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  • gameobject_template


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

    Description of the 'gameobject_template' table for MaNGOSZero

    This table contains templates of all the world's objects

    Table Notes

    This table uses the 'MyISAM' DB Engine

    The Field definitions follow:

    Field Name Field Type Nullable Key Default Value Attributes Notes
    entry mediumint(8) unsigned NO PRI '0'   Id of the gameobject template
    type tinyint(3) unsigned NO '0'   GameObject Type
    displayId mediumint(8) unsigned NO '0'   A display model identifier for the Item.
    name varchar(100) NO {Blank String}   Object's Name
    faction smallint(5) unsigned NO '0'   Object's faction, if any. [See FactionTemplate.dbc]
    flags int(10) unsigned NO '0'   GameObject Flag
    size float NO '1'   Object's size must be set because graphic models can be resample.
    data0 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data1 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data2 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data3 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data4 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data5 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data6 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data7 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data8 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data9 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data10 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data11 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data12 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data13 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data14 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data15 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data16 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data17 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data18 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data19 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data20 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data21 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data22 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    data23 int(10) unsigned NO '0'   The content of the data fields depends on the gameobject type
    mingold mediumint(8) unsigned NO '0'   DEPRECATED: Defines money looted from the game object.
    maxgold mediumint(8) unsigned NO '0'   DEPRECATED: Defines money looted from the game object.

    Description of the fields

    entry mediumint(8) unsigned

    Id of the gameobject template

    type tinyint(3) unsigned

    GameObject Identifier Value
    GAMEOBJECT_TYPE_DOOR 0
    GAMEOBJECT_TYPE_BUTTON 1
    GAMEOBJECT_TYPE_QUESTGIVER 2
    GAMEOBJECT_TYPE_CHEST 3
    GAMEOBJECT_TYPE_BINDER 4
    GAMEOBJECT_TYPE_GENERIC 5
    GAMEOBJECT_TYPE_TRAP 6
    GAMEOBJECT_TYPE_CHAIR 7
    GAMEOBJECT_TYPE_SPELLFOCUS 8
    GAMEOBJECT_TYPE_TEXT 9
    GAMEOBJECT_TYPE_GOOBER 10
    GAMEOBJECT_TYPE_TRANSPORT 11
    GAMEOBJECT_TYPE_AREADAMAGE 12
    GAMEOBJECT_TYPE_CAMERA 13
    GAMEOBJECT_TYPE_MAPOBJECT 14
    GAMEOBJECT_TYPE_MOTRANSPORT 15
    GAMEOBJECT_TYPE_DUELFLAG 16
    GAMEOBJECT_TYPE_FISHINGNODE 17
    GAMEOBJECT_TYPE_RITUAL 18
    GAMEOBJECT_TYPE_MAILBOX 19
    GAMEOBJECT_TYPE_AUCTIONHOUSE 20
    GAMEOBJECT_TYPE_GUARDPOST 21
    GAMEOBJECT_TYPE_SPELLCASTER 22
    GAMEOBJECT_TYPE_MEETINGSTONE 23
    GAMEOBJECT_TYPE_FLAGSTAND 24
    GAMEOBJECT_TYPE_FISHINGHOLE 25
    GAMEOBJECT_TYPE_FLAGDROP 26
    GAMEOBJECT_TYPE_MINIGAME 27
    GAMEOBJECT_TYPE_LOTTERYKIOSK 28
    GAMEOBJECT_TYPE_CAPTUREPOINT 29
    GAMEOBJECT_TYPE_AURAGENERATOR 30
    GAMEOBJECT_TYPE_DUNGEONDIFFICULTY 31
    GAMEOBJECT_TYPE_BARBER_CHAIR 32
    GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING 33
    GAMEOBJECT_TYPE_GUILD_BANK 34

    displayId mediumint(8) unsigned

    A display model identifier for the Item. This references an DisplayInfo entry [See itemDisplayInfo.dbc].

    name varchar(100)

    Object's Name

    faction smallint(5) unsigned

    Object's faction, if any. [See FactionTemplate.dbc]

    flags int(10) unsigned

    Value Meaning
    1 in use (can't interact with the object)
    2 Makes chests/doors locked (requiring a key, spell, event to open)
    4 Untargetable
    8 Transport (Object can transport (elevator, boat, car))
    16 Player cant interact with the object.
    32 No despawn (never despawn, typically for doors, they just change state)
    64 Triggered (typically, summoned objects. Triggered by spell or other events)

    NOTE: All chests that contain only quest loots need to have flag 4 set as the core will only allow players who have the quest in their questlog to loot them.

    size float

    Object's size must be set because graphic models can be resample.

