Gameobject names

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==spellfocus==
 
==spellfocus==
  
  If type = QuestGiver [2], then finds Quest ID in [[quests]] table.
+
  If type = QuestGiver [2] -> See [http://arcemu.org/wiki/Talk:Gameobject_names discussion]
 
  If type = Chest [3], then finds Loot ID in [[loot_gameobjects]] table.
 
  If type = Chest [3], then finds Loot ID in [[loot_gameobjects]] table.
 
  If type = Spell Focus [8], points to "RequiredSpellfocus" in [[SpellFocusObject]] table.
 
  If type = Spell Focus [8], points to "RequiredSpellfocus" in [[SpellFocusObject]] table.
 
  If type = Text [9], then finds Text ID in [[itempages]] table.
 
  If type = Text [9], then finds Text ID in [[itempages]] table.
 
  If type = Mo Transport [15], defines the PathID in [[TaxiPathNode.dbc]] DBC file.
 
  If type = Mo Transport [15], defines the PathID in [[TaxiPathNode.dbc]] DBC file.
  If type = Spell Caster [22], points to a portal spell [http://www.mobmap.de/search?query=portaleffekt Portal effect]
+
  If type = Spell Caster [22], points to a portal spell (f.ex [http://www.mobmap.de/search?query=portaleffekt Portal effect]). The id's and the coordinates are in the table teleport_coords.
  
 +
== sound1-9 ==
 +
{{note|Please read discussion page}}
 +
<pre>
 +
------------
 +
-- Type 0 --
 +
------------
 +
Type - Door
 +
Sound0: startOpen
 +
Sound1: LockId from Lock.dbc
 +
Sound2: Possibly the time delay before the door auto-closes
 +
Sound3: noDamageImmune
 +
Sound4: A reference to an object holding the Text to display on open door
 +
Sound5: A reference to an object holding the Text to display on close door
 +
------------
 +
-- Type 1 --
 +
------------
 +
Type - Open or close doors
 +
Sound0: startOpen
 +
Sound1: LockId from Lock.dbc
 +
Sound2: Possibly the time delay before the door auto-closes
 +
Sound3: EntryId of a GOTrapEntry linked to this button
 +
Sound4: noDamageImmune
 +
Sound5: large
 +
Sound6: A reference to an object holding the Text to display upon pressing the button
 +
Sound7: A reference to an object holding the Text to display upon unpressing the button
 +
Sound8: losOK
 +
------------
 +
-- Type 2 --
 +
------------
 +
Type - An object that can start or end a quest.
 +
Sound1: questList
 +
Sound2: PageId from PageTextMaterial.dbc
 +
Sound3: gossipID
 +
Sound4: customAnim (Constrained to values 1-4)
 +
Sound5: noDamageImmune
 +
Sound6: Reference to Text object containing the text to display upon interacting with this GO
 +
Sound7: losOK
 +
Sound8: Allow mounted players to interact with this object (?)
 +
Sound9: large
  
=sound1-9=
+
------------
 +
-- Type 3 --
 +
------------
 +
Type - Chest
 +
Sound1: The Id of an object that hold the chest's loot information.
 +
Sound2: The time it takes until the chest restocks its loot.
 +
Sound3: consumable
 +
Sound4: The minimum number of times in a row this chest can be looted (for mining, herbalism, etc.)
 +
Sound5: The maximum number of times in a row this chest can be looted (for mining, herbalism, etc.)
 +
Sound6: Possibly the Id of an event to trigger on looting this chest (?)
 +
Sound7: The Id of a GOTrapEntry that is associated with this chest.
 +
Sound8: The Id of the quest this chest is associated with.
 +
Sound9: The minimum level a character can be in order to open this chest.
 +
Sound10: losOK
 +
Sound11: leaveLoot - Possibly, don't trigger a restock event unless the chest is looted completely (?)
 +
Sound12: Possibly, wether this chest can be looted during combat (?)
 +
Sound13: log loot - Possibly wether or not to log the looting of this chest (?)
 +
Sound14: The Id of a text object to display upon opening this chest.
 +
Sound15: Wether or not to apply the group looting rules to the looting of this chest.
  
