TrinityCore : gameobject_template

Contains template of all gameobjects

Structure

Field

Type

Attributes

Key

Null

Default

Extra

Comment

entry

mediumint(8)

unsigned

PRI

NO

0

 

 

type

tinyint(3)

unsigned

 

NO

0

 

 

displayId

mediumint(8)

unsigned

 

NO

0

 

 

name

varchar(100)

signed

 

NO

"

 

 

IconName

varchar(100)

signed

 

NO

"

 

 

castBarCaption

varchar(100)

signed

 

NO

"

 

 

unk1

varchar(100)

signed

 

NO

"

 

 

faction

smallint(5)

unsigned

 

NO

0

 

 

flags

int(10)

unsigned

 

NO

0

 

 

size

float

signed

 

NO

1

 

 

questItem1

int(11)

unsigned

 

NO

0

 

 

questItem2

int(11)

unsigned

 

NO

0

 

 

questItem3

int(11)

unsigned

 

NO

0

 

 

questItem4

int(11)

unsigned

 

NO

0

 

 

questItem5

int(11)

unsigned

 

NO

0

 

 

questItem6

int(11)

unsigned

 

NO

0

 

 

data0

int(10)

unsigned

 

NO

0

 

 

data1

int(11)

unsigned

 

NO

 

-1

 

 

data2

int(10)

unsigned

 

NO

0

 

 

data3

int(10)

unsigned

 

NO

0

 

 

data4

int(10)

unsigned

 

NO

0

 

 

data5

int(10)

unsigned

 

NO

0

 

 

data6

int(11)

unsigned

 

NO

-1

 

 

data7

int(10)

unsigned

 

NO

0

 

 

data8

int(10)

unsigned

 

NO

0

 

 

data9

int(10)

unsigned

 

NO

0

 

 

data10

int(10)

unsigned

 

NO

0

 

 

data11

int(10)

unsigned

 

NO

0

 

 

data12

int(10)

unsigned

 

NO

0

 

 

data13

int(10)

unsigned

 

NO

0

 

 

data14

int(10)

unsigned

 

NO

0

 

 

data15

int(10)

unsigned

 

NO

0

 

 

data16

int(10)

unsigned

 

NO

0

 

 

data17

int(10)

unsigned

 

NO

0

 

 

data18

int(10)

unsigned

 

NO

0

 

 

data19

int(10)

unsigned

 

NO

0

 

 

data20

int(10)

unsigned

 

NO

0

 

 

data21

int(10)

unsigned

 

NO

0

 

 

data22

int(10)

unsigned

 

NO

0

 

 

data23

int(10)

unsigned

 

NO

0

 

 

AIName

char(64)

signed

 

NO

"

 

 

ScriptName

varchar(64)

signed

 

NO

"

 

 

WDBVerified

smallint(5)

signed

 

YES

1

 

 

Description of the fields

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
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

Sniff-fields

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

GAMEOBJECT_TYPE_TEXT = 9

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 used

GAMEOBJECT_TYPE_TRANSPORT = 11

No data used, all are always 0

GAMEOBJECT_TYPE_AREADAMAGE = 12

Object type not used

GAMEOBJECT_TYPE_CAMERA = 13

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
  • 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 used, all are always 0

GAMEOBJECT_TYPE_AUCTIONHOUSE = 20

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)

GAMEOBJECT_TYPE_MEETINGSTONE = 23

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

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

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 

     

     

    ValueComment
    05 man normal, 10 man normal
    15 man heroic, 25 normal
    210 man heroic
    325 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

Comments:

