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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 'pool_creature_template' table for MaNGOSZero Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI '0' Creature ID [See creature_template.entry]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields id int(10) unsigned ID of the creature, see creature_template.entry. pool_entry mediumint(8) unsigned Pool ID [See pool_template.entry]. chance float unsigned Chance (%) of the creature to be spawned within the pool. For a pool, either sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pool_creature' table for MaNGOSZero Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI '0' Creature GUID [See creature.guid]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance in %. description varchar(255) NO {Blank String} Description. Description of the fields guid int(10) unsigned GUID of the creature, see creature.guid. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the creature to be spawned in the pool. Either the sum of chances should be equal to 100, or all the chances for a pool should be 0. The latter is provided for description of even-chance pools. description varchar(255) Textual description ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pool_gameobject' table for MaNGOSZero Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes guid int(10) unsigned NO PRI '0' Gameobject GUID [See gameobject.guid]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields guid int(10) unsigned GUID of the gameobject, see gameobject.guid. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the gameobject to be spawned within the pool. For a pool, either the sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pool_pool' table for MaNGOSZero This is the pool of pools table. Like creatures and gameobjects, pools are the objects that may be gathered into other pools. You can create a pool with a chance of a range of pools in that pool being activated. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes pool_id mediumint(8) unsigned NO PRI '0' Pool ID [See pool_template.entry]. mother_pool mediumint(8) unsigned NO MUL '0' Mother pool ID. chance float NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields pool_id mediumint(8) unsigned ID of the pool, see pool_template.entry. mother_pool mediumint(8) unsigned ID of the pool to which the pool belongs. chance float Chance (%) for the pool to be spawned within the mother pool. For a pool, either the sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'pool_gameobject_template' table for MaNGOSZero Contains all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes id int(10) unsigned NO PRI '0' Gameobject ID [See gameobject_template.entry]. pool_entry mediumint(8) unsigned NO MUL '0' Pool ID [See pool_template.entry]. chance float unsigned NO '0' Chance, %. description varchar(255) NO {Blank String} Description. Description of the fields id int(10) unsigned ID of the gameobject, see gameobject_template.entry. pool_entry mediumint(8) unsigned ID of the pool, see pool_template.entry. chance float unsigned Chance (%) for the gameobject to be spawned within the pool. For a pool, either the sum of chances should be equal to 100, or all chances should be 0. The latter describes an even-chanced pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'quest_relations' table for MaNGOSZero This table holds the relations of various objects and quests Table Notes This table uses the 'InnoDB' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes actor tinyint(3) unsigned NO '0' The Entity involved in the quest entry int(11) unsigned NO PRI '0' Creature or GO entr quest int(11) unsigned NO PRI '0' Quest ID role tinyint(3) unsigned NO PRI '0' Role of the actor Description of the fields actor tinyint(3) unsigned Entity involved in quest: Entity Type Entity Name 0 Creature 1 GameObject 2 Area trigger entry int(11) unsigned Creature or GO entry from *_template, AreaTrigger ID quest int(11) unsigned Quest ID from quest_template role tinyint(3) unsigned Role of the actor: Role ID Role Type 0 Starts the quest, 1 Ends the quest 2 Unused for actor 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 'pool_template' table for MaNGOSZero Defines all pool instances that participate, in particular, to any game event. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Pool ID. max_limit int(10) unsigned NO '0' Maximum number of entities. description varchar(255) NO {Blank String} Description. Description of the fields entry mediumint(8) unsigned ID of the pool. It is mentioned in other pool_* tables like pool_creature.pool_entry. max_limit int(10) unsigned Maximum number of entities spawned within the pool. description varchar(255) Textual description, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'reference_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 'reputation_reward_rate' table for MaNGOSZero Holds reputation multipliers for specific factions. Setting a rate to 0 disables reputation gain to the faction by the defined way completely. NOTE: For the low level kills/quests, the rate values are combined with the config file settings Rate.Reputation.LowLevel.Kill/Quest by multiplying. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes faction mediumint(8) unsigned NO PRI '0' Faction [See Faction.dbc]. quest_rate float NO '1' Rate for quest reputation. creature_rate float NO '1' Rate for creature kill reputation. spell_rate float NO '1' Rate for reputation spells. Description of the fields faction mediumint(8) unsigned Faction [See Faction.dbc] reputation gain to which is modified. quest_rate float Rate for the reputation gained from quests. creature_rate float Rate for the reputation gained from creature killing. spell_rate float Rate for the reputation gained by spells with SPELL_EFFECT_REPUTATION=103. 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 'reputation_spillover_template' table for MaNGOSZero This table holds information for additional factions which will be awarded reputation simultaneously with the original one. Note that the rates may be fractional and/or negative. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes faction smallint(6) unsigned NO PRI '0' Base faction [See Faction.dbc]. faction1 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_1 float NO '0' Rate for faction one. rank_1 tinyint(3) unsigned NO '0' The topmost rank allowed. faction2 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_2 float NO '0' Rate for faction two. rank_2 tinyint(3) unsigned NO '0' The topmost rank allowed. faction3 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_3 float NO '0' Rate for faction three. rank_3 tinyint(3) unsigned NO '0' The topmost rank allowed. faction4 smallint(6) unsigned NO '0' Dependent faction [See Faction.dbc]. rate_4 float NO '0' Rate for faction four. rank_4 tinyint(3) unsigned NO '0' The topmost rank allowed. Description of the fields faction smallint(6) unsigned Base faction [See Faction.dbc]. Modifying reputation to this faction triggers respective reputation changes for factions 1-4 defined below. faction1 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_1 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_1 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. 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 faction2 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_2 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_2 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. 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 faction3 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_3 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_3 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. 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 faction4 smallint(6) unsigned A faction for which reputation is awarded. The value has to match with a faction identifier defined in Faction.dbc. This is an alternative to the faction defined. rate_4 float The rate applied to the base reputation change, then the result is added to the faction one reputation. rank_4 tinyint(3) unsigned The topmost reputation rank allowed. Since reaching it, the faction one reputation is not influenced by this table and should be gained directly. 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 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 'reserved_name' table for MaNGOSZero This table serves as a simple list of names that players (gmlevel == 0) cannot use when naming their characters. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes name varchar(12) NO PRI {Blank String} The name to disallow for characters created on normal player accounts. Description of the fields name varchar(12) The name to disallow for characters created on normal player accounts. 