sound1 => The ID of an Object that holds the chests loot information.
+
------------
sound2 => The time it takes until the Chest restocks its loot.
+
-- Type 4 --
sound3 => Consumable.
+
------------
sound4 => The minimum number of times (in a row) this chest can be looted (Mining, Herbalism, etc.)
+
This GOType is apprently unused.
sound5 => The maximum number of times (in a row) this chest can be looted (Mining, Herbalism, etc.)
+
sound6 => ID of an event to trigger on looting this chest (Unknown?)
+
sound7 => The ID of a ToTrapEntry associated with this chest.
+
sound8 => The ID of the quest this chest is associated with, from [[quests]] table.
+
sound9 => The minimum level a character can be in order to open this chest.
+
  
 +
------------
 +
-- Type 5 -
 +
------------
 +
Type - Road signs(Like duskwood - north).
 +
Sound0: Show the floating tooltip for this object (?)
 +
Sound1: Wether or nor to show a highlight around this object (?)
 +
Sound2: serverOnly
 +
Sound3: large
 +
Sound4: Wether or not this object floats on water (?)
 +
Sound5: The Id of the quest required to be active in order to activate this object.
  
== SQL Structure ==
+
------------
 +
-- Type 7 --
 +
------------
 +
just a chair
 +
 
 +
------------
 +
-- Type 8 --
 +
------------
 +
Type - Spell Focus gameobjects.
 +
Sound0: The type of SpellFocus this is.
 +
Sound1: Caster must be within this distance of the object in order to cast the associated spell
 +
Sound2: GOEntry Id of the Trap-type GO linked to this SpellFocus.
 +
Sound3: serverOnly
 +
Sound4: Id of the quest this object is associated with.
 +
 
 +
 
 +
------------
 +
-- Type 9 --
 +
------------
 +
Type - Books and texts.
 +
Sound0: The Id of a PageText object that is associated with this object.
 +
Sound1: The LanguageId from Languages.dbc
 +
Sound2: The PageTextMaterialId from PageTextMaterial.dbc
 +
Sound3: Whether or not to allow interaction with this object while mounted.
 +
 
 +
------------
 +
-- Type 10 -
 +
------------
 +
Type - Used for quests, starts events
 +
Sound1: The Id of the quest required to be active in order to interact with this goober.
 +
Sound2: The Id of an Event associated with this goober (?)
 +
Sound3: The time delay before this goober auto-closes after being opened (?)
 +
Sound4: customAnim
 +
Sound5: consumable
 +
Sound6: Time between allowed interactions with this goober (?)
 +
Sound7: The Id of a PageText object associated with this goober.
 +
Sound8: The LanguageId from Languages.dbc
 +
Sound9: The PageTextMaterialId from PageTextMaterial.dbc
 +
Sound10: The SpellId from Spells.dbc associated with this goober.
 +
Sound11: noDamageImmune
 +
Sound12: The Id of a GOTrapEntry associated with this goober.
 +
Sound13: large
 +
Sound14: The Id of a text object to be displayed when opening this goober (?)
 +
Sound15: The Id of a text object to be displayed when closing this goober (?)
 +
Sound16: losOK
 +
Sound17: Whether or not to allow interaction with this goober while mounted (?)
 +
 
 +
 
 +
------------
 +
-- Type 11 -
 +
------------
 +
Type - Transport(elevators and such)
 +
Sound0: when to pause (ms)
 +
Sound1: startOpen
 +
Sound2: autoClose
 +
 
 +
------------
 +
-- Type 12 -
 +
------------
 +
Type - Gameobjects that does damage?
 +
Sound1: The radius within which the damage is applied (?)
 +
Sound2: The minimum damage done.
 +
Sound3: The maximum damage done.
 +
Sound4: The type of damage done.
 +
Sound5: The duration of the damaging effect (?)
 +
Sound6: The Id of a text object to be displayed when the AreaDamage starts. (?)
 +
Sound7: The Id of a text object to be displayed when the AreaDamage ends. (?)
 +
 
 +
------------
 +
-- Type 13 -
 +
------------
 +
Type - Gameobjects that when you use them you get into a a intro screen
 +
Sound1: CinematicCameraId from CinematicCamera.dbc
 +
Sound2: The Id of an Event associated with this camera (?)
 +
Sound3: The Id of a text object associated with this camera (?)
 +
 
 +
 
 +
------------
 +
-- Type 14 -
 +
------------
 +
Type - A map object.
 +
This object has no associated Fields.
 +
 