    data0 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data1 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data2 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data3 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data4 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data5 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data6 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data7 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data8 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data9 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data10 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data11 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data12 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data13 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data14 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data15 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data16 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data17 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data18 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data19 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data20 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data21 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data22 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    data23 int(10) unsigned

    The content of the data fields depends on the gameobject type. Please refer to the table below:

    GameObject Type Field Meaning
    DOOR = 0    
      data0 startOpen (Boolean flag)
      data1 open (LockId from Lock.dbc)
      data2 autoClose (65536 * seconds) (e.g. open after 5min = 19660800)
      data3 noDamageImmune (Boolean flag)
      data4 openTextID (Unknown Text ID)
      data5 closeTextID (Unknown Text ID)
    BUTTON = 1    
      data0 startOpen (State)
      data1 open (LockId from Lock.dbc)
      data2 autoClose (65536 * seconds)
      data3 linkedTrap (gameobject_template.entry (Spawned GO type 6))
      data4 noDamageImmune (Boolean flag)
      data5 large? (Boolean flag)
      data6 openTextID (Unknown Text ID)
      data7 closeTextID (Unknown Text ID)
      data8 losOK (Boolean flag)
    QUESTGIVER = 2    
      data0 open (LockId from Lock.dbc)
      data1 questList (unknown ID)
      data2 pageMaterial (PageTextMaterial.dbc)
      data3 gossipID (unknown ID)
      data4 customAnim (unknown value from 1 to 4)
      data5 noDamageImmune (Boolean flag)
      data6 openTextID (Unknown Text ID)
      data7 losOK (Boolean flag)
      data8 allowMounted (Boolean flag)
      data9 large? (Boolean flag)
    CHEST = 3    
      data0 open (LockId from Lock.dbc)
      data1 chestLoot (gameobject_loot_template.entry) *This field is obtained from WDB data and is not to be changed*
      data2 chestRestockTime (time in seconds)
      data3 consumable (State - Boolean flag)
      data4 minRestock (Min successful loot attempts for Mining, Herbalism etc)
      data5 maxRestock (Max successful loot attempts for Mining, Herbalism etc)
      data6 lootedEvent (unknown ID)
      data7 linkedTrap (gameobject_template.entry (Spawned GO type 6))
      data8 questID (quest_template.entry of completed quest)
      data9 level (minimal level required to open this gameobject)
      data10 losOK (Boolean flag)
      data11 leaveLoot (Boolean flag)
      data12 notInCombat (Boolean flag)
      data13 log loot (Boolean flag)
      data14 openTextID (Unknown ID)
      data15 use group loot rules (Boolean flag)
    BINDER = 4    
      Object type not used
    GENERIC = 5    
      data0 floatingTooltip (Boolean flag)
      data1 highlight (Boolean flag)
      data2 serverOnly? (Always 0)
      data3 large? (Boolean flag)
      data4 floatOnWater (Boolean flag)
      data5 questID (Required active quest_template.entry to work)
    TRAP = 6    
      data0 open (LockId from Lock.dbc)
      data1 level (npc equivalent level for casted spell)
      data2 diameter (so radius*2)
      data3 spell (Spell Id from spell.dbc)
      data4 charges (0 or 1)
      data5 cooldown (time in seconds)
      data6 autoClose (unknown)
      data7 startDelay? (time in seconds)
      data8 serverOnly? (always 0)
      data9 stealthed (Boolean flag)
      data10 large? (Boolean flag)
      data11 stealthAffected (Boolean flag)
      data12 openTextID (Unknown ID)
    CHAIR = 7    
      data0 chairslots (number of players that can sit down on it)
      data1 chairorientation? (number of usable side?)
    SPELLFOCUS = 8    
      data0 spellFocusType (from SpellFocusObject.dbc)
      data1 diameter (so radius*2)
      data2 linkedTrap (gameobject_template.entry (Spawned GO type 6))
    TEXT = 9    
      data0 pageID (page_text.entry)
