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  • gameobject


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

    Description of the 'gameobject' table for MaNGOSThree

    This table holds the individual object data on each spawned game object in the world. This data along with the object's template data is read and used to instantiate the objects in the world.

    Table Notes

    This table uses the 'InnoDB' DB Engine

    The Field definitions follow:

    Field Name Field Type Nullable Key Default Value Attributes Notes
    guid int(10) unsigned NO PRI NULL 'auto_increment' The unique identifier of the game object spawn.
    id mediumint(8) unsigned NO MUL '0'   GameObject ID [See gameobject_template.entry].
    map smallint(5) unsigned NO MUL '0'   The map id that the game object is located on [See map.dbc].
    spawnMask tinyint(3) unsigned NO '1'    
    phaseMask smallint(5) unsigned NO '1'    
    position_x float NO '0'   The x location of the game object.
    position_y float NO '0'   The y location of the game object.
    position_z float NO '0'   The z location of the game object.
    orientation float NO '0'   The orientation of the game object.
    rotation0 float NO '0'   The amount of rotation of an object along one of the axis.
    rotation1 float NO '0'   The amount of rotation of an object along one of the axis.
    rotation2 float NO '0'   The amount of rotation of an object along one of the axis.
    rotation3 float NO '0'   The amount of rotation of an object along one of the axis.
    spawntimesecs int(11) NO '0'   The respawn time for the game object, defined in seconds till respawn.
    animprogress tinyint(3) unsigned NO '0'   Not really known what this is used for at this time [See description].
    state tinyint(3) unsigned NO '0'    

    Description of the fields

    guid int(10) unsigned

    The global unique identifier (GUID, low 32-bit) of the GameObject spawn.

    id mediumint(8) unsigned

    This defines what GameObject will be spawned [See gameobject_template.entry].

    map smallint(5) unsigned

    The map id that the game object is located on [See map.dbc].

    spawnMask tinyint(3) unsigned

    phaseMask smallint(5) unsigned

    position_x float

    The x location of the game object.

    position_y float

    The y location of the game object.

    position_z float

    The z location of the game object.

    orientation float

    The object's orientation in the game world, where north is 0 and south is 3.14159.

    rotation0 float

    The amount of rotation of an object along one of the axis in the game world.

    rotation1 float

    The amount of rotation of an object along one of the axis in the game world.

    rotation2 float

    The amount of rotation of an object along one of the axis in the game world.

    rotation3 float

    The amount of rotation of an object along one of the axis in the game world.

    spawntimesecs int(11)

    The respawn time for the game object, defined in seconds till respawn

    Note:
    Using a negative spawn time will lead to the object being despawned until spawned by a script. It will then despawn after the time specified here.

    animprogress tinyint(3) unsigned

    Not really known what this is used for at this time

    Note:
    Set to 100 for game objects of type chest.

    state tinyint(3) unsigned


    auto-generated by the getMaNGOS.eu MAGNET dbdocs module

    Edited by Antz

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