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魔兽gameobject_template的参数详解
2013-08-20 19:59:39 作者:wowaii 来源:网络 浏览次数:0

本资料仅做学习和参考使用,我就不汉化了,直接发在这里也当做个备份了,有需要的朋友也可以保存该页面,供将来使用


entry
Id of the gameobject template. WDB-fields

type
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

WDB-fields

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

faction
Object's faction, if any. See FactionTemplate.dbc
Sniff-fields


flags

Flag  Name   Comments
 
1  0x00000001  GO_FLAG_IN_USE  Gameobject in use - Disables interaction while being animated
 
2  0x00000002  GO_FLAG_LOCKED  Makes the Gameobject Locked. Requires a key, spell, or event to be opened. "Locked" appears in tooltip
 
4  0x00000004  GO_FLAG_INTERACT_COND  Untargetable, cannot interact
 
8  0x00000008  GO_FLAG_TRANSPORT  Gameobject can transport (boat, elevator, car)
 
16  0x00000010  GO_FLAG_NOT_SELECTABLE  Not selectable (Not even in GM-mode)
 
32  0x00000020  GO_FLAG_NODESPAWN  Never despawns. Typical for gameobjects with on/off state (doors for example)
 
64  0x00000040  GO_FLAG_TRIGGERED  typically, summoned objects. Triggered by spell or other events
 
512  0x00000200  GO_FLAG_DAMAGED  Gameobject has been siege damaged
 
1024  0x00000400  GO_FLAG_DESTROYED  Gameobject has been destroyed
 
size
Object's size must be set because graphic models can be resample. WDB-fields

QuestItem1-6
field-no-description|11

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)

*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)

*GAMEOBJECT_TYPE_QUESTGIVER = 2

data0: open (LockId from Lock.dbc)
data1: questList (unknown ID)
data2: pageMaterial (PageTextMaterial.dbc)
data3: gossipID (gossip_menu id)
data4: customAnim (unknown value from 1 to 4)
data5: noDamageImmune (Boolean flag)
data6: openTextID (Unknown Text ID)
data7: losOK (Boolean flag)
data8: allowMounted (Boolean flag)
data9: large? (Boolean flag)

*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 (unknown ID)
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)

*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)

*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)

*GAMEOBJECT_TYPE_CHAIR = 7

data0: chairslots (number of players that can sit down on it)
data1: chairorientation? (number of usable side?)

*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)

*GAMEOBJECT_TYPE_TEXT = 9

data0: pageID (page_text.entry)
data1: language (from Languages.dbc)
data2: pageMaterial (PageTextMaterial.dbc)

*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:  ? (unknown flag)
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 use

*GAMEOBJECT_TYPE_TRANSPORT = 11

No data data used, all are always 0

*GAMEOBJECT_TYPE_AREADAMAGE = 12

Object type not used

*GAMEOBJECT_TYPE_CAMERA = 13

data0: open (LockId from Lock.dbc)
data1: camera (Cinematic entry from CinematicCamera.dbc)

*GAMEOBJECT_TYPE_MAPOBJECT = 14

No data data used, all are always 0

*GAMEOBJECT_TYPE_MOTRANSPORT = 15

data0: taxiPathID (Id from TaxiPath.dbc)
data1: moveSpeed
data2: accelRate
data5:  ?
data6:  ?
data7:  ?
data8:  ?

*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)

*GAMEOBJECT_TYPE_MAILBOX = 19

No data data used, all are always 0

*GAMEOBJECT_TYPE_AUCTIONHOUSE = 20


data0: actionHouseID (From AuctionHouse.dbc ?)

*GAMEOBJECT_TYPE_GUARDPOST = 21

Object type not used

*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)

*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:  ?
data7: losOK (Boolean flag)

*GAMEOBJECT_TYPE_FISHINGHOLE = 25

data0: radius (distance)
data1: chestLoot (gameobject_loot_template.entry)
data2: minRestock
data3: maxRestock

*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)

*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)

*GAMEOBJECT_TYPE_AURAGENERATOR = 30

data0: startOpen (Boolean flag)
data1: radius (Distance)
data2: auraID1 (Spell Id from Spell.dbc)
data3: conditionID1 (Unknown ID)

*GAMEOBJECT_TYPE_DUNGEONDIFFICULTY = 31

data0: mapID (From Map.dbc)
data1: difficulty

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

Used for barbier chairs.

*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
AIName
This field is overridden by ScriptName field if both are set. Only 'SmartGameObjectAI' can be used.

ScriptName
Name of the script this object uses if needed

WDBVerified




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