holy_res tinyint(3) unsigned Holy resistance. fire_res tinyint(3) unsigned Fire resistance. nature_res tinyint(3) unsigned Nature resistance. frost_res tinyint(3) unsigned Frost resistance. shadow_res tinyint(3) unsigned Shadow resistance. arcane_res tinyint(3) unsigned Arcane resistance. delay smallint(5) unsigned The delay in milliseconds between successive hits for the item. ammo_type tinyint(3) unsigned The type of ammunition the item uses. Arrows = 2; Bullets = 3 RangedModRange float spellid_1 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_1 tinyint(3) unsigned The type of trigger for the matching spellid entry. Value Description 0 On use 1 On equip 2 Chance on hit 4 Soulstone 5 On use without delay spellcharges_1 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_1 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_1 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_1 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_1 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_2 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_2 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_2 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_2 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_2 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_2 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_2 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_3 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_3 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_3 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_3 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_3 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_3 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_3 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_4 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_4 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_4 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_4 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_4 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_4 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_4 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. spellid_5 mediumint(8) unsigned If the item can cast or trigger a spell, this references the spell's entry in Spell.dbc. spelltrigger_5 tinyint(3) unsigned The type of trigger for the matching spellid entry. spellcharges_5 tinyint(4) The amount of charges for the spell referenced in the matching spellid entry. spellppmRate_5 float If the matching spelltrigger field is of type 2, this controls the proc per minute rate for a spell. spellcooldown_5 int(11) The cooldown in milliseconds for the matching spell. If set to -1, the default cooldown from the Spell.dbc table will be used. spellcategory_5 smallint(5) unsigned A spell category identifier. The value has to match with a category identifier defined in SpellCategory.dbc. spellcategorycooldown_5 int(11) The cooldown in milliseconds for the matching spell category. If set to -1, the default cooldown from the Spell.dbc table will be used. bonding tinyint(3) unsigned Defines if and how and item will be bound to a character. Value Description 0 No binding 1 Bind on pickup 2 Bind on equip 3 Bind on use 4 Quest item description varchar(255) A short - usually one sentence - description of the item. Mostly flavor texts. PageText mediumint(8) unsigned If the item should be readable, e.g. for letters, this references a page text identifier in the "page_text" table table. LanguageID tinyint(3) unsigned The material to be used as background for items with page texts set. This references a page text material identifier from PageTextMaterial.dbc. PageMaterial tinyint(3) unsigned The material to be used as background for items with page texts set. This references a page text material identifier from PageTextMaterial.dbc. startquest mediumint(8) unsigned ID of the quest [See quest_template.entry] the item can start. lockid mediumint(8) unsigned ID of the lock [See Lock.dbc] for locked items. Material tinyint(4) Material type. Used for sound selection when moving item. Value Material 1 Metal 2 Wood 3 Liquid 4 Jewelry 5 Chain 6 Plate 7 Cloth 8 Leather sheath tinyint(3) unsigned The value of this field controls how characters will show or hide items worn, e.g. for weapons. Value Type Description 0 None No sheathing 1 Main hand On the back, pointing down 2 Off hand On the back, pointing up 3 Large weapon left 4 Large weapon right 5 Hip weapon left To the side 6 Hip weapon right To the side 7 Shield On the back, in the middle RandomProperty mediumint(8) unsigned Type of the random property [See item_enchantment_template.entry]. For items with either a random property or a random suffix. Actual property of each item instance, taken from the item_enchantment_template list, is stored in item_instance table of the "characters" database. block mediumint(8) unsigned If an item is a shield, this field holds the block chance. itemset mediumint(8) unsigned If an item is part of an item set, this references the item set's identifier in the ItemSet.dbc table. MaxDurability smallint(5) unsigned The maximum durability for an item. area mediumint(8) unsigned If an item is only usable on a specific map, this reference a map identifier in the Map.dbc table. Map smallint(6) If an item is only usable on a specific map, this reference a map identifier in the Map.dbc table. BagFamily mediumint(9) If an item is a bag, this holds a bit-mask corresponding to bag families to which the bag belongs. The value has to match with bag families defined in ItemBagFamily.dbc Note: Multiple bag families may be combined. DisenchantID mediumint(8) unsigned Disenchant template [See disenchant_loot_template.entry] if any. FoodType tinyint(3) unsigned If an item is usable as pet food, this table references an entry in the ItemPetFood.dbc table. minMoneyLoot int(10) unsigned If an item is a container holding money, this field specifies the minimum amount of money in copper possibly looted. maxMoneyLoot int(10) unsigned If an item is a container holding money, this field specifies the maximum amount of money in copper possibly looted. Duration int(11) unsigned Items may have a duration set until the get removed from a character's inventory Note: Items set to be deleted in real time, require ExtraFlags set accordingly. ExtraFlags tinyint(1) unsigned With these flags it is possible to set rare conditions on an item. Value Description 0 Nothing special 1 Item is not consumable 2 Item will be deleted in real time, when Duration is set auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_creature' table for MaNGOSZero This table is used to provide to localized clients with localized names and subnames of creatures. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. name_loc1 varchar(100) NO {Blank String} Korean localization of name in the "creature_template" table table. name_loc2 varchar(100) NO {Blank String} French localization of name in the "creature_template" table table. name_loc3 varchar(100) NO {Blank String} German localization of name in the "creature_template" table table. name_loc4 varchar(100) NO {Blank String} Chinese localization of name in the "creature_template" table table. name_loc5 varchar(100) NO {Blank String} Taiwanese localization of name in the "creature_template" table table. name_loc6 varchar(100) NO {Blank String} Spanish Spain localization of name in the "creature_template" table table. name_loc7 varchar(100) NO {Blank String} Spanish Latin America localization of name. name_loc8 varchar(100) NO {Blank String} Russian localization of name in the "creature_template" table table. subname_loc1 varchar(100) YES {Blank String} Korean localization of subname in the "creature_template" table table. subname_loc2 varchar(100) YES {Blank String} French localization of subname in the "creature_template" table table. subname_loc3 varchar(100) YES {Blank String} German localization of subname in the "creature_template" table table. subname_loc4 varchar(100) YES {Blank