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数据库:world数据库:gameobject_template
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====== gameobject_template 表 ====== ---- [[数据库:world数据库:首页|<-返回:World 数据库]] 包含所有游戏对象的模板。 **表结构** ^Field^Type^Attributes^Key^Null^Default^Extra^Comment^ |[[#entry|entry]]|MEDIUMINT|UNSIGNED|PRI|NO|0| | | |[[#type|type]]|TINYINT|UNSIGNED| |NO|0| | | |[[#displayId|displayId]]|MEDIUMINT|UNSIGNED| |NO|0| | | |[[#name|name]]|VARCHAR(100)|SIGNED| |NO|"| | | |[[#IconName|IconName]]|VARCHAR(100)|SIGNED| |NO|"| | | |[[#castBarCaption|castBarCaption]]|VARCHAR(100)|SIGNED| |NO|"| | | |[[#unk1|unk1]]|VARCHAR(100)|SIGNED| |NO|"| | | |[[#size|size]]|FLOAT|SIGNED| |NO|1| | | |[[#data0-23|data0]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data1]]|INT|UNSIGNED| |NO|-1| | | |[[#data0-23|data2]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data3]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data4]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data5]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data6]]|INT|UNSIGNED| |NO|-1| | | |[[#data0-23|data7]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data8]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data9]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data10]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data11]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data12]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data13]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data14]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data15]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data16]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data17]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data18]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data19]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data20]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data21]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data22]]|INT|UNSIGNED| |NO|0| | | |[[#data0-23|data23]]|INT|UNSIGNED| |NO|0| | | |[[#AIName|AIName]]|char(64)|SIGNED| |NO|"| | | |[[#ScriptName|ScriptName]]|VARCHAR(64)|SIGNED| |NO|"| | | |[[#WDBVerified|WDBVerified]]|SMALLINT|SIGNED| |YES|1| | | ===== 字段说明 ===== ---- ==== entry ==== Id of the gameobject template. WDB-fields ==== type ==== ^Name^Value^ |GAMEOBJECT_TYPE_DOOR|0| |GAMEOBJECT_TYPE_BUTTON|1| |GAMEOBJECT_TYPE_QUESTGIVER|2| |GAMEOBJECT_TYPE_CHEST|3| |GAMEOBJECT_TYPE_BINDER|4| |GAMEOBJECT_TYPE_GENERIC|5| |GAMEOBJECT_TYPE_TRAP|6| |GAMEOBJECT_TYPE_CHAIR|7| |GAMEOBJECT_TYPE_SPELL_FOCUS|8| |GAMEOBJECT_TYPE_TEXT|9| |GAMEOBJECT_TYPE_GOOBER|10| |GAMEOBJECT_TYPE_TRANSPORT|11| |GAMEOBJECT_TYPE_AREADAMAGE|12| |GAMEOBJECT_TYPE_CAMERA|13| |GAMEOBJECT_TYPE_MAP_OBJECT|14| |GAMEOBJECT_TYPE_MO_TRANSPORT|15| |GAMEOBJECT_TYPE_DUEL_ARBITER|16| |GAMEOBJECT_TYPE_FISHINGNODE|17| |GAMEOBJECT_TYPE_RITUAL|18| |GAMEOBJECT_TYPE_MAILBOX|19| |GAMEOBJECT_TYPE_AUCTIONHOUSE|20| |GAMEOBJECT_TYPE_GUARDPOST|21| |GAMEOBJECT_TYPE_SPELLCASTER|22| |GAMEOBJECT_TYPE_MEETINGSTONE|23| |GAMEOBJECT_TYPE_FLAGSTAND|24| |GAMEOBJECT_TYPE_FISHINGHOLE|25| |GAMEOBJECT_TYPE_FLAGDROP|26| |GAMEOBJECT_TYPE_MINI_GAME|27| |GAMEOBJECT_TYPE_LOTTERY_KIOSK|28| |GAMEOBJECT_TYPE_CAPTURE_POINT|29| |GAMEOBJECT_TYPE_AURA_GENERATOR|30| |GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY|31| |GAMEOBJECT_TYPE_BARBER_CHAIR|32| |GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING|33| |GAMEOBJECT_TYPE_GUILD_BANK|34| |GAMEOBJECT_TYPE_TRAPDOOR|35| ==== displayId ==== Graphic model id sent to the client from GameObjectDisplayInfo.dbc WDB-fields ==== name ==== Object's name. WDB-fields ==== IconName ==== Works exactly like creature_template IconName. Working iconnames * Taxi * Talk * Attack * Directions * Quest You may experience minor bugs trying to get the Quest (Yellow exclamation mark) working. However; the rest of the listed icons, works. WDB-fields ==== castBarCaption ==== Shows unique