//0 GAMEOBJECT_TYPE_DOOR
        struct
        {
            uint32 startOpen; //0 used client side to determine GO_ACTIVATED means open/closed
            uint32 lockId; //1 -> Lock.dbc
            uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 noDamageImmune; //3 break opening whenever you recieve damage?
            uint32 openTextID; //4 can be used to replace castBarCaption?
            uint32 closeTextID; //5
            uint32 ignoredByPathing; //6
        } door;
        //1 GAMEOBJECT_TYPE_BUTTON
        struct
        {
            uint32 startOpen; //0
            uint32 lockId; //1 -> Lock.dbc
            uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 linkedTrap; //3
            uint32 noDamageImmune; //4 isBattlegroundObject
            uint32 large; //5
            uint32 openTextID; //6 can be used to replace castBarCaption?
            uint32 closeTextID; //7
            uint32 losOK; //8
        } button;
        //2 GAMEOBJECT_TYPE_QUESTGIVER
        struct
        {
            uint32 lockId; //0 -> Lock.dbc
            uint32 questList; //1
            uint32 pageMaterial; //2
            uint32 gossipID; //3
            uint32 customAnim; //4
            uint32 noDamageImmune; //5
            uint32 openTextID; //6 can be used to replace castBarCaption?
            uint32 losOK; //7
            uint32 allowMounted; //8 Is usable while on mount/vehicle. (0/1)
            uint32 large; //9
        } questgiver;
        //3 GAMEOBJECT_TYPE_CHEST
        struct
        {
            uint32 lockId; //0 -> Lock.dbc
            uint32 lootId; //1
            uint32 chestRestockTime; //2
            uint32 consumable; //3
            uint32 minSuccessOpens; //4 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
            uint32 maxSuccessOpens; //5 Deprecated, pre 3.0 was used for mining nodes but since WotLK all mining nodes are usable once and grant all loot with a single use
            uint32 eventId; //6 lootedEvent
            uint32 linkedTrapId; //7
            uint32 questId; //8 not used currently but store quest required for GO activation for player
            uint32 level; //9
            uint32 losOK; //10
            uint32 leaveLoot; //11
            uint32 notInCombat; //12
            uint32 logLoot; //13
            uint32 openTextID; //14 can be used to replace castBarCaption?
            uint32 groupLootRules; //15
            uint32 floatingTooltip; //16
        } chest;
        //4 GAMEOBJECT_TYPE_BINDER - empty
        //5 GAMEOBJECT_TYPE_GENERIC
        struct
        {
            uint32 floatingTooltip; //0
            uint32 highlight; //1
            uint32 serverOnly; //2
            uint32 large; //3
            uint32 floatOnWater; //4
            int32 questID; //5
        } _generic;
        //6 GAMEOBJECT_TYPE_TRAP
        struct
        {
            uint32 lockId; //0 -> Lock.dbc
            uint32 level; //1
            uint32 radius; //2 radius for trap activation
            uint32 spellId; //3
            uint32 type; //4 0 trap with no despawn after cast. 1 trap despawns after cast. 2 bomb casts on spawn.
            uint32 cooldown; //5 time in secs
            int32 autoCloseTime; //6
            uint32 startDelay; //7
            uint32 serverOnly; //8
            uint32 stealthed; //9
            uint32 large; //10
            uint32 invisible; //11
            uint32 openTextID; //12 can be used to replace castBarCaption?
            uint32 closeTextID; //13
            uint32 ignoreTotems; //14
        } trap;
        //7 GAMEOBJECT_TYPE_CHAIR
        struct
        {
            uint32 slots; //0
            uint32 height; //1
            uint32 onlyCreatorUse; //2
            uint32 triggeredEvent; //3
        } chair;
        //8 GAMEOBJECT_TYPE_SPELL_FOCUS
        struct
        {
            uint32 focusId; //0
            uint32 dist; //1
            uint32 linkedTrapId; //2
            uint32 serverOnly; //3