String} Chinese localization of subname in the "creature_template" table table. subname_loc5 varchar(100) YES {Blank String} Taiwanese localization of subname in the "creature_template" table table. subname_loc6 varchar(100) YES {Blank String} Spanish Spain localization of subname in the "creature_template" table table. subname_loc7 varchar(100) YES {Blank String} Spanish Latin America localization of subname. subname_loc8 varchar(100) YES {Blank String} Russian localization of subname in the "creature_template" table table. Description of the fields entry mediumint(8) unsigned This references the "creature_template" table tables unique ID for which the entry is valid. name_loc1 varchar(100) Korean localization of name in the "creature_template" table table. name_loc2 varchar(100) French localization of name in the "creature_template" table table. name_loc3 varchar(100) German localization of name in the "creature_template" table table. name_loc4 varchar(100) Chinese localization of name in the "creature_template" table table. name_loc5 varchar(100) Taiwanese localization of name in the "creature_template" table table. name_loc6 varchar(100) Spanish Spain localization of name in the "creature_template" table table. name_loc7 varchar(100) Spanish Latin America localization of name in the "creature_template" table table. name_loc8 varchar(100) Russian localization of name in the "creature_template" table table. subname_loc1 varchar(100) Korean localization of subname in the "creature_template" table table. subname_loc2 varchar(100) French localization of subname in the "creature_template" table table. subname_loc3 varchar(100) German localization of subname in the "creature_template" table table. subname_loc4 varchar(100) Chinese localization of subname in the "creature_template" table table. subname_loc5 varchar(100) Taiwanese localization of subname in the "creature_template" table table. subname_loc6 varchar(100) Spanish Spain localization of subname in the "creature_template" table table. subname_loc7 varchar(100) Spanish Latin America localization of subname in the "creature_template" table table. subname_loc8 varchar(100) Russian localization of subname in the "creature_template" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_gameobject' table for MaNGOSZero This table is used to provide to localized clients with localized string for gameobjects. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Gameobject ID [See gameobject_template.entry]. name_loc1 varchar(100) NO {Blank String} Korean localization of name in the "gameobject_template" table table. name_loc2 varchar(100) NO {Blank String} French localization of name in the "gameobject_template" table table. name_loc3 varchar(100) NO {Blank String} German localization of name in the "gameobject_template" table table. name_loc4 varchar(100) NO {Blank String} Chinese localization of name in the "gameobject_template" table table. name_loc5 varchar(100) NO {Blank String} Taiwanese localization of name in the "gameobject_template" table table. name_loc6 varchar(100) NO {Blank String} Spanish Spain localization of name in the "gameobject_template" table table. name_loc7 varchar(100) NO {Blank String} Spanish Latin America localization of name. name_loc8 varchar(100) NO {Blank String} Russian localization of name in the "gameobject_template" table table. Description of the fields entry mediumint(8) unsigned This references the "gameobject_template" table tables unique ID for which the entry is valid. name_loc1 varchar(100) Korean localization of name in the "gameobject_template" table table. name_loc2 varchar(100) French localization of name in the "gameobject_template" table table. name_loc3 varchar(100) German localization of name in the "gameobject_template" table table. name_loc4 varchar(100) Chinese localization of name in the "gameobject_template" table table. name_loc5 varchar(100) Taiwanese localization of name in the "gameobject_template" table table. name_loc6 varchar(100) Spanish Spain localization of name in the "gameobject_template" table table. name_loc7 varchar(100) Spanish Latin America localization of name in the "gameobject_template" table table. name_loc8 varchar(100) Russian localization of name in the "gameobject_template" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_gossip_menu_option' table for MaNGOSZero This table is used to provide localized clients with localized string for gossip_menu_option. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes menu_id smallint(6) unsigned NO PRI '0' Reference to gossip_menu_option.menu_id. id smallint(6) unsigned NO PRI '0' Reference to gossip_menu_option.id. option_text_loc1 text YES NULL Korean localization of option_text in the "gossip_menu_option" table table. option_text_loc2 text YES NULL French localization of option_text in the "gossip_menu_option" table table. option_text_loc3 text YES NULL German localization of option_text in the "gossip_menu_option" table table. option_text_loc4 text YES NULL Chinese localization of option_text in the "gossip_menu_option" table table. option_text_loc5 text YES NULL Taiwanese localization of option_text in the "gossip_menu_option" table table. option_text_loc6 text YES NULL Spanish Spain localization of option_text. option_text_loc7 text YES NULL Spanish Latin America localization of option_text. option_text_loc8 text YES NULL Russian localization of option_text in the "gossip_menu_option" table table. box_text_loc1 text YES NULL Korean localization of box_text in the "gossip_menu_option" table table. box_text_loc2 text YES NULL French localization of box_text in the "gossip_menu_option" table table. box_text_loc3 text YES NULL German localization of box_text in the "gossip_menu_option" table table. box_text_loc4 text YES NULL Chinese localization of box_text in the "gossip_menu_option" table table. box_text_loc5 text YES NULL Taiwanese localization of box_text in the "gossip_menu_option" table table. box_text_loc6 text YES NULL Spanish Spain localization of box_text in the "gossip_menu_option" table table. box_text_loc7 text YES NULL Spanish Latin America localization of box_text. box_text_loc8 text YES NULL Russian localization of box_text in the "gossip_menu_option" table table. Description of the fields menu_id smallint(6) unsigned This references the "gossip_menu_option" table tables menu_id for which the entry is valid. id smallint(6) unsigned Reference to gossip_menu_option.id. option_text_loc1 text Korean localization of option_text in the "gossip_menu_option" table table. option_text_loc2 text French localization of option_text in the "gossip_menu_option" table table. option_text_loc3 text German localization of option_text in the "gossip_menu_option" table table. option_text_loc4 text Chinese localization of option_text in the "gossip_menu_option" table table. option_text_loc5 text Taiwanese localization of option_text in the "gossip_menu_option" table table. option_text_loc6 text Spanish Spain localization of option_text in the "gossip_menu_option" table table. option_text_loc7 text Spanish Latin America localization of option_text in the "gossip_menu_option" table table. option_text_loc8 text Russian localization of option_text in the "gossip_menu_option" table table. box_text_loc1 text Korean localization of box_text in the "gossip_menu_option" table table. box_text_loc2 text French localization of box_text in the "gossip_menu_option" table table. box_text_loc3 text German localization of box_text in the "gossip_menu_option" table table. box_text_loc4 text Chinese localization of box_text in the "gossip_menu_option" table table. box_text_loc5 text Taiwanese localization of box_text in the "gossip_menu_option" table table. box_text_loc6 text Spanish Spain localization of box_text in the "gossip_menu_option" table table. box_text_loc7 text Spanish Latin America localization of box_text in the "gossip_menu_option" table table. box_text_loc8 text Russian localization of box_text in the "gossip_menu_option" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_item' table for MaNGOSZero This table is used to provide to localized clients with localized names and descriptions of items. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Item ID [See item_template.entry]. name_loc1 varchar(100) NO {Blank String} Korean localization of name in the "item_template" table table. name_loc2 varchar(100) NO {Blank String} French localization of name in the "item_template" table table. name_loc3 varchar(100) NO {Blank String} German localization of name in the "item_template" table table. name_loc4 varchar(100) NO {Blank String} Chinese localization of name in the "item_template" table table. name_loc5 varchar(100) NO {Blank String} Taiwanese localization of name in the "item_template" table table. name_loc6 varchar(100) NO {Blank String} Spanish Spain localization of name in the "item_template" table table. name_loc7 varchar(100) NO {Blank String} Spanish Latin America localization of name in the "item_template" table table. name_loc8 varchar(100) NO {Blank String} Russian localization of name in the "item_template" table table. description_loc1 varchar(255) YES {Blank String} Korean localization of description in the "item_template" table table. description_loc2 varchar(255) YES {Blank String} French localization of description in the "item_template" table table. description_loc3 varchar(255) YES {Blank String} German localization of description in the "item_template" table table. description_loc4 varchar(255) YES {Blank String} Chinese localization of description in the "item_template" table table. description_loc5 varchar(255) YES {Blank String} Taiwanese localization of description in the "item_template" table table. description_loc6 varchar(255) YES {Blank String} Spanish Spain localization of description in the "item_template" table table. description_loc7 varchar(255) YES {Blank String} Spanish Latin America localization of description. description_loc8 varchar(255) YES {Blank String} Russian localization of description in the "item_template" table table. Description of the fields entry mediumint(8) unsigned This references the "item_template" table tables unique ID for which the entry is valid. name_loc1 varchar(100) Korean localization of name in the "item_template" table table. name_loc2 varchar(100) French localization of name in the "item_template" table table. name_loc3 varchar(100) German localization of name in the "item_template" table table. name_loc4 varchar(100) Chinese localization of name in the "item_template" table table. name_loc5 varchar(100) Taiwanese localization of name in the "item_template" table table. name_loc6 varchar(100) Spanish Spain localization of name in the "item_template" table table. name_loc7 varchar(100) Spanish Latin America localization of name in the "item_template" table table. name_loc8 varchar(100) Russian localization of name in the "item_template" table table. description_loc1 varchar(255) Korean localization of description in the "item_template" table table. description_loc2 varchar(255) French localization of description in the "item_template" table table. description_loc3 varchar(255) German localization of description in the "item_template" table table. description_loc4 varchar(255) Chinese localization of description in the "item_template" table table. description_loc5 varchar(255) Taiwanese localization of description in the "item_template" table table. description_loc6 varchar(255) Spanish Spain localization of description in the "item_template" table table. description_loc7 varchar(255) Spanish Latin America localization of description in the "item_template" table table. description_loc8 varchar(255) Russian localization of description in the "item_template" table table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_npc_text' table for MaNGOSZero This table is used to provide localized clients with localized string for npc_texts. 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' Reference to npc_text.ID. Text0_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text0_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text0_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text1_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text1_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text2_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text2_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text3_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text3_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text4_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text4_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text5_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text5_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text6_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text6_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_0_loc1 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc2 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc3 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc4 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc5 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc6 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc7 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_0_loc8 longtext YES NULL This is the locale text that is displayed if the creature is male. Text7_1_loc1 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc2 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc3 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc4 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc5 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc6 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc7 longtext YES NULL This is the locale text that is displayed if the creature is female. Text7_1_loc8 longtext YES NULL This is the locale text that is displayed if the creature is female. Description of the fields entry mediumint(8) unsigned The unique identifier of the text entry. Please note that the identifier is acquired from the game client by parsing the local WDB cache files. It is unknown if text identifiers required a specific identifier to work. Text0_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text0_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text0_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text0_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text1_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text1_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text1_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text1_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text2_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text2_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text2_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text2_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text3_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text3_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text3_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text3_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text4_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text4_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text4_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text4_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text5_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text5_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text5_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text5_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text6_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text6_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text6_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text6_1_loc8 longtext This is the locale text that is displayed if the creature is female. Text7_0_loc1 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc2 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc3 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc4 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc5 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc6 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc7 longtext This is the locale text that is displayed if the creature is male. Text7_0_loc8 longtext This is the locale text that is displayed if the creature is male. Text7_1_loc1 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc2 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc3 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc4 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc5 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc6 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc7 longtext This is the locale text that is displayed if the creature is female. Text7_1_loc8 longtext This is the locale text that is displayed if the creature is female. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_page_text' table for MaNGOSZero This table is used to provide localized clients with localized string for page_texts. 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' Reference to page_text.entry. Text_loc1 longtext YES NULL Korean localization of Text in the "page_text" table. Text_loc2 longtext YES NULL French localization of Text in the "page_text" table. Text_loc3 longtext YES NULL German localization of Text in the "page_text" table. Text_loc4 longtext YES NULL Chinese localization of Text in the "page_text" table. Text_loc5 longtext YES NULL Taiwanese localization of Text in the "page_text" table. Text_loc6 longtext YES NULL Spanish Spain localization of Text in the "page_text" table. Text_loc7 longtext YES NULL Spanish Latin America localization of Text. Text_loc8 longtext YES NULL Russian localization of Text in the "page_text" table. Description of the fields entry mediumint(8) unsigned The locales_page_text table holds localized text strings for page texts. Text_loc1 longtext Korean localization of Text in the "page_text" table. Text_loc2 longtext French localization of Text in the "page_text" table. Text_loc3 longtext German localization of Text in the "page_text" table. Text_loc4 longtext Chinese localization of Text in the "page_text" table. Text_loc5 longtext Taiwanese localization of Text in the "page_text" table. Text_loc6 longtext Spanish Spain localization of Text in the "page_text" table. Text_loc7 longtext Spanish Latin America localization of Text in the "page_text" table. Text_loc8 longtext Russian localization of Text in the "page_text" table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_points_of_interest' table for MaNGOSZero This table is used to provide to localized clients with localized string for points_of_interest. 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' Reference to points_of_interest.entry. icon_name_loc1 text YES NULL Korean localization of icon_name in the "points_of_interest" table. icon_name_loc2 text YES NULL French localization of icon_name in the "points_of_interest" table. icon_name_loc3 text YES NULL German localization of icon_name in the "points_of_interest" table. icon_name_loc4 text YES NULL Chinese localization of icon_name in the "points_of_interest" table. icon_name_loc5 text YES NULL Taiwanese localization of icon_name in the "points_of_interest" table. icon_name_loc6 text YES NULL Spanish Spain localization of icon_name in the "points_of_interest" table. icon_name_loc7 text YES NULL Spanish Latin America localization of icon_name. icon_name_loc8 text YES NULL Russian localization of icon_name in the "points_of_interest" table. Description of the fields entry mediumint(8) unsigned This references the "points_of_interest" tables unique ID for which the entry is valid. icon_name_loc1 text Korean localization of icon_name in the "points_of_interest" table. icon_name_loc2 text French localization of icon_name in the "points_of_interest" table. icon_name_loc3 text German localization of icon_name in the "points_of_interest" table. icon_name_loc4 text Chinese localization of icon_name in the "points_of_interest" table. icon_name_loc5 text Taiwanese localization of icon_name in the "points_of_interest" table. icon_name_loc6 text Spanish Spain localization of icon_name in the "points_of_interest" table. icon_name_loc7 text Spanish Latin America localization of icon_name in the "points_of_interest" table. icon_name_loc8 text Russian localization of icon_name in the "points_of_interest" table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'locales_quest' table for MaNGOSZero This table is used to provide to localized clients with localized string for quest templates. 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' Reference to quest_template.entry. Title_loc1 text YES NULL Korean localization of Title in the "quest_template" table. Title_loc2 text YES NULL French localization of Title in the "quest_template" table. Title_loc3 text YES NULL German localization of Title in the "quest_template" table. Title_loc4 text YES NULL Chinese localization of Title in the "quest_template" table. Title_loc5 text YES NULL Taiwanese localization of Title in the "quest_template" table. Title_loc6 text YES NULL Spanish Spain localization of Title in the "quest_template" table. Title_loc7 text YES NULL Spanish Latin America localization of Title. Title_loc8 text YES NULL Russian localization of Title in the "quest_template" table. Details_loc1 text YES NULL Korean localization of Details in the "quest_template" table. Details_loc2 text YES NULL French localization of Details in the "quest_template" table. Details_loc3 text YES NULL German localization of Details in the "quest_template" table. Details_loc4 text YES NULL Chinese localization of Details in the "quest_template" table. Details_loc5 text YES NULL Taiwanese localization of Details in the "quest_template" table. Details_loc6 text YES NULL Spanish Spain localization of Details in the "quest_template" table. Details_loc7 text YES NULL Spanish Latin America localization of Details. Details_loc8 text YES NULL Russian localization of Details in the "quest_template" table. Objectives_loc1 text YES NULL Korean localization of Objectives in the "quest_template" table. Objectives_loc2 text YES NULL French localization of Objectives in the "quest_template" table. Objectives_loc3 text YES NULL German localization of Objectives in the "quest_template" table. Objectives_loc4 text YES NULL Chinese localization of Objectives in the "quest_template" table. Objectives_loc5 text YES NULL Taiwanese localization of Objectives in the "quest_template" table. Objectives_loc6 text YES NULL Spanish Spain localization of Objectives in the "quest_template" table. Objectives_loc7 text YES NULL Spanish Latin America localization of Objectives. Objectives_loc8 text YES NULL Russian localization of Objectives in the "quest_template" table. OfferRewardText_loc1 text YES NULL Korean localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc2 text YES NULL French localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc3 text YES NULL German localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc4 text YES NULL Chinese localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc5 text YES NULL Taiwanese localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc6 text YES NULL Spanish Spain localization of OfferRewardText. OfferRewardText_loc7 text YES NULL Spanish Latin America localization of OfferRewardText. OfferRewardText_loc8 text YES NULL Russian localization of OfferRewardText in the "quest_template" table. RequestItemsText_loc1 text YES NULL Korean localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc2 text YES NULL French localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc3 text YES NULL German localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc4 text YES NULL Chinese localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc5 text YES NULL Taiwanese localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc6 text YES NULL Spanish Spain localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc7 text YES NULL Spanish Latin America