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 'script_texts' table for MaNGOSZero This table contains the texts (and localized ones) for ScriptDev3 C++ script engine, used in the function DoScriptText(). 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 Script text ID. content_default text NO NULL Contains the text presented in the default language English. content_loc1 text YES NULL Korean localization of content_default. content_loc2 text YES NULL French localization of content_default. content_loc3 text YES NULL German localization of content_default. content_loc4 text YES NULL Chinese localization of content_default. content_loc5 text YES NULL Taiwanese localization of content_default. content_loc6 text YES NULL Spanish (Spain) localization of content_default content_loc7 text YES NULL Spanish (Latin America) localization of content_default content_loc8 text YES NULL Russian localization of content_default sound mediumint(8) unsigned NO '0' Sound ID [See SoundEntries.dbc]. type tinyint(3) unsigned NO '0' Chat type [See enum chattype in creature.h]. language tinyint(3) unsigned NO '0' In-game language. emote smallint(5) unsigned NO '0' Emote ID that the creature should continually perform. comment text YES NULL Textual comment. Description of the fields entry mediumint(8) Script text ID, see SD2 sources. The value is negative and should be between -1000000 and -1999999. content_default text Contains the text presented in the default language English. Strings may contain special variables which are replaced with creature or character data. The following table lists available variables. Value Description %s Creature name $n Character name $r Character race $c Character class content_loc1 text Korean localization of content_default content_loc2 text French localization of content_default content_loc3 text German localization of content_default content_loc4 text Chinese localization of content_default content_loc5 text Taiwanese localization of content_default content_loc6 text Spanish (Spain) localization of content_default content_loc7 text Spanish (Latin America) localization of content_default content_loc8 text Russian localization of content_default sound mediumint(8) unsigned Sound ID. The SoundEntries.dbc maps these IDs to the filenames *.wav, the files are in the MPQ archives. type tinyint(3) unsigned Sound ID [See SoundEntries.dbc]. ChatType Value Meaning CHAT_TYPE_SAY 0 Say in a limited radius CHAT_TYPE_YELL 1 Yell in a limited radius CHAT_TYPE_TEXT_EMOTE 2 TextEmote, prepended by the creature name CHAT_TYPE_BOSS_EMOTE 3 Like previous, but zone-wide CHAT_TYPE_WHISPER 4 Whisper, requires a target to be defined CHAT_TYPE_BOSS_WHISPER 5 Like previous CHAT_TYPE_ZONE_YELL 6 Yell to the zone language tinyint(3) unsigned In-game language restircts the understanding of the ingame text to ones having corresponding skill. Language Value LANG_UNIVERSAL 0 LANG_ORCISH 1 LANG_DARNASSIAN 2 LANG_TAURAHE 3 LANG_DWARVISH 6 LANG_COMMON 7 LANG_DEMONIC 8 LANG_TITAN 9 LANG_THALASSIAN 10 LANG_DRACONIC 11 LANG_KALIMAG 12 LANG_GNOMISH 13 LANG_TROLL 14 LANG_GUTTERSPEAK 33 emote smallint(5) unsigned Emote ID that the creature should continually perform. List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground. Value Emote Name 10 EMOTE_STATE_DANCE 12 EMOTE_STATE_SLEEP 13 EMOTE_STATE_SIT 26 EMOTE_STATE_STAND 28 EMOTE_STATE_WORK 64 EMOTE_STATE_STUN 64 EMOTE_STATE_DEAD 68 EMOTE_STATE_KNEEL 70 EMOTE_ONESHOT_WAVE_NOSHEATHE 71 EMOTE_ONESHOT_CHEER_NOSHEATHE 92 EMOTE_ONESHOT_EAT_NOSHEATHE 173 EMOTE_STATE_WORK_NOSHEATHE 379 EMOTE_STATE_FISHING 380 EMOTE_ONESHOT_FISHING 381 EMOTE_ONESHOT_LOOT 382 EMOTE_STATE_WHIRLWIND 392 EMOTE_STATE_LAUGH 398 EMOTE_STATE_CANNIBALIZE 400 EMOTE_STATE_DANCESPECIAL 412 EMOTE_STATE_EXCLAIM 415 EMOTE_STATE_SIT_CHAIR_MED comment text Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'skill_fishing_base_level' table for MaNGOSZero This table controls the minimum skill level required in fishing to fish in a certain area. 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' Area ID [See AreaTable.dbc]. skill smallint(6) NO '0' Fishing skill value. Description of the fields entry mediumint(8) unsigned Area ID [See AreaTable.dbc]. skill smallint(6) Skill value of fishing. May be negative. It is used in the formula determining success of fish catching: success = (player_skill > skill) AND (player_skill - skill + 5 > RANDOM(1...100)) 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 'script_waypoint' table for MaNGOSZero The table contains creature waypoints used in the ScriptDev3 C++ script library. The data is used by npc_escortAI::FillPointMovementListForCreature(). 