text in the object's casting bar when the object is used. WDB-fields ==== unk1 ==== field-no-description|7 ==== size ==== Object's size must be set because graphic models can be resample. WDB-fields ==== data0-23 ==== The content of the data fields depends on the gameobject type Values for these fields come from WDB and are not to be changed. **GAMEOBJECT_TYPE_DOOR = 0** * data0: startOpen (Boolean flag) * data1: open (LockId from Lock.dbc) * data2: autoClose (Time in milliseconds) * data3: noDamageImmune (Boolean flag) * data4: openTextID (Unknown Text ID) * data5: closeTextID (Unknown Text ID) * data6: Ignored by pathfinding * data7: Conditionid1 * data8: Door is opaque * data9: Gigantic AOI * data10: Infinite AOI **GAMEOBJECT_TYPE_BUTTON = 1** * data0: startOpen (State) * data1: open (LockId from Lock.dbc) * data2: autoClose (long unknown flag) * data3: linkedTrap (gameobject_template.entry (Spawned GO type 6)) * data4: noDamageImmune (Boolean flag) * data5: large? (Boolean flag) * data6: openTextID (Unknown Text ID) * data7: closeTextID (Unknown Text ID) * data8: losOK (Boolean flag) * data9: Conditionid1 **GAMEOBJECT_TYPE_QUESTGIVER = 2** * data0: open (LockId from Lock.dbc) * data1: questList (unknown ID) * data2: pageMaterial (PageTextMaterial.dbc) * data3: gossipID (gossip_menu_option.menu_id) * data4: customAnim (unknown value from 1 to 4) * data5: noDamageImmune (Boolean flag) * data6: openTextID (broadcast_text ID) * data7: losOK (Boolean flag) * data8: allowMounted (Boolean flag) * data9: large? (Boolean flag) * data10: Conditionid1 * data11: Never usable while mounted **GAMEOBJECT_TYPE_CHEST = 3** * data0: open (LockId from Lock.dbc) * data1: chestLoot (gameobject_loot_template.entry) WDB-fields * data2: chestRestockTime (time in seconds) * data3: consumable (State: Boolean flag) * data4: minRestock (Min successful loot attempts for Mining, Herbalism etc) * data5: maxRestock (Max successful loot attempts for Mining, Herbalism etc) * data6: lootedEvent (Event ID from table event_scripts) * data7: linkedTrap (gameobject_template.entry (Spawned GO type 6)) * data8: questID (quest_template.id of completed quest) * data9: level (minimal level required to open this gameobject) * data10: losOK (Boolean flag) * data11: leaveLoot (Boolean flag) * data12: notInCombat (Boolean flag) * data13: log loot (Boolean flag) * data14: openTextID (Unknown ID) * data15: use group loot rules (Boolean flag) * data16: floating tooltip * data17: conditionid1 * data18: xplevel * data19: xpDifficulty * data20: lootlevel * data21: Group Xp * data22: Damage Immune * data23: trivialSkillLow **GAMEOBJECT_TYPE_BINDER = 4** Object type not used **GAMEOBJECT_TYPE_GENERIC = 5** * data0: floatingTooltip (Boolean flag) * data1: highlight (Boolean flag) * data2: serverOnly? (Always 0) * data3: large? (Boolean flag) * data4: floatOnWater (Boolean flag) * data5: questID (Required active quest_template.id to work) * data6: conditionID1 * data7: LargeAOI * data8: UseGarrisonOwnerGuildColors **GAMEOBJECT_TYPE_TRAP = 6** * data0: open (LockId from Lock.dbc ) * data1: level (npc equivalent level for casted spell) * data2: diameter (so radius * 2) * data3: spell (Spell Id from Spell.dbc) * data4: type (0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn) * data5: cooldown (time in seconds) * data6: ? (unknown flag) * data7: startDelay? (time in seconds) * data8: serverOnly? (always 0) * data9: stealthed (Boolean flag) * data10: large? (Boolean flag) * data11: stealthAffected (Boolean flag) * data12: openTextID (Unknown ID) * data13: closeTextID * data14: IgnoreTotems * data15: conditionID1 * data16: playerCast * data17: SummonerTriggered * data18: requireLOS **GAMEOBJECT_TYPE_CHAIR = 7** * data0: chairslots (number of players that can sit down on it) * data1: height * data2: onlyCreatorUse * data3: triggeredEvent * data4: conditionID1 **GAMEOBJECT_TYPE_SPELL_FOCUS = 8** * data0: spellFocusType (from SpellFocusObject.dbc; value