 +
------------
 +
-- Type 15 -
 +
------------
 +
Type - Transport
 +
Sound0: The TaxiPathId from TaxiPaths.dbc
 +
Sound1: The speed this object moves at.
 +
Sound2: The rate this object accelerates at.
 +
Sound3: The Id of an Event to call when this object is activated (?)
 +
Sound4: The Id of an Event to call when this object is deactivated (?)
 +
Sound5: transportPhysics
 +
Sound6: The Id of a Map this object is associated with (?)
 +
 
 +
------------
 +
-- Type 16 -
 +
------------
 +
Type - Duel Flag
 +
This object has no associated Fields.
 +
 
 +
------------
 +
-- Type 17 -
 +
------------
 +
Type - Fishing Node
 +
This object has no associated Fields.
 +
 
 +
------------
 +
-- Type 18 -
 +
------------
 +
Type - Summoning Ritual
 +
Sound0: Number of people needed to active the spell
 +
Sound1: SpellId from Spells.dbc
 +
Sound2: SpellId from Spell.dbc
 +
Sound3: ritualPersistent
 +
Sound4: SpellId from Spells.dbc
 +
Sound5: casterTargetSpellTargets
 +
Sound6: Whether or not the Casters of this SummoningRitual are in the same Group (?)
 +
 
 +
------------
 +
-- Type 19 -
 +
------------
 +
Type - Mailbox
 +
This object has no associated Fields.
 +
 
 +
------------
 +
-- Type 20 -
 +
------------
 +
Type - ActionHouse
 +
Sound0: The AuctionHouseId from AuctionHouse.dbc
 +
 
 +
------------
 +
-- Type 21 -
 +
------------
 +
Type - Guard Post (Not used anywhere, probably meant to be some "alarm" object that spawns creatures when you click it)
 +
Sound0: The Id of the creature associated with this guard post.
 +
Sound1: The number of creatures with Id = CreatureId in this guard post.
 +
 
 +
------------
 +
-- Type 22 -
 +
------------
 +
Type - Gameobjects that contain spell and usually created by player spell(lightwell, portals and such)
 +
Sound0: The SpellId from Spells.dbc
 +
Sound1: The number of times this can cast the Spell with Id = SpellId.
 +
Sound2: Whether you must be in the same group as the caster to recieve the Spell effect.
 +
 
 +
------------
 +
-- Type 23 -
 +
------------
 +
Type - Meeting Stone
 +
Sound0: The minimum level a character must be to activate this object.
 +
Sound1: The maximum level a character can be to activate this object.
 +
Sound2: The AreaId from AreaTable.dbc
 +
 
 +
------------
 +
-- Type 24 -
 +
------------
 +
Type - Battleground Flag
 +
Sound0: LockId from Lock.dbc
 +
Sound1: SpellId from Spell.dbc
 +
Sound2: Activation radius (?)
 +
Sound3: SpellId from Spells.dbc
 +
Sound4: SpellId from Spells.dbc
 +
Sound5: noDamageImmune
 +
Sound6: Id of a text object that is shown when the object is activated (?)
 +
Sound7: losOK
 +
 
 +
------------
 +
-- Type 25 -
 +
------------
 +
Type - Fishing holes
 +
Sound0: The activation radius (?)
 +
Sound1: Id of an object that stores the object's loot.
 +
Sound2: Minimum number of consecutive times this object can be "fished".
 +
Sound3: Maximum number of consecutive times this object can be "fished".
 +
Sound4: LockId from Lock.dbc
 +
 
 +
------------
 +
-- Type 26 -
 +
------------
 +
Type - Battleground flag(when dropped)
 +
Sound0: LockId from Lock.dbc
 +
Sound1: Id for an Event that is triggered upon activating this object (?)
 +
Sound2: SpellId from Spells.dbc
 +
Sound3: noDamageImmune
 +
Sound4: Id for a text object that is displayed when activating this object (?)
 +
 
 +
------------
 +
-- Type 27 -
 +
------------
 +
Type - Minigame
 +
Sound0: gameType
 +
 
 +
------------
 +
-- Type 28 -
 +
------------
 +
Type: Lottery Kiosk (Probably meant to be another minigame)
 +
There are no Fields associated with this object.
 +
 