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]. pointid mediumint(8) unsigned NO PRI '0' Point ID. location_x float NO '0' X position of WP. location_y float NO '0' Y position of WP. location_z float NO '0' Z position of WP. waittime int(10) unsigned NO '0' Wait time (msec). point_comment text YES NULL Textual comment. Description of the fields entry mediumint(8) unsigned Creature ID, see creature_template.entry. pointid mediumint(8) unsigned Point ID. The WPs are numerated sequentially starting from 0. location_x float X position of the WP. location_y float Y position of the WP. location_z float Z position of the WP. waittime int(10) unsigned Wait time in milliseconds. The creature will stay at the WP for this time. point_comment text Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'skinning_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 'spell_area' table for MaNGOSZero This table holds information on what spells are applied to npcs/players in some areas. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell mediumint(8) unsigned NO PRI '0' Spell ID [See Spell.dbc]. area mediumint(8) unsigned NO PRI '0' Area ID [See AreaTable.dbc]. quest_start mediumint(8) unsigned NO PRI '0' Quest ID [See quest_template.entry]. quest_start_active tinyint(1) unsigned NO PRI '0' Flag for quest_start. quest_end mediumint(8) unsigned NO '0' Quest ID [See quest_template.entry]. condition_id mediumint(8) unsigned NO '0' Condition ID [See conditions.condition_entry]. aura_spell mediumint(8) NO PRI '0' Spell ID [See Spell.dbc]. racemask mediumint(8) unsigned NO PRI '0' Race mask value. gender tinyint(1) unsigned NO PRI '2' The gender of characters to which the spell is applied. autocast tinyint(1) unsigned NO '0' Autocast flag. Description of the fields spell mediumint(8) unsigned Spell ID, see Spell.dbc. The spell is either casted on the character or is allowed the character to cast. area mediumint(8) unsigned Area ID, see AreaTable.dbc. If equals to 0, is not limited to any zone. quest_start mediumint(8) unsigned Quest ID [See quest_template.entry] that should be either active or rewarded. quest_start_active tinyint(1) unsigned If set, this flag allows the quest mentioned in the quest_start field to be rewarded, not only be active. quest_end mediumint(8) unsigned Quest ID [See quest_template.entry] of the quest that should not be rewarded. condition_id mediumint(8) unsigned Condition ID [See conditions.condition_entry] of teh condition which should be fulfilled. aura_spell mediumint(8) Spell ID [See Spell.dbc] of the aura spell which the character should already have applied (if positive) or do not have (if negative). racemask mediumint(8) unsigned Race mask value. The entries may be combined by simple adding. Race Mask Value (hex) Mask Value (dec) Human 0x1 1 Orc 0x2 2 Dwarf 0x4 4 Night Elf 0x8 8 Undead 0x10 16 Tauren 0x20 32 Gnome 0x40 64 Troll 0x80 128 Goblin 0x100 256 Blood Elf 0x200 512 Dranei 0x400 1024 gender tinyint(1) unsigned The gender of characters to which the spell is applied. The following table list available values. Gender of the creature Value Gender 0 Male 1 Female 2 Both autocast tinyint(1) unsigned If set, this flag requires the spell to be catsed on the character just entered the area. In other case, the spell is enabled for the character to be casted. 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 'spell_affect' table for MaNGOSZero This table holds information on what spells are affected by what spell mods. All spells in this table need to apply an aura that either adds a flat modifier to other spells or adds a percent modifier to other spells. Also, a single row in this table only holds information on a single spell effect that applies the aura. Therefore since a spell may have up to three effects, a maximum of 3 rows per spell is allowed. However, only the spell effects that apply the flat or percent auras will be used. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. effectId tinyint(3) unsigned NO PRI '0' Effect ID [See Spell.dbc]. SpellFamilyMask bigint(20) unsigned NO '0' SpellFamilyFlags [See Spell.dbc]. Description of the fields entry smallint(5) unsigned Spell ID [See Spell.dbc]. The spell should apply an aura of any type from: SPELL_AURA_ADD_FLAT_MODIFIER, SPELL_AURA_ADD_PCT_MODIFIER, SPELL_AURA_ADD_TARGET_TRIGGER, SPELL_AURA_OVERRIDE_CLASS_SCRIPTS. effectId tinyint(3) unsigned ID of the effect of the spell, see Spell.dbc. Numbered from 0, so equals 0 to 2. SpellFamilyMask bigint(20) unsigned SpellFamilyFlags, see Spell.dbc and struct SpellEntry in DBCStructure.h. This is 64-bit value. Example usage We have the spell 11242 (Improved Arcane Explosion Rank 1). The first and only aura effect of this spell is SPELL_AURA_ADD_FLAT_MODIFIER, increasing the critical strike chance by 2%. Since this spell is lacking the information in the Spell.dbc (EffectItemType) which tells us what spells are affected by this spell we must add the information ourselves. The spell which we would like to be affected is of course Arcane Explosion. When looking up 1449 (Arcane Explosion Rank 1) in the Spell.dbc we find that it has a SpellFamilyFlags value of 4096. All ranks of Arcane Explosion have this SpellFamilyFlags value. Because spells have ranks we need some sort of shared key across these ranks so that all ranks will be affected by a single spell, or talent in our case. SpellFamilyFlags is this shared key. Looking up 11242 (Improved Arcane Explosion Rank 1) in the database table spell_affect we indeed find the value 4096 as SpellFamilyMask there for effect 0. Say for example we would want to change spell 11242 to not affect Arcane Explosion but affect Fireball instead we would change the value 4096 to 1073741825. To change this value in the database you need a decimal to hexadecimal converter. In our update query we would write the hexadecimal value of 1073741825, which is 0x0000000040000001. If we want spell 11242 to affect both Arcane Explosion and Fireball we need only to add 4096 to 1073741825: 1073745921 and put the hexadecimal value of this in the database. Additional Notes The SpellFamilyName along with SpellFamilyMask are used to define the classes of spells, avoiding enumeration of all ranks, like it was done at the end of this commit. In the Spell.dbc, EffectItemType is 32-bit field, while SpellFamilyMask is kept in two 32-bit fields. Of total 1309 vanilla SpellEffects applying SpellMod auras (which corresponds to slightly less than 1309 spells), only 225 have no EffectItemType data. This table is needed when either the data is missing, or the higher 4 bytes of it are required to define the SpellFamilyMask. So, it must be not much of missing data in the table. The lower 32-bit part of SpellFamilyMask of affecting (spellmod) auras is contained in the Spell.dbc, while the higher 32-bit part is not. The spell override table looks usually untractable even with its own structure and no additions. The same applies to the spell_threat, spell_target_position and few other present spell-related tables also. 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 'spell_bonus_data' table for MaNGOSZero Table used for storing custom damage/healing bonus coefficients. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(5) unsigned NO PRI NULL Spell ID [See Spell.dbc]. direct_bonus float NO '0' Direct damage bonus. one_hand_direct_bonus float NO '0' Direct bonus for one-handed weapon. two_hand_direct_bonus float NO '0' Direct damage bonus for two-handed weapon. direct_bonus_done float NO '0' Direct bonus for done part. one_hand_direct_bonus_done float NO '0' Direct damage done bonus with one-handed weapon. two_hand_direct_bonus_done float NO '0' Direct damage done bonus with two-handed weapon. direct_bonus_taken float NO '0' Direct damage taken bonus. one_hand_direct_bonus_taken float NO '0' Direct damage taken bonus with one-handed weapon. two_hand_direct_bonus_taken float NO '0' Direct damage taken bonus with two-handed weapon. dot_bonus float NO '0' DoT tick bonus coefficient. ap_bonus float NO '0' Any value here will modify the spells attack power with the factor given here. ap_dot_bonus float NO '0' DoT bonus for physical damage. comments varchar(255) YES {Blank String} Textual comment. Description of the fields entry smallint(5) unsigned Spell ID [See Spell.dbc] of the spells which bonus are to be modified. direct_bonus float Direct damage spell bonus coefficient. one_hand_direct_bonus float Direct damage spell bonus coefficient while a one-handed weapon equipped. two_hand_direct_bonus float Direct damage spell bonus coefficient while a two-hand weapon equipped. direct_bonus_done float Direct damage bonus coefficient for done part. one_hand_direct_bonus_done float Direct damage bonus coefficient for done part while a