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| Field | Type | Attributes | Key | Null | Default | Extra | Comment |
|---|---|---|---|---|---|---|---|
| SpawnType | tinyint | unsigned | PRI | NO | |||
| SpawnId | bigint | unsigned | PRI | NO | |||
| State | tinyint | unsigned | PRI | NO | 0 | ||
| Visible | tinyint | unsigned | NO | 1 | |||
| StateSpellVisualId | int | unsigned | NO | ||||
| StateAnimId | int | unsigned | NO | ||||
| StateAnimKitId | int | unsigned | NO | ||||
| StateWorldEffects | mediumtext | YES | NULL |
| Spawn Type | Description |
|---|---|
| 0 | For creatures |
| 1 | For gameobjects |
Spawn ID/GUID of the creature/game object that should be included in the group. The GUID must exist in the creature or gameobject tables respectively.
Quest objective (spawn_tracking.QuestObjectiveId) status.
| Value | Description |
|---|---|
| 0 | None (no quest) |
| 1 | Active (active quest objective) |
| 2 | Complete (quest objective completed or quest rewarded) |
| Value | Description |
|---|---|
| 0 | Invisible |
| 1 | Visible |
SpellVisual ID from SpellVisual.db2 that is applied on creature/gameobject.
Anim ID from AnimationData.db2 that is applied on creature/gameobject.
AnimKit ID from AnimKit.db2 that is applied on creature/gameobject.
This field controls any world effect (WorldEffect.db2) to be applied on the creature/gameobject. To apply multiple world effects, you can add more world effect ids, separating each id by a space.
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