This table contains the relation between players and pets to be allowed to summon.
The character guid of the pet owner from characters table.
The number of the pet linked to the player.
The pet name (generated by core/created by player).
The creature entry ID from creature_properties table.
The XP of the player pet.
1 = true, it is active 0 = false, not active
The level of the player pet.
These values defines the actionbar in following form:
<actionid> <flags>,<actionid> <flags>,<actionid> <flags>
Blank entries are listet like: 0 0, We have 10 actionbar elements:
1. = Spell(actionid): 117440514 -> Attack 2. = Spell(actionid): 117440513 -> Follow 3. = Spell(actionid): 117440512 -> Stay 4. = Depends on pet type 5. = Depends on pet type 6. = Depends on pet type 7. = Depends on pet type 8. = Spell(actionid): 100663298 -> Agressive 9. = Spell(actionid): 100663297 -> Defensive 10. = Spell(actionid): 100663296 _> Passive
A timer (countdown) before the happiness level change to the next lower step. Take a look at current_happiness
The spell ID of the spell which created this pet.
0 = passive 1 = defensive 2 = aggressive
0 = false, pet not alive 1 = true, pet is alive
The talentpoints of the pet.
The current power of the pet.
The current health points of the pet.
The current happiness of the pet.
The happiness of a pet is shown beside the pet's portrait and in his pet paper doll as a small smiley face icon. This icon shows the states of happiness your pet goes through:
3 = Happy. Your pet is happy and do 125% damage during fights.
2 = Content. Your pet is contented and do 100% damage during fights.
1 = Unhappy. Your pet do only 75% damage during fights.
0 = false, pet is not renameable 1 = true, pet is renameable
1 = Hunterpet 2 = Warlockpet