one-handed weapon equipped. two_hand_direct_bonus_done float Direct damage bonus coefficient for done part while a two-handed weapon equipped. direct_bonus_taken float Direct damage bonus coefficient for taken part. one_hand_direct_bonus_taken float Direct damage bonus coefficient for taken part while a one-handed weapon equipped. two_hand_direct_bonus_taken float Direct damage bonus coefficient for taken part while a two-handed weapon equipped. dot_bonus float DoT tick bonus coefficient. ap_bonus float Any value here will modify the spells attack power with the factor given here. Used for the spells with physical damage, like most warrior/rogue ones. ap_dot_bonus float DoT bonus coefficient for the spells with physical damage type. comments varchar(255) Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_elixir' table for MaNGOSZero This table holds elixir information to be used to properly stack the elixirs. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Spell ID [See Spell.dbc]. mask tinyint(1) unsigned NO '0' Defines what type of potion/food spell this is. Description of the fields entry int(11) unsigned Spell ID [See Spell.dbc]. mask tinyint(1) unsigned Defines what type of potion/food spell this is. The following table lists the available values. Value Type 0 None 3 Flask 16 Food granting well fed buffs auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'spell_chain' table for MaNGOSZero This table defines spell chains. A spell chain is a series of spells which all share the same name and all do the same thing; however, each has a different rank and as the rank increases, so does the spell damage/heal/etc values. This table also controls what spells are replaced by their more powerful later ranks; however, that is also decided by other factors as well (if mana costs for both spells are the same, etc). All fields in this table except rank are spell IDs from Spell.dbc. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell_id mediumint(9) NO PRI '0' Spell ID. prev_spell mediumint(9) NO '0' Previous rank of the spell. first_spell mediumint(9) NO '0' Lowest rank spell. rank tinyint(4) NO '0' Rank. req_spell mediumint(9) NO '0' Required spell ID. Description of the fields spell_id mediumint(9) Spell ID. prev_spell mediumint(9) Spell ID for the previous rank of the spell. first_spell mediumint(9) Spell ID for the lowest rank spell of the chain. rank tinyint(4) Spell rank, numbered from 1. req_spell mediumint(9) ID of the side spell to be known to allow the whole spell chain. This is for talent-enabled spells. 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 'spell_learn_spell' table for MaNGOSZero This table holds information on spells that should be learned at the same time a player learns another spell. For example the few spells that are automatically learned when a player first learns a new profession. All fields in this table use spell IDs from Spell.dbc NOTE: Spells with spell effects SPELL_EFFECT_LEARN_SPELL should NOT be included in this table. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. SpellID smallint(5) unsigned NO PRI '0' Spell ID [See Spell.dbc]. Active tinyint(3) unsigned NO '1' Active flag. Description of the fields entry smallint(5) unsigned Spell ID [See Spell.dbc] of the triggering spell. SpellID smallint(5) unsigned Spell ID [See Spell.dbc] of the additional spell to learn. Active tinyint(3) unsigned The active flag. If set, the spell is enabled as active, i.e. allowed to be casted. Value Description 0 Will not appear in the spell book. 1 Will appear in the spell book. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'spell_facing' table for MaNGOSZero This table holds information indicating whether a caster needs to face the target when casting a spell. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(11) unsigned NO PRI '0' Spell ID [See Spell.dbc]. facingcasterflag tinyint(1) NO '1' Facing caster flags. Description of the fields entry int(11) unsigned Spell ID [See Spell.dbc]. facingcasterflag tinyint(1) Facing caster flags, see enum SpellFacingFlags in Unit.h. Currenlty (0.20), in the core is defined the only flag SPELL_FACING_FLAG_INFRONT=1 Note: Setting this to zero would disable the need to face the target. 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 'spell_linked' table for MaNGOSZero This table provides data for spell linking system, telling it what spells trigger what, and under what conditions. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry int(10) unsigned NO PRI NULL Spell ID [See Spell.dbc]. linked_entry int(10) unsigned NO PRI NULL Spell ID [See Spell.dbc]. type int(10) unsigned NO PRI '0' Link type. effect_mask int(10) unsigned NO '0' Effect mask. comment varchar(255) NO {Blank String} Textual comment. Description of the fields entry int(10) unsigned Spell ID [See Spell.dbc] of the triggering spell. linked_entry int(10) unsigned Spell ID [See Spell.dbc] of the triggered spell. type int(10) unsigned Type of spell link, see enum SpellLinkedType in SpellMgr.h. Type name Value Meaning SPELL_LINKED_TYPE_NONE 0 Ignored SPELL_LINKED_TYPE_BOOST 1 SPELL_LINKED_TYPE_PRECAST 2 Triggered before spellcast SPELL_LINKED_TYPE_TRIGGERED 3 Cast on cast, i.e. triggering SPELL_LINKED_TYPE_PROC 4 Cast on aura proc SPELL_LINKED_TYPE_REMOVEONCAST 5 Remove aura on cast SPELL_LINKED_TYPE_REMOVEONREMOVE 6 Remove aura on remove another aura SPELL_LINKED_TYPE_CASTONREMOVE 7 Cast on remove another aura effect_mask int(10) unsigned The link may be limited to any or all spelleffects. The mask values are 1, 2, 4 for EFFECT_0, EFFECT_1, EFFECT_2 respectively. The values may be combined by adding. comment varchar(255) Textual comment, ignored by the core. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the 'spell_pet_auras' table for MaNGOSZero This table holds information for additional auras due to the pet. This mechanic implements character talents modifying the pet properties. If the character has aura/knows spell, then the pet get additional aura. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes spell mediumint(8) unsigned NO PRI NULL Spell ID [See Spell.dbc]. pet mediumint(8) unsigned NO PRI '0' Creature ID [See creature_template.entry]. aura mediumint(8) unsigned NO NULL Spell ID [See Spell.dbc]. Description of the fields spell mediumint(8) unsigned Spell ID [See Spell.dbc] of the triggering spell. One of its spelleffects should be either EFFECT_DUMMY or applying the aura AURA_DUMMY. pet mediumint(8) unsigned Pet creature ID, see creature_template.enrty. aura mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura spell to be applied on the pet. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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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 'spell_proc_event' table for MaNGOSZero This table holds information on what events (or procs) certain spells are activated. All spells in this table must have apply a SPELL_AURA_PROC_TRIGGER_SPELL (42) aura. Any nonzero entries in this table will overwrite the existing proc settings in the spell's DBC entry. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes entry mediumint(8) unsigned NO PRI '0' Spell ID [See Spell.dbc]. SchoolMask tinyint(4) unsigned NO '0' Spell school mask. SpellFamilyName smallint(5) unsigned NO '0' Spell family name. SpellFamilyMask0 bigint(40) unsigned NO '0' Spell family mask for effect 0. SpellFamilyMask1 bigint(40) unsigned NO '0' Spell family mask for effect 1. SpellFamilyMask2 bigint(40) unsigned NO '0' Spell family mask for effect 2. procFlags int(10) unsigned NO '0' Flags defining conditions for aura to proc. procEx int(10) unsigned NO '0' Flags refining proc condition. ppmRate float NO '0' Proc frequency limit. CustomChance float NO '0' Chance of proc. Cooldown int(10) unsigned NO '0' Cooldown (in msec). Description of the fields entry mediumint(8) unsigned Spell ID [See Spell.dbc] of the aura that may proc during another spellcast or under other conditions defined in this table. SchoolMask tinyint(4) unsigned Spell school mask. Spell School is defined in in the second field of Spell.dbc entry. This value is the bitmask [See enum SpellSchoolMask in SharedDefines.h], where different schools may be combined. Name Value SPELL_SCHOOL_MASK_NORMAL 1 SPELL_SCHOOL_MASK_HOLY 2 SPELL_SCHOOL_MASK_FIRE 4 SPELL_SCHOOL_MASK_NATURE 8 SPELL_SCHOOL_MASK_FROST 16 SPELL_SCHOOL_MASK_SHADOW 32 SPELL_SCHOOL_MASK_ARCANE 64 Note: Multiple school masks can be combined to have spell trigger on more than one spell school. SpellFamilyName smallint(5) unsigned Spell family name classifies the spell as intended mostly for specific character class, see enum SpellFamily in DBCEnums.h. The field is defined for each spell in Spell.dbc, see SpellFamilyName field of struct SpellEntry in DBCStructure.h. Name Value SPELLFAMILY_GENERIC 0 SPELLFAMILY_ENVIRONMENT 1 SPELLFAMILY_MAGE 3 SPELLFAMILY_WARRIOR 