 +
------------
 +
-- Type 29 -
 +
------------
 +
Type - Capture Flags(those that you need to hold, like in athrai basin, halaa,terrokar and more)
 +
Sound0: The activation radius (?)
 +
Sound1: Unknown, possibly a server-side dummy spell-effect. Not a SpellId from Spells.dbc
 +
Sound2: worldState1
 +
Sound3: worldstate2
 +
Sound4: winEventID1
 +
Sound5: winEventID2
 +
Sound6: contestedEventID1
 +
Sound7: contestedEventID2
 +
Sound8: progressEventID1
 +
Sound9: progressEventID2
 +
Sound10: neutralEventID1
 +
Sound11: neutralEventID2
 +
Sound12: neutralPercent
 +
Sound13: worldstate3
 +
Sound14: minSuperiority
 +
Sound15: maxSuperiority
 +
Sound16: minTime
 +
Sound17: maxTime
 +
Sound18: large
 +
Sound19: highlight
 +
 
 +
------------
 +
-- Type 30 -
 +
------------
 +
Type - Gameobject that have aura to nearby players.
 +
Sound0: startOpen
 +
Sound1: Area of effect (?)
 +
Sound2: SpellId from Spells.dbc
 +
Sound3: conditionID1
 +
Sound4: SpellId from Spells.dbc
 +
Sound5: conditionID2
 +
Sound6: serverOnly
 +
 
 +
------------
 +
-- Type 31 -
 +
------------
 +
Type - Instance Portals
 +
Sound0: MapId from Maps.dbc
 +
Sound1: Whether or not the dungeon is Heroic (?)
 +
 
 +
 
 +
------------
 +
-- Type 33 -
 +
------------
 +
Type - Sieige Gameobjects probably.
 +
Sound0: go to state 1 (damage pct)
 +
Sound1: go to state 2 (damage pct)
 +
Sound2: state 1 name
 +
Sound3: state 2 name
 +
 
 +
------------
 +
-- Type 34 -
 +
------------
 +
Type - Guild Bank.
 +
There are no Fields associated with this object.
  
<pre>
 
CREATE TABLE `gameobject_names` (
 
  `entry` int(10) unsigned NOT NULL default '0',
 
  `Type` int(10) unsigned NOT NULL default '0',
 
  `DisplayID` int(10) unsigned NOT NULL default '0',
 
  `Name` varchar(100) character set utf8 collate utf8_unicode_ci NOT NULL,
 
  `Category` varchar(100) NOT NULL,
 
  `CastBarText` varchar(100) NOT NULL,
 
  `UnkStr` varchar(100) NOT NULL,
 
  `spellfocus` int(10) unsigned NOT NULL default '0',
 
  `sound1` int(10) unsigned NOT NULL default '0',
 
  `sound2` int(10) unsigned NOT NULL default '0',
 
  `sound3` int(10) unsigned NOT NULL default '0',
 
  `sound4` int(10) unsigned NOT NULL default '0',
 
  `sound5` int(10) unsigned NOT NULL default '0',
 
  `sound6` int(10) unsigned NOT NULL default '0',
 
  `sound7` int(10) unsigned NOT NULL default '0',
 
  `sound8` int(10) unsigned NOT NULL default '0',
 
  `sound9` int(10) unsigned NOT NULL default '0',
 
  `unknown1` int(10) unsigned NOT NULL default '0',
 
  `unknown2` int(10) unsigned NOT NULL default '0',
 
  `unknown3` int(10) unsigned NOT NULL default '0',
 
  `unknown4` int(10) unsigned NOT NULL default '0',
 
  `unknown5` int(10) unsigned NOT NULL default '0',
 
  `unknown6` int(10) unsigned NOT NULL default '0',
 
  `unknown7` int(10) unsigned NOT NULL default '0',
 
  `unknown8` int(10) unsigned NOT NULL default '0',
 
  `unknown9` int(10) unsigned NOT NULL default '0',
 
  `unknown10` int(10) unsigned NOT NULL default '0',
 
  `unknown11` int(10) unsigned NOT NULL default '0',
 
  `unknown12` int(10) unsigned NOT NULL default '0',
 
  `unknown13` int(10) unsigned NOT NULL default '0',
 
  `unknown14` int(10) unsigned NOT NULL default '0',
 
  `Size` float NOT NULL default '1',
 
  `QuestItem1` int(11) unsigned NOT NULL default '0',
 
  `QuestItem2` int(11) unsigned NOT NULL default '0',
 
  `QuestItem3` int(11) unsigned NOT NULL default '0',
 
  `QuestItem4` int(11) unsigned NOT NULL default '0',
 
  `QuestItem5` int(11) unsigned NOT NULL default '0',
 
  `QuestItem6` int(11) unsigned NOT NULL default '0',
 
  PRIMARY KEY  (`entry`)
 
