gameobject_spawns

This table contains the position and custom data for the spawned gameobject.

Structure

Field Type Default Comment
id int unsigned   key
min_build int 12340 key
max_build int 12340  
entry int unsigned 0  
map int unsigned 0  
phase int unsigned 1  
position_x float 0  
position_y float 0  
position_z float 0  
orientation float 0  
rotation0 float 0  
rotation1 float 0  
rotation2 float 0  
rotation3 float 0  
spawntimesecs int 0  
state int unsigned 0  
event_entry int 0  

id

The unique id of the spawn. Together with min_build it is the key of the row.

min_build

First client build the row is valid for. A row is used when the build of the server lies between min_build and max_build. A spawn that exists unchanged in several builds keeps one row whose max_build is raised; a moved spawn gets a new row.

max_build

Last client build the row is valid for.

entry

The entry ID of the gameobject from the gameobject_properties table.

map

The map ID where the gameobject is spawned.

phase

The phase mask in which the gameobject is visible, 1 = the default phase.

position_x_z

The position of the gameobject on the map.

orientation

The facing of the gameobject in radians.

rotation_0-3

The rotation of the gameobject as a quaternion (x, y, z, w). The client needs it for doors, chests and other objects that are not upright; 0 in all four lets the server derive it from the orientation.

spawntimesecs

The respawn time in seconds after the object was used or destroyed, 0 = the default of the gameobject type.

state

0 = open
1 = closed
2 = alternative open
3 = destroyed

event_entry

The entry from the gameevent_properties table, 0 = always spawned. The object is only spawned while the event runs.