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gameobject

Contains individual gameobject spawn data. Spawn of an object is an instance of the gameobject object in the world.

Structure ​

FieldTypeAttributesKeyNullDefaultExtraComment
guidintunsignedPRINOauto_incrementGlobal Unique Identifier
idintunsignedNO0Gameobject Identifier
mapsmallintunsignedNO0Map Identifier
zoneIdsmallintunsignedNO0Zone Identifier
areaIdsmallintunsignedNO0Area Identifier
spawnMasktinyintunsignedNO1
phaseMaskintunsignedNO1
position_xfloatNO0
position_yfloatNO0
position_zfloatNO0
orientationfloatNO0
rotation0floatNO0
rotation1floatNO0
rotation2floatNO0
rotation3floatNO0
spawntimesecsintsignedNO0
animprogresstinyintunsignedNO0
statetinyintunsignedNO0
ScriptNamechar(64)YES''
StringIdvarchar(64)YESNULL
VerifiedBuildintsignedYESNULL

 

Description of fields ​

guid ​

A unique identifier given to each gameobject to distinguish one from another.

Two gameobjects can NOT have same GUID.

 

id ​

The entry of the template that is used when instantiating this gameobject.
 

map ​

The Map ID where this object is spawned.
 

zoneId ​

calculated by the core if Calculate.Gameoject.Zone.Area.Data is enabled
 

areaId ​

calculated by the core if Calculate.Gameoject.Zone.Area.Data is enabled
 

spawnMask ​

Controls under which difficulties the gameobject is spawned.
enum SpawnMask

ValueFlagContinentDungeonRaidComment
00x00nonono
10x01yes5N10Nand all maps without spawn modes
20x02no5H25N
40x04nono10H
80x08nono25H
30x03all dungeon modes and all normal raid modes
120x0Call heroic raid modes
150x0Fall raid modes

 

phaseMask ​

This is a bitmask field that describes all the phases that a gameobject will appear in.

SPELL_AURA_PHASE (261) determines the phase you can see. For example, if you had this aura, you would be able to see gameobjects in phase 2. If you wanted the gameobject to be visible in both phase 1 and phase 2, you would set the phaseMask to 3.
 

position_x ​

The X position of the gameobject.
 

position_y ​

The Y position of the gameobject.
 

position_z ​

The Z position of the gameobject.
 

orientation ​

The orientation of the gameobject.

PositionRadianDecimal
North0 / 2π6.28319
West0.5π1.57080
Southπ3.14159
East1.5π4.71239

 

rotation0 ​

rotation.x
-1 <= x <= 1
 

rotation1 ​

rotation.y
-1 <= y <= 1
 

rotation2 ​

rotation.z
-1 <= z <= 1
 

rotation3 ​

rotation.w
-1 <= w <= 1
 

spawntimesecs ​

The respawn time of the gameobject in seconds.
 

animprogress ​

Not really known what this is used for at this time. However, always set it to 100 for chests.
 

state ​

For chests or doors.

  • 0: open
  • 1: closed
     

ScriptName ​

The ScriptName for when scripting it in the core.
 

StringId ​

- no description -
 

VerifiedBuild ​

This field is used by the TrinityDB Team to determine whether a template has been verified from WDB files.

If value is 0 then it has not been parsed yet.

If value is above 0 then it has been parsed with WDB files from that specific client build.

If value is -1 then it is just a place holder until proper data are found on WDBs.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.