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Back-to:World

The `gameobject` table

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.

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

guid

int(10)

unsigned

PRI

NO

NULL

Auto increment

Global Unique Identifier

id

mediumint(8)

unsigned

 

NO

0

 

Gameobject Identifier

map

smallint(5)

unsigned

 

NO

0

 

Map Identifier

spawnMask

tinyint(3)

unsigned

 

NO

1

 

 

phaseMask

smallint(5)

unsigned

 

NO

1

 

 

position_x

float

signed

 

NO

0

 

 

position_y

float

signed

 

NO

0

 

 

position_z

float

signed

 

NO

0

 

 

orientation

float

signed

 

NO

0

 

 

rotation0

float

signed

 

NO

0

 

 

rotation1

float

signed

 

NO

0

 

 

rotation2

float

signed

 

NO

0

 

 

rotation3

float

signed

 

NO

0

 

 

spawntimesecs

int(11)

signed

 

NO

0

 

 

animprogress

tinyint(3)

unsigned

 

NO

0

 

 

state

tinyint(3)

unsigned

 

NO

1

 

 

Description of the fields

guid

The global unique identifier for the game object. This field must be unique among all game objects.

id

The template ID of the gameobject. See gameobject_template.entry

map

The map ID where this object is spawned. See Maps.dbc

spawnMask

Controls under which difficulties the object is spawned.

Just like flags you can add them as you wish so 3 would be: Spawned in 10/25 man normal versions of maps (pre 3.2 all maps)

Value

Comment

0

Not spawned

1

Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode)

2

Spawned only in 25-man-normal versions of maps (or heroics pre 3.2)

4

Spawned only in 10-man heroic versions of maps

8

Spawned only in 25-man-heroic versions of maps

15

Spawned in all versions of maps

For 6.x read spawnmask 6.x

phaseMask

This is a bitmask field that describes all the phases that this gameobject will appear in. Aura 261 determines the phase you can see. For example, if you had this aura http://www.wowhead.com/?spell=55782, 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.

position_y

The Y position.

position_z

The Z position.

orientation

The orientation. (North = 0, South = 3.14159)

rotation0

rotation1

rotation2

rotation3

spawntimesecs

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.

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.

  • 1 = closed
  • 0 = open
  • Sin etiquetas