            uint32 questID; //4
            uint32 large; //5
            uint32 floatingTooltip; //6
        } spellFocus;
        //9 GAMEOBJECT_TYPE_TEXT
        struct
        {
            uint32 pageID; //0
            uint32 language; //1
            uint32 pageMaterial; //2
            uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
        } text;
        //10 GAMEOBJECT_TYPE_GOOBER
        struct
        {
            uint32 lockId; //0 -> Lock.dbc
            int32 questId; //1
            uint32 eventId; //2
            uint32 autoCloseTime; //3
            uint32 customAnim; //4
            uint32 consumable; //5
            uint32 cooldown; //6
            uint32 pageId; //7
            uint32 language; //8
            uint32 pageMaterial; //9
            uint32 spellId; //10
            uint32 noDamageImmune; //11
            uint32 linkedTrapId; //12
            uint32 large; //13
            uint32 openTextID; //14 can be used to replace castBarCaption?
            uint32 closeTextID; //15
            uint32 losOK; //16 isBattlegroundObject
            uint32 allowMounted; //17 Is usable while on mount/vehicle. (0/1)
            uint32 floatingTooltip; //18
            uint32 gossipID; //19
            uint32 WorldStateSetsState; //20
        } goober;
        //11 GAMEOBJECT_TYPE_TRANSPORT
        struct
        {
            uint32 pause; //0
            uint32 startOpen; //1
            uint32 autoCloseTime; //2 secs till autoclose = autoCloseTime / 0x10000
            uint32 pause1EventID; //3
            uint32 pause2EventID; //4
        } transport;
        //12 GAMEOBJECT_TYPE_AREADAMAGE
        struct
        {
            uint32 lockId; //0
            uint32 radius; //1
            uint32 damageMin; //2
            uint32 damageMax; //3
            uint32 damageSchool; //4
            uint32 autoCloseTime; //5 secs till autoclose = autoCloseTime / 0x10000
            uint32 openTextID; //6
            uint32 closeTextID; //7
        } areadamage;
        //13 GAMEOBJECT_TYPE_CAMERA
        struct
        {
            uint32 lockId; //0 -> Lock.dbc
            uint32 cinematicId; //1
            uint32 eventID; //2
            uint32 openTextID; //3 can be used to replace castBarCaption?
        } camera;
        //14 GAMEOBJECT_TYPE_MAPOBJECT - empty
        //15 GAMEOBJECT_TYPE_MO_TRANSPORT
        struct
        {
            uint32 taxiPathId; //0
            uint32 moveSpeed; //1
            uint32 accelRate; //2
            uint32 startEventID; //3
            uint32 stopEventID; //4
            uint32 transportPhysics; //5
            uint32 mapID; //6
            uint32 worldState1; //7
        } moTransport;
        //16 GAMEOBJECT_TYPE_DUELFLAG - empty
        //17 GAMEOBJECT_TYPE_FISHINGNODE - empty
        //18 GAMEOBJECT_TYPE_SUMMONING_RITUAL
        struct
        {
            uint32 reqParticipants; //0
            uint32 spellId; //1
            uint32 animSpell; //2
            uint32 ritualPersistent; //3
            uint32 casterTargetSpell; //4
            uint32 casterTargetSpellTargets; //5
            uint32 castersGrouped; //6
            uint32 ritualNoTargetCheck; //7
        } summoningRitual;
        //19 GAMEOBJECT_TYPE_MAILBOX - empty
        //20 GAMEOBJECT_TYPE_DONOTUSE - empty
        //21 GAMEOBJECT_TYPE_GUARDPOST
        struct
        {
            uint32 creatureID; //0
            uint32 charges; //1
        } guardpost;
        //22 GAMEOBJECT_TYPE_SPELLCASTER
        struct
        {
            uint32 spellId; //0
            uint32 charges; //1
            uint32 partyOnly; //2
            uint32 allowMounted; //3 Is usable while on mount/vehicle. (0/1)
            uint32 large; //4
        } spellcaster;
        //23 GAMEOBJECT_TYPE_MEETINGSTONE
        struct
        {
            uint32 minLevel; //0
            uint32 maxLevel; //1
            uint32 areaID; //2
        } meetingstone;
        //24 GAMEOBJECT_TYPE_FLAGSTAND
