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antz

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Everything posted by antz

  1. antz

    petcreateinfo_spell

    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 'petcreateinfo_spell' table for MaNGOSZero This table holds spells which are assigned to tameable 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' This references the "creature_template" tables unique ID. Spell1 mediumint(8) unsigned NO '0' The spell identifier. Spell2 mediumint(8) unsigned NO '0' The spell identifier. Spell3 mediumint(8) unsigned NO '0' The spell identifier. Spell4 mediumint(8) unsigned NO '0' The spell identifier. Description of the fields entry mediumint(8) unsigned This references the "creature_template" tables unique ID for which the entry is valid. Spell1 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. Spell2 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. Spell3 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. Spell4 mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  2. antz

    page_text

    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 'page_text' table for MaNGOSZero This table holds the text for letter items or any items that when moused-over turn the cursor into a magnifying glass and on right-click will open up a window where you can read the contents of the letter. 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 item_template.PageText. text longtext NO NULL Text of single page. next_page mediumint(8) unsigned NO '0' Reference to page_text.entry. Description of the fields entry mediumint(8) unsigned Reference to item_template.PageText. text longtext Text of single page. next_page mediumint(8) unsigned ID of the next page, see page_text.entry. Equals to 0 for the last page. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  3. antz

    pet_levelstats

    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 'pet_levelstats' table for MaNGOSZero This table holds information on individual pet base stats based on level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes creature_entry mediumint(8) unsigned NO PRI NULL Creature ID [See creature_template.entry]. level tinyint(3) unsigned NO PRI NULL Pet level. hp smallint(5) unsigned NO NULL Pet HP at the level. mana smallint(5) unsigned NO NULL Pet MP at the level. armor int(10) unsigned NO '0' Pet armor at the level. str smallint(5) unsigned NO NULL Pet strength at the level. agi smallint(5) unsigned NO NULL Pet agility at the level. sta smallint(5) unsigned NO NULL Pet stamina at the level. inte smallint(5) unsigned NO NULL Pet intellect at the level. spi smallint(5) unsigned NO NULL Pet spirit at the level. Description of the fields creature_entry mediumint(8) unsigned Creature ID [See creature_template.entry] of the pet. level tinyint(3) unsigned Pet level. hp smallint(5) unsigned Pet HP at the level. mana smallint(5) unsigned Pet mana points at the level. armor int(10) unsigned Pet armor at the level. str smallint(5) unsigned Pet strength at the level. agi smallint(5) unsigned Pet agility at the level. sta smallint(5) unsigned Pet stamina at the level. inte smallint(5) unsigned Pet intellect at the level. spi smallint(5) unsigned Pet spirit at the level. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  4. 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 'pickpocketing_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
  5. antz

    pet_name_generation

    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 'pet_name_generation' table for MaNGOSZero This table holds pieces of names (first and last half) that are use for pet name generation. 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 NULL 'auto_increment' Table index. word tinytext NO NULL Part of the name. entry mediumint(8) unsigned NO '0' Creature ID [See creature_template.entry]. half tinyint(4) NO '0' Type of the word. Description of the fields id mediumint(8) unsigned Table index, increases sequentially starting from 1. word tinytext Part of the name. The first namepart for half equal to 0, the second part otherwise. entry mediumint(8) unsigned Creature ID [See creature_template.entry]. half tinyint(4) Type of the word. If equal to 0, the word is first namepart, otherwise is the second one. Value Description 0 First half 1 Last half auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  6. antz

    playercreateinfo

    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 'playercreateinfo' table for MaNGOSZero This table holds the start positions of each class-race combinations for all newly created characters. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. map smallint(5) unsigned NO '0' The map ID [See Map.dbc] zone mediumint(8) unsigned NO '0' A zone identifier. position_x float NO '0' The X position for the characters initial position. position_y float NO '0' The Y position for the characters initial position. position_z float NO '0' The Z position for the characters initial position. orientation float NO '0' The orientation for the characters initial position. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. map smallint(5) unsigned A map identifier. The value has to match with a map identifier defined in Map.dbc. zone mediumint(8) unsigned A zone identifier. The value has to match with a map identifier defined in AreaTable.dbc. position_x float The X position for the characters initial position. position_y float The Y position for the characters initial position. position_z float The Z position for the characters initial position. orientation float The orientation for the characters initial position. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  7. antz