) ENGINE=MyISAM DEFAULT CHARSET=latin1 COMMENT='Gameobject System';
 
 
</pre>
 
</pre>
 +
 +
== unknown1-14 ==
 +
TODO: Add comment
 +
 +
== Size ==
 +
TODO: Add comment
 +
 +
== QuestItem1-6 ==
 +
TODO: Add comment
 +
  
 
[[Category:World Database]]
 
[[Category:World Database]]
 
[[Category:Database]]
 
[[Category:Database]]

Latest revision as of 19:02, 30 October 2012

+/-
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Ico maintenance.png Some of the content of this wikipage is not up to date and need some maintenance. Please help to improve this page and do some update.


Description

Contains game object information


Contents



entry

The Entry (spawn) ID.

type

Door                  => 0
Button                => 1
QuestGiver            => 2
Chest                 => 3
Binder                => 4
Generic               => 5
Trap                  => 6
Chair                 => 7
Spell Focus           => 8
Text                  => 9
Goober                => 10
Transport             => 11       // elevators, subways, railcars, etc.
Area Damage           => 12
Camera                => 13
Map Object            => 14
Mo Transport          => 15    // all of the boats between areas, like Ratchet to BootyBay, have this type
Duel Arbiter          => 16
Fishing Node          => 17
Ritual                => 18
Mailbox               => 19
Auction House         => 20
Guard Post            => 21
Spell Caster          => 22   // portals
Meeting Stone         => 23
Flag Stand            => 24
Fishing Hole          => 25
Flag Drop             => 26
Mini game             => 27
Lotery Kiosk          => 28
Capture Point         => 29
Aura Generator        => 30
Dungeon Difficulty    => 31
Barber Chair          => 32
Destructible Building => 33
Guild Bank            => 34
Trap Door             => 35


DisplayId

The display/model of the Object.


Name

The name of the Object.


Category

Unknown


CastBarText

If there is a "Cast Bar" on the Object (Chests, etc.) whatever is here will show.


UnkStr

Unknown


spellfocus

If type = QuestGiver [2] -> See discussion
If type = Chest [3], then finds Loot ID in loot_gameobjects table.
If type = Spell Focus [8], points to "RequiredSpellfocus" in SpellFocusObject table.
If type = Text [9], then finds Text ID in itempages table.
If type = Mo Transport [15], defines the PathID in TaxiPathNode.dbc DBC file.
If type = Spell Caster [22], points to a portal spell (f.ex Portal effect). The id's and the coordinates are in the table teleport_coords.

sound1-9

Ico info.png Please read discussion page


------------
-- Type 0 --
------------
Type - Door
Sound0: startOpen
Sound1: LockId from Lock.dbc
Sound2: Possibly the time delay before the door auto-closes
Sound3: noDamageImmune
Sound4: A reference to an object holding the Text to display on open door
Sound5: A reference to an object holding the Text to display on close door
------------
-- Type 1 --
------------
Type - Open or close doors
Sound0: startOpen
Sound1: LockId from Lock.dbc
Sound2: Possibly the time delay before the door auto-closes
Sound3: EntryId of a GOTrapEntry linked to this button
Sound4: noDamageImmune
Sound5: large
Sound6: A reference to an object holding the Text to display upon pressing the button
Sound7: A reference to an object holding the Text to display upon unpressing the button
Sound8: losOK
------------
-- Type 2 --
------------
Type - An object that can start or end a quest.
Sound1: questList
Sound2: PageId from PageTextMaterial.dbc
Sound3: gossipID
Sound4: customAnim (Constrained to values 1-4)
Sound5: noDamageImmune
Sound6: Reference to Text object containing the text to display upon interacting with this GO
Sound7: losOK
Sound8: Allow mounted players to interact with this object (?)
Sound9: large