localization of RequestItemsText. RequestItemsText_loc8 text YES NULL Russian localization of RequestItemsText in the "quest_template" table. EndText_loc1 text YES NULL Korean localization of EndText in the "quest_template" table. EndText_loc2 text YES NULL French localization of EndText in the "quest_template" table. EndText_loc3 text YES NULL German localization of EndText in the "quest_template" table. EndText_loc4 text YES NULL Chinese localization of EndText in the "quest_template" table. EndText_loc5 text YES NULL Taiwanese localization of EndText in the "quest_template" table. EndText_loc6 text YES NULL Spanish Spain localization of EndText in the "quest_template" table. EndText_loc7 text YES NULL Spanish Latin America localization of EndText. EndText_loc8 text YES NULL Russian localization of EndText in the "quest_template" table. ObjectiveText1_loc1 text YES NULL Korean localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc2 text YES NULL French localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc3 text YES NULL German localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc4 text YES NULL Chinese localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc5 text YES NULL Taiwanese localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc6 text YES NULL Spanish Spain localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc7 text YES NULL Spanish Latin America localization of ObjectiveText1. ObjectiveText1_loc8 text YES NULL Russian localization of ObjectiveText1 in the "quest_template" table. ObjectiveText2_loc1 text YES NULL Korean localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc2 text YES NULL French localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc3 text YES NULL German localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc4 text YES NULL Chinese localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc5 text YES NULL Taiwanese localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc6 text YES NULL Spanish Spain localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc7 text YES NULL Spanish Latin America localization of ObjectiveText2. ObjectiveText2_loc8 text YES NULL Russian localization of ObjectiveText2 in the "quest_template" table. ObjectiveText3_loc1 text YES NULL Korean localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc2 text YES NULL French localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc3 text YES NULL German localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc4 text YES NULL Chinese localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc5 text YES NULL Taiwanese localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc6 text YES NULL Spanish Spain localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc7 text YES NULL Spanish Latin America localization of ObjectiveText3. ObjectiveText3_loc8 text YES NULL Russian localization of ObjectiveText3 in the "quest_template" table. ObjectiveText4_loc1 text YES NULL Korean localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc2 text YES NULL French localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc3 text YES NULL German localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc4 text YES NULL Chinese localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc5 text YES NULL Taiwanese localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc6 text YES NULL Spanish Spain localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc7 text YES NULL Spanish Latin America localization of ObjectiveText4. ObjectiveText4_loc8 text YES NULL Russian localization of ObjectiveText4 in the "quest_template" table. Description of the fields entry mediumint(8) unsigned This references the "quest_template" tables unique ID for which the entry is valid. Title_loc1 text Korean localization of Title in the "quest_template" table. Title_loc2 text French localization of Title in the "quest_template" table. Title_loc3 text German localization of Title in the "quest_template" table. Title_loc4 text Chinese localization of Title in the "quest_template" table. Title_loc5 text Taiwanese localization of Title in the "quest_template" table. Title_loc6 text Spanish Spain localization of Title in the "quest_template" table. Title_loc7 text Spanish Latin America localization of Title in the "quest_template" table. Title_loc8 text Russian localization of Title in the "quest_template" table. Details_loc1 text Korean localization of Details in the "quest_template" table. Details_loc2 text French localization of Details in the "quest_template" table. Details_loc3 text German localization of Details in the "quest_template" table. Details_loc4 text Chinese localization of Details in the "quest_template" table. Details_loc5 text Taiwanese localization of Details in the "quest_template" table. Details_loc6 text Spanish Spain localization of Details in the "quest_template" table. Details_loc7 text Spanish Latin America localization of Details in the "quest_template" table. Details_loc8 text Russian localization of Details in the "quest_template" table. Objectives_loc1 text Korean localization of Objectives in the "quest_template" table. Objectives_loc2 text French localization of Objectives in the "quest_template" table. Objectives_loc3 text German localization of Objectives in the "quest_template" table. Objectives_loc4 text Chinese localization of Objectives in the "quest_template" table. Objectives_loc5 text Taiwanese localization of Objectives in the "quest_template" table. Objectives_loc6 text Spanish Spain localization of Objectives in the "quest_template" table. Objectives_loc7 text Spanish Latin America localization of Objectives in the "quest_template" table. Objectives_loc8 text Russian localization of Objectives in the "quest_template" table. OfferRewardText_loc1 text Korean localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc2 text French localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc3 text German localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc4 text Chinese localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc5 text Taiwanese localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc6 text Spanish Spain localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc7 text Spanish Latin America localization of OfferRewardText in the "quest_template" table. OfferRewardText_loc8 text Russian localization of OfferRewardText in the "quest_template" table. RequestItemsText_loc1 text Korean localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc2 text French localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc3 text German localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc4 text Chinese localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc5 text Taiwanese localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc6 text Spanish Spain localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc7 text Spanish Latin America localization of RequestItemsText in the "quest_template" table. RequestItemsText_loc8 text Russian localization of RequestItemsText in the "quest_template" table. EndText_loc1 text Korean localization of EndText in the "quest_template" table. EndText_loc2 text French localization of EndText in the "quest_template" table. EndText_loc3 text German localization of EndText in the "quest_template" table. EndText_loc4 text Chinese localization of EndText in the "quest_template" table. EndText_loc5 text Taiwanese localization of EndText in the "quest_template" table. EndText_loc6 text Spanish Spain localization of EndText in the "quest_template" table. EndText_loc7 text Spanish Latin America localization of EndText in the "quest_template" table. EndText_loc8 text Russian localization of EndText in the "quest_template" table. ObjectiveText1_loc1 text Korean localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc2 text French localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc3 text German localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc4 text Chinese localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc5 