    playercreateinfo_item

    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 'playercreateinfo_item' table for MaNGOSZero This table holds information on what items each race-class combination of a new character starts out with. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO MUL '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO '0' A bit-mask corresponding to class that should get the spell. itemid mediumint(8) unsigned NO '0' The item a character should receive upon creation. amount tinyint(3) unsigned NO '1' The number of copies of the item to be awarded. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. itemid mediumint(8) unsigned The item a character should receive upon creation. This references the "item_template" tables unique ID. amount tinyint(3) unsigned The number of copies of the item to be awarded. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  8. antz

    playercreateinfo_action

    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 'playercreateinfo_action' table for MaNGOSZero This table holds information on what default actions a brand new character should start out with. Each race-class combination can have a different default starting setup. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. button smallint(5) unsigned NO PRI '0' The ID of the button on the action ba. action int(11) unsigned NO '0' See description in the lower half of this page.. type smallint(5) unsigned NO '0' The following values are valid types: Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. button smallint(5) unsigned The ID of the button on the action bar where the action icon will be placed. Special bars are used for stances, auras, pets, stealth and other similar special modes. button ID(s) Set key 1-11 1 (SHIFT + 1) 12-23 2 (SHIFT + 2) 24-35 3 (SHIFT + 3) h1. Right Side Bar 36-47 4 (SHIFT + 4) Right Side Bar 2 48-59 5 (SHIFT + 5) h1. Bottom Right Bar 60-71 6 (SHIFT + 6) Bottom Left Bar 72-83 1 SpecialA 84-95 1 SpecialB 96-107 1 SpecialC 108-119 1 SpecialD action int(11) unsigned Depending on the type value, this could reference either a spell identifier as defined in Spell.dbc, a reference to the unique identifier of an "item_template" table, or the identifier for a macro. type smallint(5) unsigned The following values are valid types: ID Type 0 Spell 64 Macro 128 Item auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  9. antz

    player_classlevelstats

    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 'player_classlevelstats' table for MaNGOSZero This table holds information on the base health and mana of characters when they level up. Each class has different level stats. All of the values in this table signify only the base health and mana of the class at a specific level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes class tinyint(3) unsigned NO PRI NULL level tinyint(3) unsigned NO PRI NULL basehp smallint(5) unsigned NO NULL basemana smallint(5) unsigned NO NULL Base mana value for any creature of this level and class. Description of the fields class tinyint(3) unsigned level tinyint(3) unsigned basehp smallint(5) unsigned basemana smallint(5) unsigned Base mana value for any creature of this level and class. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  10. antz

    playercreateinfo_spell

    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 'playercreateinfo_spell' table for MaNGOSZero This table holds information on what spells newly created characters should start out with. A character in this table is defined by his/her race and class combination. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI '0' A bit-mask corresponding to class that should get the spell. Spell mediumint(8) unsigned NO PRI '0' The spell identifier. Note varchar(255) YES {Blank String} A note explaining what the spell is. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. Spell mediumint(8) unsigned The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. Note varchar(255) A note explaining what the spell is. This is only for reference purposes. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  11. antz

    player_levelstats

    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 'player_levelstats' table for MaNGOSZero This table holds information on what stats are gained by characters when they level up. Each race-class combination has different level stats. All of the values in this table signify only the base stats of the race-class combination at a specific level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes race tinyint(3) unsigned NO PRI NULL A bit-mask corresponding to races that should get the spell. class tinyint(3) unsigned NO PRI NULL A bit-mask corresponding to class that should get the spell level tinyint(3) unsigned NO PRI NULL The level at which the stats should be applied. str tinyint(3) unsigned NO NULL The base strength of the character. agi tinyint(3) unsigned NO NULL The base agility of the character. sta tinyint(3) unsigned NO NULL The base stamina of the character. inte tinyint(3) unsigned NO NULL The base intellect of the character. spi tinyint(3) unsigned NO NULL The base spirit of the character. Description of the fields race tinyint(3) unsigned A bit-mask corresponding to races that should get the spell. The value has to match with races defined in ChrRaces.dbc. class tinyint(3) unsigned A bit-mask corresponding to class that should get the spell. The value has to match with classes defined in ChrClasses.dbc. level tinyint(3) unsigned The level at which the stats should be applied. str tinyint(3) unsigned The base strength of the character. agi tinyint(3) unsigned The base agility of the character. sta tinyint(3) unsigned The base stamina of the character. inte tinyint(3) unsigned The base intellect of the character. spi tinyint(3) unsigned The base spirit of the character. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  12. antz