4 SPELLFAMILY_WARLOCK 5 SPELLFAMILY_PRIEST 6 SPELLFAMILY_DRUID 7 SPELLFAMILY_ROGUE 8 SPELLFAMILY_HUNTER 9 SPELLFAMILY_PALADIN 10 SPELLFAMILY_SHAMAN 11 SPELLFAMILY_POTION 13 SpellFamilyMask0 bigint(40) unsigned Spell family mask for EFFECT_0. The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type. SpellFamilyMask1 bigint(40) unsigned Spell family mask for EFFECT_1. The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type. SpellFamilyMask2 bigint(40) unsigned Spell family mask for EFFECT_2. The SpellFamilyMask is a 64-bit value defined for each spell in Spell.dbc [See SpellFamilyFlags field of struct SpellEntry in DBCStructure.h]. It classifies the spell into a group within each SpellFamilyName, presenting a simple way to recognizing spells, for example, one spell of different ranks. The 64-bit values are defined in the sources as UI64LIT() type. procFlags int(10) unsigned Bitmask defining conditions for aura to proc. Values may be combined by adding. If equals to 0, the value form Spell.dbc is used. Name Value (hex) Meaning PROC_FLAG_KILLED 0x00000001 00 Killed by aggressor PROC_FLAG_KILL 0x00000002 01 Kill target (in most cases need XP/Honor reward, see Unit::IsTriggeredAtSpellProcEvent for additinoal check) PROC_FLAG_SUCCESSFUL_MELEE_HIT 0x00000004 02 Successful melee auto attack PROC_FLAG_TAKEN_MELEE_HIT 0x00000008 03 Taken damage from melee auto attack hit PROC_FLAG_SUCCESSFUL_MELEE_SPELL_HIT 0x00000010 04 Successful attack by Spell that use melee weapon PROC_FLAG_TAKEN_MELEE_SPELL_HIT 0x00000020 05 Taken damage by Spell that use melee weapon PROC_FLAG_SUCCESSFUL_RANGED_HIT 0x00000040 06 Successful Ranged auto attack PROC_FLAG_TAKEN_RANGED_HIT 0x00000080 07 Taken damage from ranged auto attack PROC_FLAG_SUCCESSFUL_RANGED_SPELL_HIT 0x00000100 08 Successful Ranged attack by Spell that use ranged weapon PROC_FLAG_TAKEN_RANGED_SPELL_HIT 0x00000200 09 Taken damage by Spell that use ranged weapon PROC_FLAG_SUCCESSFUL_POSITIVE_AOE_HIT 0x00000400 10 Successful AoE (not 100% sure unused) PROC_FLAG_TAKEN_POSITIVE_AOE 0x00000800 11 Taken AoE (not 100% sure unused) PROC_FLAG_SUCCESSFUL_AOE_SPELL_HIT 0x00001000 12 Successful AoE damage spell hit (not 100% sure unused) PROC_FLAG_TAKEN_AOE_SPELL_HIT 0x00002000 13 Taken AoE damage spell hit (not 100% sure unused) PROC_FLAG_SUCCESSFUL_POSITIVE_SPELL 0x00004000 14 Successful cast positive spell (by default only on healing) PROC_FLAG_TAKEN_POSITIVE_SPELL 0x00008000 15 Taken positive spell hit (by default only on healing) PROC_FLAG_SUCCESSFUL_NEGATIVE_SPELL_HIT 0x00010000 16 Successful negative spell cast (by default only on damage) PROC_FLAG_TAKEN_NEGATIVE_SPELL_HIT 0x00020000 17 Taken negative spell (by default only on damage) PROC_FLAG_ON_DO_PERIODIC 0x00040000 18 Successful do periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_ON_TAKE_PERIODIC 0x00080000 19 Taken spell periodic (damage / healing, determined by PROC_EX_PERIODIC_POSITIVE or negative if no procEx) PROC_FLAG_TAKEN_ANY_DAMAGE 0x00100000 20 Taken any damage PROC_FLAG_ON_TRAP_ACTIVATION 0x00200000 21 On trap activation PROC_FLAG_TAKEN_OFFHAND_HIT 0x00400000 22 Taken off-hand melee attacks (not used) PROC_FLAG_SUCCESSFUL_OFFHAND_HIT 0x00800000 23 Successful off-hand melee attacks procEx int(10) unsigned Flags refining proc condition, optional. Name Value (hex) PROC_EX_NONE 0x0000000 PROC_EX_NORMAL_HIT 0x0000001 PROC_EX_CRITICAL_HIT 0x0000002 PROC_EX_MISS 0x0000004 PROC_EX_RESIST 0x0000008 PROC_EX_DODGE 0x0000010 PROC_EX_PARRY 0x0000020 PROC_EX_BLOCK 0x0000040 PROC_EX_EVADE 0x0000080 PROC_EX_IMMUNE 0x0000100 PROC_EX_DEFLECT 0x0000200 PROC_EX_ABSORB 0x0000400 PROC_EX_REFLECT 0x0000800 PROC_EX_INTERRUPT 0x0001000 PROC_EX_EX_TRIGGER_ALWAYS 0x0010000 PROC_EX_EX_ONE_TIME_TRIGGER 0x0020000 PROC_EX_PERIODIC_POSITIVE 0x0040000 ppmRate float The value limits the proc frequency. For melee (ranged?) damage spells it is the proc rate per minute. The actual proc may happen less frequently but not more frequently than defined here. If zero, falls back to flat chance from Spell.dbc. CustomChance float Chance of proc. If equals to 0, the standard value from Spell.dbc is used, else overrides it. Mostly used for spell debugging when it is convenient to set the chance to 100%. Cooldown int(10) unsigned A hidden cooldown used for some spell proc events, applied to _triggered_spell_. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
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