------------
-- Type 3 --
------------
Type - Chest
Sound1: The Id of an object that hold the chest's loot information.
Sound2: The time it takes until the chest restocks its loot.
Sound3: consumable
Sound4: The minimum number of times in a row this chest can be looted (for mining, herbalism, etc.)
Sound5: The maximum number of times in a row this chest can be looted (for mining, herbalism, etc.)
Sound6: Possibly the Id of an event to trigger on looting this chest (?)
Sound7: The Id of a GOTrapEntry that is associated with this chest.
Sound8: The Id of the quest this chest is associated with.
Sound9: The minimum level a character can be in order to open this chest.
Sound10: losOK
Sound11: leaveLoot - Possibly, don't trigger a restock event unless the chest is looted completely (?)
Sound12: Possibly, wether this chest can be looted during combat (?)
Sound13: log loot - Possibly wether or not to log the looting of this chest (?)
Sound14: The Id of a text object to display upon opening this chest.
Sound15: Wether or not to apply the group looting rules to the looting of this chest.

------------
-- Type 4 --
------------
This GOType is apprently unused.

------------
-- Type 5 -
------------
Type - Road signs(Like duskwood - north).
Sound0: Show the floating tooltip for this object (?)
Sound1: Wether or nor to show a highlight around this object (?)
Sound2: serverOnly
Sound3: large
Sound4: Wether or not this object floats on water (?)
Sound5: The Id of the quest required to be active in order to activate this object.

------------
-- Type 7 --
------------
just a chair

------------
-- Type 8 --
------------
Type - Spell Focus gameobjects.
Sound0: The type of SpellFocus this is.
Sound1: Caster must be within this distance of the object in order to cast the associated spell
Sound2: GOEntry Id of the Trap-type GO linked to this SpellFocus.
Sound3: serverOnly
Sound4: Id of the quest this object is associated with.


------------
-- Type 9 --
------------
Type - Books and texts.
Sound0: The Id of a PageText object that is associated with this object.
Sound1: The LanguageId from Languages.dbc
Sound2: The PageTextMaterialId from PageTextMaterial.dbc
Sound3: Whether or not to allow interaction with this object while mounted.

------------
-- Type 10 -
------------
Type - Used for quests, starts events
Sound1: The Id of the quest required to be active in order to interact with this goober.
Sound2: The Id of an Event associated with this goober (?)
Sound3: The time delay before this goober auto-closes after being opened (?)
Sound4: customAnim
Sound5: consumable
Sound6: Time between allowed interactions with this goober (?)
Sound7: The Id of a PageText object associated with this goober.
Sound8: The LanguageId from Languages.dbc
Sound9: The PageTextMaterialId from PageTextMaterial.dbc
Sound10: The SpellId from Spells.dbc associated with this goober.
Sound11: noDamageImmune
Sound12: The Id of a GOTrapEntry associated with this goober.
Sound13: large
Sound14: The Id of a text object to be displayed when opening this goober (?)
Sound15: The Id of a text object to be displayed when closing this goober (?)
Sound16: losOK
Sound17: Whether or not to allow interaction with this goober while mounted (?)


------------
-- Type 11 -
------------
Type - Transport(elevators and such)
Sound0: when to pause (ms)
Sound1: startOpen
Sound2: autoClose

------------
-- Type 12 -
------------
Type - Gameobjects that does damage?
Sound1: The radius within which the damage is applied (?)
Sound2: The minimum damage done.
Sound3: The maximum damage done.
Sound4: The type of damage done.
Sound5: The duration of the damaging effect (?)
Sound6: The Id of a text object to be displayed when the AreaDamage starts. (?)
Sound7: The Id of a text object to be displayed when the AreaDamage ends. (?)

------------
-- Type 13 -
------------
Type - Gameobjects that when you use them you get into a a intro screen
Sound1: CinematicCameraId from CinematicCamera.dbc
Sound2: The Id of an Event associated with this camera (?)
Sound3: The Id of a text object associated with this camera (?)


------------
-- Type 14 -
------------
Type - A map object.
This object has no associated Fields.

------------
-- Type 15 -
------------
Type - Transport
Sound0: The TaxiPathId from TaxiPaths.dbc
Sound1: The speed this object moves at.
Sound2: The rate this object accelerates at.
Sound3: The Id of an Event to call when this object is activated (?)
Sound4: The Id of an Event to call when this object is deactivated (?)
Sound5: transportPhysics
Sound6: The Id of a Map this object is associated with (?)

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-- Type 16 -
------------
Type - Duel Flag
This object has no associated Fields.

------------
-- Type 17 -
------------
Type - Fishing Node
This object has no associated Fields.