    points_of_interest

    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 'points_of_interest' table for MaNGOSZero This table holds definitions for points of interests in various locations. 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' POI ID. x float NO '0' X coordinate. y float NO '0' Y coordinate. icon mediumint(8) unsigned NO '0' POI icon. flags mediumint(8) unsigned NO '0' data mediumint(8) unsigned NO '0' Custom data to be sent for a point of interest. icon_name text NO NULL The text to display as tooltip for the icon on the in-game map. Description of the fields entry mediumint(8) unsigned POI ID. x float X coordinate of the POI. y float Y coordinate of the POI. icon mediumint(8) unsigned Icon for the POI. An incomplete list of icons follows. Name Value Meaning ICON_POI_GREY_AV_MINE 0 Grey mine lorry ICON_POI_RED_AV_MINE 1 Red mine lorry ICON_POI_BLUE_AV_MINE 2 Blue mine lorry ICON_POI_BWTOMB 3 Blue and White Tomb Stone ICON_POI_SMALL_HOUSE 4 Small house ICON_POI_GREYTOWER 5 Grey Tower ICON_POI_REDFLAG 6 Red Flag w/Yellow ! ICON_POI_TOMBSTONE 7 Normal tomb stone (brown) ICON_POI_BWTOWER 8 Blue and White Tower ICON_POI_REDTOWER 9 Red Tower ICON_POI_BLUETOWER 10 Blue Tower ICON_POI_RWTOWER 11 Red and White Tower ICON_POI_REDTOMB 12 Red Tomb Stone ICON_POI_RWTOMB 13 Red and White Tomb Stone ICON_POI_BLUETOMB 14 Blue Tomb Stone ICON_POI_BLANK 15 Blank (not visible) ICON_POI_16 16 Grey ? ICON_POI_17 17 Blue/White ? ICON_POI_18 18 Blue ? ICON_POI_19 19 Red and White ? ICON_POI_20 20 Red ? ICON_POI_GREYLOGS 21 Grey Wood Logs ICON_POI_BWLOGS 22 Blue and White Wood Logs ICON_POI_BLUELOGS 23 Blue Wood Logs ICON_POI_RWLOGS 24 Red and White Wood Logs ICON_POI_REDLOGS 25 Red Wood Logs ICON_POI_26 26 Grey ? ICON_POI_27 27 Blue and White ? ICON_POI_28 28 Blue ? ICON_POI_29 29 Red and White ? ICON_POI_30 30 Red ? ICON_POI_GREYHOUSE 31 Grey House ICON_POI_BWHOUSE 32 Blue and White House ICON_POI_BLUEHOUSE 33 Blue House ICON_POI_RWHOUSE 34 Red and White House ICON_POI_REDHOUSE 35 Red House ICON_POI_GREYHORSE 36 Grey Horse ICON_POI_BWHORSE 37 Blue and White Horse ICON_POI_BLUEHORSE 38 Blue Horse ICON_POI_RWHORSE 39 Red and White Horse ICON_POI_REDHORSE 40 Red Horse flags mediumint(8) unsigned data mediumint(8) unsigned Custom data to be sent for a point of interest. This currently is 0 for all points of interests in vanilla WoW. icon_name text The text to display as tooltip for the icon on the in-game map. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  13. antz

    player_xp_for_level

    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 'player_xp_for_level' table for MaNGOSZero Includes information on how much experience needed for next level. Table Notes This table uses the 'MyISAM' DB Engine The Field definitions follow: Field Name Field Type Nullable Key Default Value Attributes Notes lvl int(3) unsigned NO PRI NULL The player's level. xp_for_next_level int(10) unsigned NO NULL The experience needed to upgrade from the value in lvl field to lvl +1. Description of the fields lvl int(3) unsigned The player's level. xp_for_next_level int(10) unsigned The experience needed to upgrade from the value in lvl field to lvl +1. auto-generated by the getMaNGOS.eu MAGNET dbdocs module
  14. antz

    pool_creature_template

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the '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
  15. antz

    pool_creature

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the '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
  16. antz

    pool_gameobject

    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
  17. antz

    pool_pool

    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
  18. 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
  19. antz

    quest_relations

    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
  20. antz

    pool_template

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the '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
  21. antz

    reference_loot_template

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the '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
  22. antz

    reputation_reward_rate

    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
  23. 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
  24. antz

    reserved_name

    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
  25. antz

    script_texts

    NOTE: This page is auto-generated from the MAGNET DBDocs module, Any changes made directly to this page will be lost when it is regenerated. Description of the '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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