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Contains individual gameobject spawn data. Spawn of an object is an instance of the gameobject object in the world.
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
---|---|---|---|---|---|---|---|
guid | int | unsigned | PRI | NO | auto_increment | Global Unique Identifier | |
id | int | unsigned | NO | 0 | Gameobject Identifier | ||
map | smallint | unsigned | NO | 0 | Map Identifier | ||
zoneId | smallint | unsigned | NO | 0 | Zone Identifier | ||
areaId | smallint | unsigned | NO | 0 | Area Identifier | ||
spawnMask | tinyint | unsigned | NO | 1 | |||
phaseMask | int | unsigned | NO | 1 | |||
position_x | float | NO | 0 | ||||
position_y | float | NO | 0 | ||||
position_z | float | NO | 0 | ||||
orientation | float | NO | 0 | ||||
rotation0 | float | NO | 0 | ||||
rotation1 | float | NO | 0 | ||||
rotation2 | float | NO | 0 | ||||
rotation3 | float | NO | 0 | ||||
spawntimesecs | int | signed | NO | 0 | |||
animprogress | tinyint | unsigned | NO | 0 | |||
state | tinyint | unsigned | NO | 0 | |||
ScriptName | char(64) | YES | '' | ||||
StringId | varchar(64) | YES | NULL | ||||
VerifiedBuild | int | signed | YES | NULL |
A unique identifier given to each gameobject to distinguish one from another.
Two gameobjects can NOT have same GUID.
The entry of the template that is used when instantiating this gameobject.
The Map ID where this object is spawned.
calculated by the core if Calculate.Gameoject.Zone.Area.Data
is enabled
calculated by the core if Calculate.Gameoject.Zone.Area.Data
is enabled
Controls under which difficulties the gameobject is spawned.
Value | Comment |
---|---|
0x00 | Not spawned |
0x01 | Spawned only in 10-man-normal versions of map (includes maps without a heroic mode) |
0x02 | Spawned only in 25-man-normal versions of map (or heroics pre 3.2) |
0x04 | Spawned only in 10-man-heroic versions of map |
0x08 | Spawned only in 25-man-heroic versions of map |
0x0F | Spawned in all versions of map |
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.
The X position of the gameobject.
The Y position of the gameobject.
The Z position of the gameobject.
The orientation of the gameobject. (North = 0.0; South = pi (3.14159))
rotation.x
-1 <= x <= 1
rotation.y
-1 <= y <= 1
rotation.z
-1 <= z <= 1
rotation.w
-1 <= w <= 1
The respawn time of the gameobject in seconds.
Not really known what this is used for at this time. However, always set it to 100 for chests.
For chests or doors.
The ScriptName for when scripting it in the core.
- no description -
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.
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