        struct
        {
            uint32 lockId; //0
            uint32 pickupSpell; //1
            uint32 radius; //2
            uint32 returnAura; //3
            uint32 returnSpell; //4
            uint32 noDamageImmune; //5
            uint32 openTextID; //6
            uint32 losOK; //7
        } flagstand;
        //25 GAMEOBJECT_TYPE_FISHINGHOLE
        struct
        {
            uint32 radius; //0 how close bobber must land for sending loot
            uint32 lootId; //1
            uint32 minSuccessOpens; //2
            uint32 maxSuccessOpens; //3
            uint32 lockId; //4 -> Lock.dbc; possibly 1628 for all?
        } fishinghole;
        //26 GAMEOBJECT_TYPE_FLAGDROP
        struct
        {
            uint32 lockId; //0
            uint32 eventID; //1
            uint32 pickupSpell; //2
            uint32 noDamageImmune; //3
            uint32 openTextID; //4
        } flagdrop;
        //27 GAMEOBJECT_TYPE_MINI_GAME
        struct
        {
            uint32 gameType; //0
        } miniGame;
        //29 GAMEOBJECT_TYPE_CAPTURE_POINT
        struct
        {
            uint32 radius; //0
            uint32 spell; //1
            uint32 worldState1; //2
            uint32 worldstate2; //3
            uint32 winEventID1; //4
            uint32 winEventID2; //5
            uint32 contestedEventID1; //6
            uint32 contestedEventID2; //7
            uint32 progressEventID1; //8
            uint32 progressEventID2; //9
            uint32 neutralEventID1; //10
            uint32 neutralEventID2; //11
            uint32 neutralPercent; //12
            uint32 worldstate3; //13
            uint32 minSuperiority; //14
            uint32 maxSuperiority; //15
            uint32 minTime; //16
            uint32 maxTime; //17
            uint32 large; //18
            uint32 highlight; //19
            uint32 startingValue; //20
            uint32 unidirectional; //21
        } capturePoint;
        //30 GAMEOBJECT_TYPE_AURA_GENERATOR
        struct
        {
            uint32 startOpen; //0
            uint32 radius; //1
            uint32 auraID1; //2
            uint32 conditionID1; //3
            uint32 auraID2; //4
            uint32 conditionID2; //5
            uint32 serverOnly; //6
        } auraGenerator;
        //31 GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
        struct
        {
            uint32 mapID; //0
            uint32 difficulty; //1
        } dungeonDifficulty;
        //32 GAMEOBJECT_TYPE_BARBER_CHAIR
        struct
        {
            uint32 chairheight; //0
            uint32 heightOffset; //1
        } barberChair;
        //33 GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
        struct
        {
            uint32 intactNumHits; //0
            uint32 creditProxyCreature; //1
            uint32 state1Name; //2
            uint32 intactEvent; //3
            uint32 damagedDisplayId; //4
            uint32 damagedNumHits; //5
            uint32 empty3; //6
            uint32 empty4; //7
            uint32 empty5; //8
            uint32 damagedEvent; //9
            uint32 destroyedDisplayId; //10
            uint32 empty7; //11
            uint32 empty8; //12
            uint32 empty9; //13
            uint32 destroyedEvent; //14
            uint32 empty10; //15
            uint32 debuildingTimeSecs; //16
            uint32 empty11; //17
            uint32 destructibleData; //18
            uint32 rebuildingEvent; //19
            uint32 empty12; //20
            uint32 empty13; //21
            uint32 damageEvent; //22
            uint32 empty14; //23
        } building;
        //34 GAMEOBJECT_TYPE_GUILDBANK - empty
        //35 GAMEOBJECT_TYPE_TRAPDOOR
        struct
        {
            uint32 whenToPause; // 0
            uint32 startOpen; // 1
            uint32 autoClose; // 2
        } trapDoor;

I take it in your source, if you can edit the message and then delete my message, thanks.
Posted by westtunger at Sep 06, 2013 17:47