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Gameobject
Back to world database list of tables.
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.
Field | Type | Null | Key | Default | Extra |
guid | int(10) unsigned | NO | PRI | None | auto_increment |
id | int(10) unsigned | NO | 0 | ||
map | int(10) unsigned | NO | 0 | ||
spawnMask | tinyint(3) unsigned | NO | 1 | ||
phaseMask | smallint(5) 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(10) unsigned | NO | 0 |
The global unique identifier for the game object. This field must be unique among all game objects.
The template ID of the gameobject. See gameobject_template.entry
The map ID where this object is spawned. See Map.dbc
Controls under which difficulties the object is spawned. Combine value to get wished case.
Value | Comment |
---|---|
0 | Not spawned |
1 | Spawned only in normal versions of maps (includes maps without additional difficulty modes) |
2 | Spawned only in difficulty = 1 versions of maps (mostly heroic) |
4 | Spawned only in difficulty = 2 versions of maps |
8 | Spawned only in difficulty = 3 versions of maps |
15 | Spawned in all versions of maps |
Controls what phase gameobject is at. 1=default phase. Phase masks are got from Aura 261 effect ( (Aura #261) (4) ) = phasemask = 4.
The X position.
The Y position.
The Z position.
The orientation. (North = 0, South = 3.14159)
GameObject Rotation: X:
GameObject Rotation: Y:
GameObject Rotation: Z:
GameObject Rotation: W:
Time in seconds for this object to respawn.
Using a negative value will result in the object starting out by being "despawned" until a script will spawn it. It will then despawn after the amount of time specified here has passed.