------------
-- Type 18 -
------------
Type - Summoning Ritual
Sound0: Number of people needed to active the spell
Sound1: SpellId from Spells.dbc
Sound2: SpellId from Spell.dbc
Sound3: ritualPersistent
Sound4: SpellId from Spells.dbc
Sound5: casterTargetSpellTargets
Sound6: Whether or not the Casters of this SummoningRitual are in the same Group (?)

------------
-- Type 19 -
------------
Type - Mailbox
This object has no associated Fields.

------------
-- Type 20 -
------------
Type - ActionHouse
Sound0: The AuctionHouseId from AuctionHouse.dbc

------------
-- Type 21 -
------------
Type - Guard Post (Not used anywhere, probably meant to be some "alarm" object that spawns creatures when you click it)
Sound0: The Id of the creature associated with this guard post.
Sound1: The number of creatures with Id = CreatureId in this guard post.

------------
-- Type 22 -
------------
Type - Gameobjects that contain spell and usually created by player spell(lightwell, portals and such)
Sound0: The SpellId from Spells.dbc
Sound1: The number of times this can cast the Spell with Id = SpellId.
Sound2: Whether you must be in the same group as the caster to recieve the Spell effect.

------------
-- Type 23 -
------------
Type - Meeting Stone
Sound0: The minimum level a character must be to activate this object.
Sound1: The maximum level a character can be to activate this object.
Sound2: The AreaId from AreaTable.dbc

------------
-- Type 24 -
------------
Type - Battleground Flag
Sound0: LockId from Lock.dbc
Sound1: SpellId from Spell.dbc
Sound2: Activation radius (?)
Sound3: SpellId from Spells.dbc
Sound4: SpellId from Spells.dbc
Sound5: noDamageImmune
Sound6: Id of a text object that is shown when the object is activated (?)
Sound7: losOK

------------
-- Type 25 -
------------
Type - Fishing holes
Sound0: The activation radius (?)
Sound1: Id of an object that stores the object's loot.
Sound2: Minimum number of consecutive times this object can be "fished".
Sound3: Maximum number of consecutive times this object can be "fished".
Sound4: LockId from Lock.dbc

------------
-- Type 26 -
------------
Type - Battleground flag(when dropped)
Sound0: LockId from Lock.dbc
Sound1: Id for an Event that is triggered upon activating this object (?)
Sound2: SpellId from Spells.dbc
Sound3: noDamageImmune
Sound4: Id for a text object that is displayed when activating this object (?)

------------
-- Type 27 -
------------
Type - Minigame
Sound0: gameType

------------
-- Type 28 -
------------
Type: Lottery Kiosk (Probably meant to be another minigame)
There are no Fields associated with this object.

------------
-- Type 29 -
------------
Type - Capture Flags(those that you need to hold, like in athrai basin, halaa,terrokar and more)
Sound0: The activation radius (?)
Sound1: Unknown, possibly a server-side dummy spell-effect. Not a SpellId from Spells.dbc
Sound2: worldState1
Sound3: worldstate2
Sound4: winEventID1
Sound5: winEventID2
Sound6: contestedEventID1
Sound7: contestedEventID2
Sound8: progressEventID1
Sound9: progressEventID2
Sound10: neutralEventID1
Sound11: neutralEventID2
Sound12: neutralPercent
Sound13: worldstate3
Sound14: minSuperiority
Sound15: maxSuperiority
Sound16: minTime
Sound17: maxTime
Sound18: large
Sound19: highlight

------------
-- Type 30 -
------------
Type - Gameobject that have aura to nearby players.
Sound0: startOpen
Sound1: Area of effect (?)
Sound2: SpellId from Spells.dbc
Sound3: conditionID1
Sound4: SpellId from Spells.dbc
Sound5: conditionID2
Sound6: serverOnly

------------
-- Type 31 -
------------
Type - Instance Portals
Sound0: MapId from Maps.dbc
Sound1: Whether or not the dungeon is Heroic (?)


------------
-- Type 33 -
------------
Type - Sieige Gameobjects probably.
Sound0: go to state 1 (damage pct)
Sound1: go to state 2 (damage pct)
Sound2: state 1 name
Sound3: state 2 name

------------
-- Type 34 -
------------
Type - Guild Bank.
There are no Fields associated with this object.

unknown1-14

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Size

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QuestItem1-6

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