gameobject_spawns
This table contains the position and custom data for the spawned gameobject.
Structure
Field | Type | Default | Comment |
---|---|---|---|
id | int(11) | key, auto | |
min_build | smallint(6) | 12340 | key |
max_build | smallint(6) | 12340 | |
entry | int(10) | 0 | |
map | int(3) | 0 | |
position_x | float(0) | 0 | |
position_y | float(0) | 0 | |
position_z | float(0) | 0 | |
facing | float(0) | 0 | |
orientation1 | float(0) | 0 | |
orientation2 | float(0) | 0 | |
orientation3 | float(0) | 0 | |
orientation4 | float(0) | 0 | |
state | int(10) | 0 | |
flags | int(10) | 0 | |
faction | int(10) | 0 | |
scale | float(0) | 1 | |
respawnNpcLink | int(11) | 0 | |
phase | int(10) | 0 | |
overrides | int(10) | 0 | |
event_entry | int(6) | 0 |
id
Autofilled by MySQL, do not touch.
min_build
Build number this spawn was introduced.
max_build
Max Build number this spawn is valid for.
entry
The entry ID of the gameobject from gameobject_properties table.
map
The map ID where the gameobject is set.
position_x_z
The position on the map where the gameobject is set.
facing
Facing = orientation….
orientation_1-4
Thats quiet interesting, it saves triangling of the gameobject.
state
0 = opened 1 = closed 2 = alternative opened
flags
Value | Bit | Named | Description |
---|---|---|---|
1 | 0x001 | GO_FLAG_NONSELECTABLE | Not selectable while animation |
2 | 0x002 | GO_FLAG_LOCKED | Locked, needs a key to open |
4 | 0x004 | GO_FLAG_UNTARGETABLE | not targetable |
8 | 0x008 | GO_FLAG_TRANSPORT | Used for transporters (ship….)? |
16 | 0x010 | GO_FLAG_NOT_SELECTABLE | Not selectable |
32 | 0x020 | GO_FLAG_NEVER_DESPAWN | Never despawn (mostly for doors…) |
64 | 0x040 | GO_FLAG_TRIGGERED | controled by an spell? |
512 | 0x200 | GO_FLAG_DAMAGED | Gameobject is damaged |
1024 | 0x400 | GO_FLAG_DESTROYED | Gameobject is destroyed |
You can combine these flags.
faction
The faction…
scale
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.
respwnNpcLink
…
phase
This field describes in which phase the gameobject is.
overrides
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. - not used 8 = 0x08 When this gameobject moves and sends updates about it's position, do so in the second range - WorldMap::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. - not used 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. - not used 64 = 0x40 Makes it possible for the core to skip calculating these fields and use whatever was specified in the spawn.
event_entry
entry from table event_properties