also appears as RequiresSpellFocus in Spell.dbc) * data1: diameter (so radius*2) * data2: linkedTrap (gameobject_template.entry (Spawned GO type 6)) * data3: serverOnly? (Always 0) * data4: questID (Required active quest_template.id to work) * data5: large? (Boolean flag) * data6: floatingTooltip (Boolean flag) * data7: floatOnWater * data8: conditionID1 **GAMEOBJECT_TYPE_TEXT = 9** * data0: pageID (page_text.entry) * data1: language (from Languages.dbc) * data2: pageMaterial (PageTextMaterial.dbc) * data3: allowMounted * data4: conditionID1 * data5: NeverUsableWhileMounted **GAMEOBJECT_TYPE_GOOBER = 10** * data0: open (LockId from Lock.dbc) * data1: questID (Required active quest_template.id to work) * data2: eventID (event_script id) * data3: Time in ms before the initial state is restored * data4: customAnim (unknown) * data5: consumable (Boolean flag controling if gameobject will despawn or not) * data6: cooldown (time is seconds) * data7: pageID (page_text.entry) * data8: language (from Languages.dbc) * data9: pageMaterial (PageTextMaterial.dbc) * data10: spell (Spell Id from Spell.dbc) * data11: noDamageImmune (Boolean flag) * data12: linkedTrap (gameobject_template.entry (Spawned GO type 6)) * data13: large? (Boolean flag) * data14: openTextID (Unknown ID) * data15: closeTextID (Unknown ID) * data16: losOK (Boolean flag) (somewhat related to battlegrounds) * data19: gossipID - casts the spell when used * data20: AllowMultiInteract * data21: floatOnWater * data22: conditionID1 * data23: playerCast **GAMEOBJECT_TYPE_TRANSPORT = 11** * data0: Timeto2ndfloor * data1: startOpen * data2: autoClose * data3: Reached1stfloor * data4: Reached2ndfloor * data5: SpawnMap * data6: Timeto3rdfloor * data7: Reached3rdfloor * data8: Timeto4rdfloor * data9: Reached4rdfloor * data10: Timeto5rdfloor * data11: Reached5rdfloor * data12: Timeto6rdfloor * data13: Reached6rdfloor * data14: Timeto7rdfloor * data15: Reached7rdfloor * data16: Timeto8rdfloor * data17: Reached8rdfloor * data18: Timeto9rdfloor * data19: Reached9rdfloor * data20: Timeto10rdfloor * data21: Reached10rdfloor * data22: onlychargeheightcheck * data23: onlychargetimecheck **GAMEOBJECT_TYPE_AREADAMAGE = 12** * data0: open * data1: radius * data2: damageMin * data3: damageMax * data4: damageSchool * data5: autoClose * data6: openTextID * data7: closeTextID **GAMEOBJECT_TYPE_CAMERA = 13** * data0: open (LockId from Lock.dbc) * data1: camera (Cinematic entry from CinematicCamera.dbc) * data2: eventID * data3: openTextID * data4: conditionID1 **GAMEOBJECT_TYPE_MAPOBJECT = 14** No data used, all are always 0 **GAMEOBJECT_TYPE_MOTRANSPORT = 15** * data0: taxiPathID (Id from TaxiPath.dbc) * data1: moveSpeed * data2: accelRate * data3: startEventID * data4: stopEventID * data5: transportPhysics * data6: SpawnMap * data7: worldState1 * data8: allowstopping * data9: InitStopped * data10: TrueInfiniteAOI **GAMEOBJECT_TYPE_DUELFLAG = 16** Only one Gameobject with this type (21680) and no data data **GAMEOBJECT_TYPE_FISHINGNODE = 17** Only one Gameobject with this type (35591) and no data data **GAMEOBJECT_TYPE_RITUAL = 18** * data0: casters? * data1: spell (Spell Id from Spell.dbc) * data2: animSpell (Spell Id from Spell.dbc) * data3: ritualPersistent (Boolean flag) * data4: casterTargetSpell (Spell Id from Spell.dbc) * data5: casterTargetSpellTargets (Boolean flag) * data6: castersGrouped (Boolean flag) * data7: ritualNoTargetCheck * data8: conditionID1 **GAMEOBJECT_TYPE_MAILBOX = 19** No data used, all are always 0 **GAMEOBJECT_TYPE_AUCTIONHOUSE = 20** * data0: actionHouseID (From AuctionHouse.dbc ?) **GAMEOBJECT_TYPE_GUARDPOST = 21** * data0: CreatureID * data1: unk **GAMEOBJECT_TYPE_SPELLCASTER = 22** * data0: spell (Spell Id from Spell.dbc) * data1: charges * data2: partyOnly (Boolean flag, need to be in group to use it) * data3: allowMounted * data4: GiganticAOI * data5: conditionID1 * data6: playerCast * data7: NeverUsableWhileMounted **GAMEOBJECT_TYPE_MEETINGSTONE = 23** * data0: minLevel * data1: maxLevel * data2: areaID (From AreaTable.dbc) **GAMEOBJECT_TYPE_FLAGSTAND = 24** * data0: open (LockId from Lock.dbc) * data1: pickupSpell (Spell Id from Spell.dbc) * data2: radius (distance) * data3: returnAura (Spell Id from Spell.dbc) * data4: returnSpell (Spell Id from Spell.dbc) * data5: noDamageImmune (Boolean flag) * data6: openTextID * data7: losOK (Boolean flag) * data8: conditionID1 * data9: playerCast * data10: GiganticAOI * data11: InfiniteAOI * data12: cooldown **GAMEOBJECT_TYPE_FISHINGHOLE = 25** * data0: radius (distance) * data1: chestLoot (gameobject_loot_template.entry) * data2: minRestock * data3: maxRestock * data4: open **GAMEOBJECT_TYPE_FLAGDROP = 26** * data0: open (LockId from Lock.dbc) * data1: eventID (Unknown Event ID) * data2: pickupSpell (Spell Id from Spell.dbc) * data3: noDamageImmune (Boolean flag) * data4: openTextID * data5: playerCast * data6: ExpireDuration * data7: GiganticAOI * data8: InfiniteAOI * data9: cooldown **GAMEOBJECT_TYPE_MINIGAME = 27** Object type not used. Reused in core for CUSTOM_TELEPORT * data0: areatrigger_teleport.id **GAMEOBJECT_TYPE_LOTTERYKIOSK = 28** Object type not used **GAMEOBJECT_TYPE_CAPTUREPOINT = 29** * data0: radius (Distance) * data1: spell (Unknown ID, not a spell id in dbc file, maybe server only side spell) * data2: worldState1 * data3: worldstate2 * data4: winEventID1 (Unknown Event ID) * data5: winEventID2 (Unknown Event ID) * data6: contestedEventID1 (Unknown Event ID) * data7: contestedEventID2 (Unknown Event ID) * data8: progressEventID1 (Unknown Event ID) * data9: progressEventID2 (Unknown Event ID) * data10: neutralEventID1 (Unknown Event ID) * data11: neutralEventID2 (Unknown Event ID) * data12: neutralPercent * data13: worldstate3 * data14: minSuperiority * data15: maxSuperiority * data16: minTime (in seconds) * data17: maxTime (in seconds) * data18: large? (Boolean flag) * data19: highlight * data20: startingValue * data21: unidirectional * data22: killbonustime * data23: speedWorldState1 **GAMEOBJECT_TYPE_AURAGENERATOR = 30** * data0: startOpen (Boolean flag) * data1: radius (Distance) * data2: auraID1 (Spell Id from Spell.dbc) * data3: conditionID1 (Unknown ID) * data4: auraID2 * data5: conditionID2 * data6: serverOnly **GAMEOBJECT_TYPE_DUNGEONDIFFICULTY = 31** * data0: mapID (From Map.dbc) * data1: difficulty * data2: DifficultyHeroic * data3: DifficultyEpic * data4: DifficultyLegendary * data5: HeroicAttachment * data6: ChallengeAttachment * data7: DifficultyAnimations * data8: LargeAOI * data9: GiganticAOI * data10: Legacy ^Value^Comment^ |0|5 man normal, 10 man normal| |1|5 man heroic, 25 normal| |2|10 man heroic| |3|25 man heroic| **GAMEOBJECT_TYPE_BARBER_CHAIR = 32** * data0: chairheight * data1: HeightOffset * data2: SitAnimKit **GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING = 33** * data0: intactNumHits * data1: creditProxyCreature * data2: state1Name * data3: intactEvent * data4: damagedDisplayId * data5: damagedNumHits * data6: empty3 * data7: empty4 * data8: empty5 * data9: damagedEvent * data10: destroyedDisplayId * data11: empty7 * data12: empty8 * data13: empty9 * data14: destroyedEvent * data15: empty10 * data16: debuildingTimeSecs * data17: empty11 * data18: destructibleData * data19: rebuildingEvent * data20: empty12 * data21: empty13 * data22: damageEvent * data23: empty14 **GAMEOBJECT_TYPE_GUILD_BANK = 34** No data data used, all are always 0 **GAMEOBJECT_TYPE_TRAPDOOR = 35** * data0: whenToPause * data1: startOpen * data2: autoClose * data3: BlocksPathsDown * data4: PathBlockerBump ==== AIName ==== This field is overridden by ScriptName field if both are set. Note: Only SmartGameObjectAI can be used in this field, do not use SmartAI ==== ScriptName ==== Name of the script this object uses if needed ==== WDBVerified ====
数据库/world数据库/gameobject_template.txt
· 最后更改: 2023/09/24 20:40 由
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