Gameobject SF

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Back to world database list of tables.

The `gameobject` table

This table holds the individual object data on each spawned game object in the world. This data along with the object's template data is read and used to instantiate the objects in the world.


Field Type Attributes Key Null Default Extra Comment
guid int(10) unsigned PRI NO NULL Auto increment Global Unique Identifier
id mediumint(8) unsigned NO 0 Gameobject Identifier
map smallint(5) unsigned NO 0 Map Identifier
spawnMask tinyint(3) unsigned NO 1
phaseMask smallint(5) unsigned NO 1
position_x float signed NO 0
position_y float signed NO 0
position_z float signed NO 0
orientation float signed NO 0
rotation0 float signed NO 0
rotation1 float signed NO 0
rotation2 float signed NO 0
rotation3 float signed NO 0
spawntimesecs int(11) signed NO 0
animprogress tinyint(3) unsigned NO 0
state tinyint(3) unsigned NO 1

Description of the fields


The global unique identifier for the game object. This field must be unique among all game objects.


The template ID of the gameobject. See gameobject_template.entry


The map ID where this object is spawned. See Maps.dbc


Controls under which difficulties the object is spawned.

Just like flags you can add them as you wish so 3 would be: Spawned in 10/25 man normal versions of maps (pre 3.2 all maps)
Value Comment
0 Not spawned
1 Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode)
2 Spawned only in 25-man-normal versions of maps (or heroics pre 3.2)
4 Spawned only in 10-man heroic versions of maps
8 Spawned only in 25-man-heroic versions of maps
15 Spawned in all versions of maps


This is a bitmask field that describes all the phases that this gameobject will appear in. Aura 261 determines the phase you can see. For example, if you had this aura, you would be able to see gameobjects in phase 2. If you wanted the gameobject to be visible in both phase 1 and phase 2, you would set the phaseMask to 3.


The X position.


The Y position.


The Z position.


The orientation. (North = 0, South = 3.14159)






Time in seconds for this object to respawn.

Using a negative value will result in the object starting out by being "despawned" until a script will spawn it. It will then despawn after the amount of time specified here has passed.


Not really known what this is used for at this time. However, always set it to 100 for chests.


For chests or doors.

  • 1 = closed
  • 0 = open