text Taiwanese localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc6 text Spanish Spain localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc7 text Spanish Latin America localization of ObjectiveText1 in the "quest_template" table. ObjectiveText1_loc8 text Russian localization of ObjectiveText1 in the "quest_template" table. ObjectiveText2_loc1 text Korean localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc2 text French localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc3 text German localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc4 text Chinese localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc5 text Taiwanese localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc6 text Spanish Spain localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc7 text Spanish Latin America localization of ObjectiveText2 in the "quest_template" table. ObjectiveText2_loc8 text Russian localization of ObjectiveText2 in the "quest_template" table. ObjectiveText3_loc1 text Korean localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc2 text French localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc3 text German localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc4 text Chinese localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc5 text Taiwanese localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc6 text Spanish Spain localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc7 text Spanish Latin America localization of ObjectiveText3 in the "quest_template" table. ObjectiveText3_loc8 text Russian localization of ObjectiveText3 in the "quest_template" table. ObjectiveText4_loc1 text Korean localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc2 text French localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc3 text German localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc4 text Chinese localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc5 text Taiwanese localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc6 text Spanish Spain localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc7 text Spanish Latin America localization of ObjectiveText4 in the "quest_template" table. ObjectiveText4_loc8 text Russian localization of ObjectiveText4 in the "quest_template" table. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'mail_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 'mangos_string' table for MaNGOSZero This table holds all of the strings used internally by the server. This table is provided with the main purpose of translation in mind. NOTE: The % arguments need to stay in the exact same order as they are provided by default in the English translation. 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 table holds strings used internally by the server to allow translations. 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 Description of the fields entry mediumint(8) unsigned The ID that the core uses to identify a string. These IDs are contained and used internally and need to correspond to what the core expects Note: The core will not operate if strings are missing from this table. 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 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 'npc_text' table for MaNGOSZero This table contains the texts that are used for gossip. More research needs to be done on this table ! Text is shown in the start of the talk window. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes ID mediumint(8) unsigned NO PRI '0' The unique identifier of the text entry. text0_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text0_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang0 tinyint(3) unsigned NO '0' The language of the text ingame. prob0 float NO '0' This is the probability that the creature will say this text. em0_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em0_0 smallint(5) YES NULL Emote to play when text is displayed. em0_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em0_1 smallint(5) YES NULL Second emote to play when text is displayed. em0_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em0_2 smallint(5) YES NULL Third emote to play when text is displayed text1_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text1_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang1 tinyint(3) unsigned NO '0' The language of the text in game. prob1 float NO '0' This is the probability that the creature will say this text. em1_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em1_0 smallint(5) YES NULL emote to play when text is displayed. em1_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em1_1 smallint(5) YES NULL Second emote to play when text is displayed. em1_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em1_2 smallint(5) YES NULL Third emote to play when text is displayed. text2_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text2_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang2 tinyint(3) unsigned NO '0' The language of the text in game. prob2 float NO '0' This is the probability that the creature will say this text. em2_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em2_0 smallint(5) YES NULL emote to play when text is displayed. em2_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em2_1 smallint(5) YES NULL Second emote to play when text is displayed. em2_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em2_2 smallint(5) YES NULL Third emote to play when text is displayed. text3_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text3_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang3 tinyint(3) unsigned NO '0' The language of the text in game. prob3 float NO '0' This is the probability that the creature will say this text. em3_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em3_0 smallint(5) YES NULL emote to play when text is displayed. em3_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em3_1 smallint(5) YES NULL Second emote to play when text is displayed. em3_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em3_2 smallint(5) YES NULL Third emote to play when text is displayed. text4_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text4_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang4 tinyint(3) unsigned NO '0' The language of the text in game. prob4 float NO '0' This is the probability that the creature will say this text. em4_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em4_0 smallint(5) YES NULL emote to play when text is displayed. em4_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em4_1 smallint(5) YES NULL Second emote to play when text is displayed. em4_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em4_2 smallint(5) YES NULL Third emote to play when text is displayed. text5_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text5_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang5 tinyint(3) unsigned NO '0' The language of the text in game. prob5 float NO '0' This is the probability that the creature will say this text. em5_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em5_0 smallint(5) YES NULL emote to play when text is displayed. em5_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em5_1 smallint(5) YES NULL Second emote to play when text is displayed. em5_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em5_2 smallint(5) YES NULL Third emote to play when text is displayed. text6_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text6_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang6 tinyint(3) unsigned NO '0' The language of the text in game. prob6 float NO '0' This is the probability that the creature will say this text. em6_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em6_0 smallint(5) YES NULL emote to play when text is displayed. em6_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em6_1 smallint(5) YES NULL Second emote to play when text is displayed. em6_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em6_2 smallint(5) YES NULL Third emote to play when text is