This table links gameobject_spawns to events.
The entry ID from event_properties table.
Autofilled by MySQL, do not touch.
The entry ID of the gameobject from gameobject_properties table.
The map ID where the gameobject is set.
The position on the map where the gameobject is set.
Facing = orientation….
Thats quiet interesting, it saves triangling of the gameobject.
0 = opened 1 = closed 2 = alternative opened
1 = 0x1 not selectable 2 = 0x2 locked (needs a key to open) 4 = 0x4 not targetable
8 = 0x8 ??? 16 = 0x10 unclickable(only temp include in some instance scripts, not implemented yet) 32 = 0x20 ??? 64 = 0x40 ??? 128 = 0x??? ??? 256 = 0x100 ???512 = 0x200 damaged 1024 = 0x400 destroyed
The customized scale. It would be saved after .go mod scale X. This field is set Default to the value from row
Scale from gameobject_properties table.
This field describes in which phase the gameobject is.
1 = 0x01 Makes the gameobject forever visible on the map after you saw it at least once. 2 = 0x02 When you enter its map, the gameobject gets pushed to you no matter how far it is (but only for players).
4 = 0x04 he Map will get marked that it contains an object like this.8 = 0x08 When this gameobject moves and sends updates about it's position, do so in the second range - MapMgr::ChangeObjectLocation, +/- 6 units wide instead of +/- 1. 16 = 0x10 Let the core decide about the flags sent in the A9 - example: 252 instead of 352 for Deeprun Tram. 32 = 0x20 Let the core use the full field instead an uint8 in GAMEOBJECT_BYTES_1, if the database creator knows what to do with it.64 = 0x40 Makes it possible for the core to skip calculating these fields and use whatever was specified in the spawn.