      data1 language (from Languages.dbc)
      data2 pageMaterial (PageTextMaterial.dbc)
    GOOBER = 10    
      data0 open (LockId from Lock.dbc)
      data1 questID (Required active quest_template.entry to work)
      data2 eventID (The id of the event that the gameobject will activate)
      data3 autoClose (most be the same like doors (65536 * seconds))
      data4 customAnim (unknown)
      data5 consumable (Boolean flag controling if gameobject will despawn or not)
      data6 cooldown (time in seconds)
      data7 pageID (page_text.entry)
      data8 language (from Languages.dbc)
      data9 pageMaterial (PageTextMaterial.dbc)
      data10 spell (Spell Id from spell.dbc)
      data11 noDamageImmune (Boolean flag)
      data12 linkedTrap (gameobject_template.entry (Spawned GO type 6))
      data13 large? (Boolean flag)
      data14 openTextID (Unknown ID)
      data15 closeTextID (Unknown ID)
      data16 losOK (Boolean flag)
    TRANSPORT = 11    
      No data data used, all are always 0
    AREADAMAGE = 12    
      Object type not used
    CAMERA = 13    
      data0 open (LockId from Lock.dbc)
      data1 camera (Cinematic entry from CinematicCamera.dbc)
    MAPOBJECT = 14    
      No data data used, all are always 0
    MOTRANSPORT = 15    
      data0 taxiPathID (Id from TaxiPath.dbc)
      data1 moveSpeed
      data2 accelRate
    DUELFLAG = 16    
      Only one Gameobject with this type (21680) and no data data
    FISHINGNODE = 17    
      Only one Gameobject with this type (35591) and no data data
    RITUAL = 18    
      data0 casters?
      data1 spell (Spell Id from spell.dbc)
      data2 animSpell (Spell Id from spell.dbc)
      data3 ritualPersistent (Boolean flag)
      data4 casterTargetSpell (Spell Id from spell.dbc)
      data5 casterTargetSpellTargets (Boolean flag)
      data6 castersGrouped (Boolean flag)
    MAILBOX = 19    
      No data data used, all are always 0
    AUCTIONHOUSE = 20    
      data0 actionHouseID (From AuctionHouse.dbc ?)
    GUARDPOST = 21    
      Object type not used
    SPELLCASTER = 22    
      data0 spell (Spell Id from spell.dbc)
      data1 charges
      data2 partyOnly (Boolean flag, need to be in group to use it)
    MEETINGSTONE = 23    
      data0 minLevel
      data1 maxLevel
      data2 areaID (From AreaTable.dbc)
    FLAGSTAND = 24    
      data0 open (LockId from Lock.dbc)
      data1 pickupSpell (Spell Id from spell.dbc)
      data2 radius (distance)
      data3 returnAura (Spell Id from spell.dbc)
      data4 returnSpell (Spell Id from spell.dbc)
      data5 noDamageImmune (Boolean flag)
      data6 openTextID
      data7 losOK (Boolean flag)
    FISHINGHOLE = 25    
      data0 radius (distance)
      data1 chestLoot (gameobject_loot_template.entry)
      data2 minRestock
      data3 maxRestock
    FLAGDROP = 26    
      data0 open (LockId from Lock.dbc)
      data1 eventID (Unknown Event ID)
      data2 pickupSpell (Spell Id from spell.dbc)
      data3 noDamageImmune (Boolean flag)
    MINIGAME = 27    
      Object type not used
      Reused in core for CUSTOM_TELEPORT
      ** data0 areatrigger_teleport.id
    LOTTERYKIOSK = 28    
      Object type not used
    CAPTUREPOINT = 29    
      data0 radius (Distance)
      data1 spell (Unknown ID, not a spell id in dbc file, maybe server only side spell)
      data2 worldState1
      data3 worldstate2
      data4 winEventID1 (Unknown Event ID)
      data5 winEventID2 (Unknown Event ID)
      data6 contestedEventID1 (Unknown Event ID)
      data7 contestedEventID2 (Unknown Event ID)
      data8 progressEventID1 (Unknown Event ID)
      data9 progressEventID2 (Unknown Event ID)
      data10 neutralEventID1 (Unknown Event ID)
      data11 neutralEventID2 (Unknown Event ID)
      data12 neutralPercent
      data13 worldstate3
      data14 minSuperiority
      data15 maxSuperiority
      data16 minTime (in seconds)
      data17 maxTime (in seconds)
      data18 large? (Boolean flag)
    AURAGENERATOR = 30    
      data0 startOpen (Boolean flag)
      data1 radius (Distance)
      data2 auraID1 (Spell Id from spell.dbc)
      data3 conditionID1 (Unknown ID)
    DUNGEONDIFFICULTY = 31    
      data0 mapID (From Map.dbc)
      data1 difficulty (0 or 1)
    BARBER_CHAIR = 32    
      Used for barber chairs.
    DESTRUCTIBLE_BUILDING = 33    
      Object type not used
    GUILD_BANK = 34    
      No data data used, all are always 0

    mingold mediumint(8) unsigned

    DEPRECATED: Defines money looted from the game object.

    maxgold mediumint(8) unsigned

    DEPRECATED: Defines money looted from the game object.


    auto-generated by the getMaNGOS.eu MAGNET dbdocs module

    Edited by Antz



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