displayed. text7_0 longtext YES NULL This is the locale text that is displayed if the creature is male. text7_1 longtext YES NULL This is the locale text that is displayed if the creature is female. lang7 tinyint(3) unsigned NO '0' The language of the text in game. prob7 float NO '0' This is the probability that the creature will say this text. em7_0_delay smallint(5) YES NULL Time to wait before the first emote is played. em7_0 smallint(5) YES NULL emote to play when text is displayed. em7_1_delay smallint(5) YES NULL Time to wait after the first emote are played, before the second emote. em7_1 smallint(5) YES NULL Second emote to play when text is displayed. em7_2_delay smallint(5) YES NULL Time to wait after the second emote are played, before the third emote. em7_2 smallint(5) YES NULL Third emote to play when text is displayed. Description of the fields ID mediumint(8) unsigned The unique identifier of the text entry. Please note that the identifier is acquired from the game client by parsing the local *WDB* cache files. It is unknown if text identifiers required a specific identifier to work. text0_0 longtext This is the locale text that is displayed if the creature is male. text0_1 longtext This is the locale text that is displayed if the creature is female. lang0 tinyint(3) unsigned The language of the text ingame. prob0 float This is the probability that the creature will say this text. em0_0_delay smallint(5) Time to wait before the first emote is played. em0_0 smallint(5) Emote to play when text is displayed. em0_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em0_1 smallint(5) Second emote to play when text is displayed. em0_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em0_2 smallint(5) Third emote to play when text is displayed text1_0 longtext This is the locale text that is displayed if the creature is male. text1_1 longtext This is the locale text that is displayed if the creature is female. lang1 tinyint(3) unsigned The language of the text in game. prob1 float This is the probability that the creature will say this text. em1_0_delay smallint(5) Time to wait before the first emote is played. em1_0 smallint(5) emote to play when text is displayed. em1_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em1_1 smallint(5) Second emote to play when text is displayed. em1_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em1_2 smallint(5) Third emote to play when text is displayed. text2_0 longtext This is the locale text that is displayed if the creature is male. text2_1 longtext This is the locale text that is displayed if the creature is female. lang2 tinyint(3) unsigned The language of the text in game. prob2 float This is the probability that the creature will say this text. em2_0_delay smallint(5) Time to wait before the first emote is played. em2_0 smallint(5) emote to play when text is displayed. em2_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em2_1 smallint(5) Second emote to play when text is displayed. em2_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em2_2 smallint(5) Third emote to play when text is displayed. text3_0 longtext This is the locale text that is displayed if the creature is male. text3_1 longtext This is the locale text that is displayed if the creature is female. lang3 tinyint(3) unsigned The language of the text in game. prob3 float This is the probability that the creature will say this text. em3_0_delay smallint(5) Time to wait before the first emote is played. em3_0 smallint(5) emote to play when text is displayed. em3_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em3_1 smallint(5) Second emote to play when text is displayed. em3_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em3_2 smallint(5) Third emote to play when text is displayed. text4_0 longtext This is the locale text that is displayed if the creature is male. text4_1 longtext This is the locale text that is displayed if the creature is female. lang4 tinyint(3) unsigned The language of the text in game. prob4 float This is the probability that the creature will say this text. em4_0_delay smallint(5) Time to wait before the first emote is played. em4_0 smallint(5) emote to play when text is displayed. em4_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em4_1 smallint(5) Second emote to play when text is displayed. em4_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em4_2 smallint(5) Third emote to play when text is displayed. text5_0 longtext This is the locale text that is displayed if the creature is male. text5_1 longtext This is the locale text that is displayed if the creature is female. lang5 tinyint(3) unsigned The language of the text in game. prob5 float This is the probability that the creature will say this text. em5_0_delay smallint(5) Time to wait before the first emote is played. em5_0 smallint(5) emote to play when text is displayed. em5_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em5_1 smallint(5) Second emote to play when text is displayed. em5_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em5_2 smallint(5) Third emote to play when text is displayed. text6_0 longtext This is the locale text that is displayed if the creature is male. text6_1 longtext This is the locale text that is displayed if the creature is female. lang6 tinyint(3) unsigned The language of the text in game. prob6 float This is the probability that the creature will say this text. em6_0_delay smallint(5) Time to wait before the first emote is played. em6_0 smallint(5) emote to play when text is displayed. em6_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em6_1 smallint(5) Second emote to play when text is displayed. em6_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em6_2 smallint(5) Third emote to play when text is displayed. text7_0 longtext This is the locale text that is displayed if the creature is male. text7_1 longtext This is the locale text that is displayed if the creature is female. lang7 tinyint(3) unsigned The language of the text in game. prob7 float This is the probability that the creature will say this text. em7_0_delay smallint(5) Time to wait before the first emote is played. em7_0 smallint(5) emote to play when text is displayed. em7_1_delay smallint(5) Time to wait after the first emote are played, before the second emote gets played. em7_1 smallint(5) Second emote to play when text is displayed. em7_2_delay smallint(5) Time to wait after the second emote are played, before the third emote gets played. em7_2 smallint(5) Third emote to play when text is displayed. 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 'npc_trainer' table for MaNGOSZero This table holds all the information on training NPCs. All spells listed in the table are learning spells. This means that the main effect of the spells listed here is to teach spells to the target (which is the player in this case). Any other spell that is not a learning spell will be ignored and an error message will be shown in the console window. Learning spells usually have the same name as their actual spell counterparts and are listed as Uncategorized in Wowhead. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. spell mediumint(8) unsigned NO PRI '0' Learning spell ID [See Spell.dbc]. spellcost int(10) unsigned NO '0' Learning cost (coppers). reqskill smallint(5) unsigned NO '0' Required skill type. reqskillvalue smallint(5) unsigned NO '0' Required skill value. reqlevel tinyint(3) unsigned NO '0' Required level. Description of the fields entry mediumint(8) unsigned ID of NPC which is a trainer, see creature_template.entry. spell mediumint(8) unsigned Spell ID [See Spell.dbc]. The spell should have SPELL_EFFECT_LEARN_SPELL=36 as one of it effects. In other case it will be ignored. spellcost int(10) unsigned The sum in coppers required to pay for learning the spell. reqskill smallint(5) unsigned Type of the skill required to learn the spell. Skill name Value SKILL_FROST 6 SKILL_FIRE 8 SKILL_ARMS 26 SKILL_COMBAT 38 SKILL_SUBTLETY 39 SKILL_POISONS 40 SKILL_SWORDS 43 SKILL_AXES 44 SKILL_BOWS 45 SKILL_GUNS 46 SKILL_BEAST_MASTERY 50 SKILL_SURVIVAL 51 SKILL_MACES 54 SKILL_2H_SWORDS 55 SKILL_HOLY 56 SKILL_SHADOW 78 SKILL_DEFENSE 95 SKILL_LANG_COMMON 98 SKILL_RACIAL_DWARVEN 101 SKILL_LANG_ORCISH 109 SKILL_LANG_DWARVEN 111 SKILL_LANG_DARNASSIAN 113 SKILL_LANG_TAURAHE 115 SKILL_DUAL_WIELD 118 SKILL_RACIAL_TAUREN 124 SKILL_ORC_RACIAL 125 SKILL_RACIAL_NIGHT_ELF 126 SKILL_FIRST_AID 129 SKILL_FERAL_COMBAT 134 SKILL_STAVES 136 SKILL_LANG_THALASSIAN 137 SKILL_LANG_DRACONIC 138 SKILL_LANG_DEMON_TONGUE 139 SKILL_LANG_TITAN 140 SKILL_LANG_OLD_TONGUE 141 SKILL_SURVIVAL2 142 SKILL_RIDING_HORSE 148 SKILL_RIDING_WOLF 149 SKILL_RIDING_TIGER 150 SKILL_RIDING_RAM 152 SKILL_SWIMING 155 SKILL_2H_MACES 160 SKILL_UNARMED 162 SKILL_MARKSMANSHIP 163 SKILL_BLACKSMITHING 164 SKILL_LEATHERWORKING 165 SKILL_ALCHEMY 171 SKILL_2H_AXES 172 SKILL_DAGGERS 173 SKILL_THROWN 176 SKILL_HERBALISM 182 SKILL_GENERIC_DND 183 SKILL_RETRIBUTION 184 SKILL_COOKING 185 SKILL_MINING 186 SKILL_PET_IMP 188 SKILL_PET_FELHUNTER 189 SKILL_TAILORING 197 SKILL_ENGINEERING 202 SKILL_PET_SPIDER 203 SKILL_PET_VOIDWALKER 204 SKILL_PET_SUCCUBUS 205 SKILL_PET_INFERNAL 206 SKILL_PET_DOOMGUARD 207 SKILL_PET_WOLF 208 SKILL_PET_CAT 209 SKILL_PET_BEAR 210 SKILL_PET_BOAR 211 SKILL_PET_CROCILISK 212 SKILL_PET_CARRION_BIRD 213 SKILL_PET_CRAB 214 SKILL_PET_GORILLA 215 SKILL_PET_RAPTOR 217 SKILL_PET_TALLSTRIDER 218 SKILL_RACIAL_UNDED 220 SKILL_CROSSBOWS 226 SKILL_WANDS 228 SKILL_POLEARMS 229 SKILL_PET_SCORPID 236 SKILL_ARCANE 237 SKILL_PET_TURTLE 251 SKILL_ASSASSINATION 253 SKILL_FURY 256 SKILL_PROTECTION 257 SKILL_BEAST_TRAINING 261 SKILL_PROTECTION2 267 SKILL_PET_TALENTS 270 SKILL_PLATE_MAIL 293 SKILL_LANG_GNOMISH 313 SKILL_LANG_TROLL 315 SKILL_ENCHANTING 333 SKILL_DEMONOLOGY 354 SKILL_AFFLICTION 355 SKILL_FISHING 356 SKILL_ENHANCEMENT 373 SKILL_RESTORATION 374 SKILL_ELEMENTAL_COMBAT 375 SKILL_SKINNING 393 SKILL_MAIL 413 SKILL_LEATHER 414 SKILL_CLOTH 415 SKILL_SHIELD 433 SKILL_FIST_WEAPONS 473 SKILL_RIDING_RAPTOR 533 SKILL_RIDING_MECHANOSTRIDER 553 SKILL_RIDING_UNDEAD_HORSE 554 SKILL_RESTORATION2 573 SKILL_BALANCE 574 SKILL_DESTRUCTION 593 SKILL_HOLY2 594 SKILL_DISCIPLINE 613 SKILL_LOCKPICKING 633 SKILL_PET_BAT 653 SKILL_PET_HYENA 654 SKILL_PET_OWL 655 SKILL_PET_WIND_SERPENT 656 SKILL_LANG_GUTTERSPEAK 673 SKILL_RIDING_KODO 713 SKILL_RACIAL_TROLL 733 SKILL_RACIAL_GNOME 753 SKILL_RACIAL_HUMAN 754 SKILL_PET_EVENT_RC 758 SKILL_RIDING 762 reqskillvalue smallint(5) unsigned Value of the skill required to learn the spell. reqlevel tinyint(3) unsigned Minimal level of character required to learn the spell. 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 'npc_trainer_template' table for MaNGOSZero The npc_trainer_template table holds spell lists usable for multiple training creatures. For example, I've created a spell that combines the detection of mines & herbs so that they both appear on the minimap. I simply created an entry in the template table* to reference it as such: REPLACE INTO mangos0.npc_trainer_template(entry,spell,spellcost,reqskill,reqskillvalue) VALUES (182,50000,100,182,1); and then I simply update the creature_template accordingly with the TrainerTemplateId being the entry from the npc_trainer_template table. UPDATE mangos0.creature_template SET TrainerTemplateId=182 WHERE (SubName="Herbalism Trainer" AND TrainerType=2 AND (NpcFlags=17 OR NpcFlags=19 OR NpcFlags=21)); With all this, I'm then able to learn the spell from any of the herbalist trainers (I've also made one for the miners but it is irrelevant for the example). The point is, instead of adding every single spell by hand for every trainer that can teach it, I've created a single entry in the template table that links to all the spells this group of trainers can teach.? And obviously, it is working since in-game, every herbalist / miner can teach me that spell (along with the others I've added). Same thing goes for the items. The whole point of these tables (at least for me) was to provide a way to add bundles of spells & items to npcs without having to add too much entries and especially, ones in the "standard" tables. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The unique identifier for the training template. spell mediumint(8) unsigned NO PRI '0' The spell identifier. . spellcost int(10) unsigned NO '0' The cost that the player needs to pay in order to learn the spell in copper. reqskill smallint(5) unsigned NO '0' The required skill to be able to learn the spell. reqskillvalue smallint(5) unsigned NO '0' The minimum skill level required for the skill referenced in reqskill. reqlevel tinyint(3) unsigned NO '0' The character level required in order to learn the spell. Description of the fields entry mediumint(8) unsigned The unique identifier for the training template. A "creature_template" table references this from its trainer_id column. spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc [See Spell.dbc]. This has to be a spell which teaches the actual spell. spellcost int(10) unsigned The cost that the player needs to pay in order to learn the spell in copper. reqskill smallint(5) unsigned The required skill to be able to learn the spell. This references the skill's entry in the SkillLine.dbc table [See Spell.dbc]. reqskillvalue smallint(5) unsigned The minimum skill level required for the skill referenced in reqskill. reqlevel tinyint(3) unsigned The character level required in order to learn the spell. 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 'npc_vendor' table for MaNGOSZero This table holds the vendor data for all NPCs that sell items. The gold price for each item is in its item template as BuyPrice. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. item mediumint(8) unsigned NO PRI '0' Item ID [See item_template.entry]. maxcount tinyint(3) unsigned NO '0' Items available. incrtime int(10) unsigned NO '0' Restoration time, sec. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. Description of the fields entry mediumint(8) unsigned ID ofNPC which is a vendor, see item_template.entry. item mediumint(8) unsigned ID of item, see item_template.entry. maxcount tinyint(3) unsigned Maximum count of the available item instances. If equal to 0, ulimited supply. incrtime int(10) unsigned Time interval (sec) at the end of which the limited items are fully restored, i.e. come back in stock. condition_id mediumint(8) unsigned ID of condition [See conditions.condition_entry] which player must fulfill to see this item in the stock. If equal to 0, unconditionally. 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 'npc_vendor_template' table for MaNGOSZero The npc_vendor_template table holds item lists usable for multiple vending creatures. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' The unique identifier for the vending template. item mediumint(8) unsigned NO PRI '0' Template ID of the item. maxcount tinyint(3) unsigned NO '0' The maximum amount of the item a vendor should carry incrtime int(10) unsigned NO '0' How frequently a vendor will restock an item having a maximum count. condition_id mediumint(8) unsigned NO '0' This references the 'conditions' tables unique ID for which the entry is valid. Description of the fields entry mediumint(8) unsigned The unique identifier for the vending template. A "creature_template" table references this from its vendor_id column. item mediumint(8) unsigned The item a vendor should sell. This references the "item_template" tables unique ID. maxcount tinyint(3) unsigned The maximum amount of the item a vendor should carry. Set to 0 to provide unlimited supplies. incrtime int(10) unsigned This field decides how frequently a vendor will restock an item having a maximum count. The value is given in seconds, and for limited items, the BuyCount column of the "item_template" table is taken into account when restocking. condition_id mediumint(8) unsigned This references the "conditions" tables unique ID for which the entry is valid. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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