#🗃・db
Celeby
Mar 03, 2026 · 14:02
Does any1 have spawns for Pandaria or what would be the best way to get these?
Celeby
Does any1 have spawns for Pandaria or what would be the best way to get these?
ModoX
Mar 03, 2026 · 14:13
Sniffs
Celeby
Mar 27, 2026 · 20:26
Hey I have a question maybe someone has seen this issue. Do you know what causes some npcs in westfall to be flying? like floating above the ground? like goretusks and coyotes?
Naddley
Mar 27, 2026 · 20:52
I dont remember we have this bugg in TC in Westfall
Celeby
Mar 27, 2026 · 21:09
But is it db driven?
Celeby
Mar 27, 2026 · 21:48
oh i think they have this flag: CREATURE_STATIC_FLAG_FLOATING
Celeby
Mar 27, 2026 · 22:04
Yes it is... they should the swim static flag but instead they have the floating one... removing that fixes the movement. ^-^
charles
Mar 30, 2026 · 06:00
hi
charles
Mar 30, 2026 · 06:01
what best trinity core 12.0.1.66709 database
1
1
G992
Apr 03, 2026 · 20:06
Hi everyone, the question is about the creatures table in the world database. can you tell me how to understand the PhaseId in an sql file after processing a sniff via WPP? I get a PhaseId of the form '17814 - 18262 - 18746 - 18230 - 18194 - 18196 - 18198 - 18201', but in the database, the field is of type Int. How to convert it correctly? At first I thought that I should create 1 record for each PhaseId, but then I realized that the offset goes to 1 CGUID, to which other tables are linked.
Here is an example of what i have after WPP
DELETE FROM `creature` WHERE `guid` BETWEEN @CGUID+0 AND @CGUID+4142;
INSERT INTO `creature` (`guid`, `id`, `map`, `zoneId`, `areaId`, `spawnDifficulties`, `PhaseId`, `PhaseGroup`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `wander_distance`, `currentwaypoint`, `MovementType`, `npcflag`, `unit_flags`, `unit_flags2`, `unit_flags3`, `VerifiedBuild`) VALUES
(@CGUID+0, 55370, 2570, 13769, 13806, '0', '17814 - 18262 - 18746 - 18230 - 18194 - 18196 - 18198 - 18201', 0, 0, 0, 5799.5703125, -3055.623291015625, 280.659423828125, 0.464060604572296142, 7200, 0, 0, 0, NULL, NULL, NULL, NULL, 66709), -- 55370 (Area: 13806 - Difficulty: 0) CreateObject1 (Auras: )
(@CGUID+1, 55370, 2570, 13769, 13806, '0', '17814 - 18262 - 18746 - 18230 - 18194 - 18196 - 18198 - 18201', 0, 0, 0, 5814.11279296875, -3042.151123046875, 247.375, 0.464060604572296142, 7200, 0, 0, 0, NULL, NULL, NULL, NULL, 66709), -- 55370 (Area: 13806 - Difficulty: 0) CreateObject1 (Auras: )
Naddley
Apr 03, 2026 · 20:14
Wpp prints all phases which are active on the player
Celeby
Apr 03, 2026 · 21:41
If you want to apply multiple phases you need to use the phase group but you’d need to find the id that corresponds to all those phases
Wnocm
Apr 15, 2026 · 14:10
Hi, I’m working on an 8.3.7 database issue and was wondering if anyone experienced with this version could help me privately. Thanks!
daveb105
Apr 24, 2026 · 20:05
I have a loot dbase question. If creature_template_difficulty.lootID=0 -> base creature entry is used in creature_loot_template.entry for items listing.
If creature_template_difficulty.lootID>0 then lootID is used as reference_loot_template.entry for items listing.
LootMgr.h has
Item = 0,
Reference = 1,
Currency = 2,
TrackingQuest = 3,
ItemType in reference_loot_template are all zeros.
ItemType in creature_loot_template are 0 or 1.
(ignoring grouping for the moment) If we have a lootid of 0, we would never have the use for the creature_loot_template. So why would we see 0 and 1 for Itemtype in creature_loot_template?
Have I missed something. thanks for your thoughts
Meji
Apr 24, 2026 · 20:15
creature_template_difficulty.LootID=0 means no loot at all
daveb105
Apr 24, 2026 · 20:16
I am working on master dbase sorry did not mention that.
Meji
Apr 24, 2026 · 20:17
yes, LootID=0 no loot, LootID<>0 references creature_loot_template.Entry
daveb105
Apr 24, 2026 · 20:20
So LootID will be a value either a creature_template.entry or reference_loot_template.entry, correct.
Meji
Apr 24, 2026 · 20:22
creature_template_difficulty.LootID references always a creature_loot_template.Entry (this value isn't linked to creature_template.Entry)
daveb105
Apr 24, 2026 · 20:24
OK, so is reference_loot_template used for anything?
Meji
Apr 24, 2026 · 20:25
For any *_loot_template row with ItemType = 1
Meji
Apr 24, 2026 · 20:27 (edited)
That row references a reference_loot_template (where *_loot_template.Item == reference_loot_template.Entry)
daveb105
Apr 24, 2026 · 20:38
OK, in creature loot this would be for a creature_loot_template.ItemType=1 creature_loot_template.item==reference_loot_template.entry. Then where is the chance applied I see it used in either dbase?
daveb105
Apr 24, 2026 · 20:41
i need to follow another example. thanks for your help
Meji
Apr 24, 2026 · 20:47
TrinityCore Open Source MMO Framework (master = 12.0.5.67186, 3.3.5 = 3.3.5a.12340, cata classic = 4.4.2.60895) - TrinityCore/TrinityCore
daveb105
Apr 24, 2026 · 20:51
this will help, i am following two examples of my own. cheers!
daveb105
Apr 24, 2026 · 20:59
this is a good example
daveb105
Apr 24, 2026 · 21:14
creature_loot_template(if itemType=0 Item is the additem, if Itemtype=1) it points to the group of items with their new items and chances
Celeby
Apr 24, 2026 · 21:25
It took me also a while to understand the linking but it can do wonders.
Celeby
Apr 24, 2026 · 21:26
The reference loot table can hold the actual item ids, chance and everything
Celeby
Apr 24, 2026 · 21:26
the creature loot template will simply reference the reference table + quest items or flavour items
Celeby
Apr 24, 2026 · 21:27
This way for example you do not need to duplicate the same loot tables for dozen mobs that share the same loot
daveb105
Apr 25, 2026 · 16:52
follow up, I have been looking at dbase examples. Just want to confirm what i think is happening. I have a feel for creature_loot_template itemtype and chance for a given entry. what I don't follow is in reference_loot_template are examples that include all available items that have chance zero (which would say no item(s) dropped? or pick one of based on chance from creature_loot_template?). Also, in reference_loot_template there are ItemType 1 -> is this a reference to a reference?
Celeby
Apr 25, 2026 · 23:52
Reference to reference is wrong. That doesn’t work
Celeby
Apr 25, 2026 · 23:52
Also a lot of the existing loot data may be incorrect I think
Shauren
Apr 26, 2026 · 07:31
reference to reference does work
Celeby
Apr 26, 2026 · 07:33
The documentation needs an update
daveb105
Apr 26, 2026 · 16:02
thank you all! It is like learning a new language.
daveb105
Apr 29, 2026 · 18:50
quest_objective type 19, objectid=16996. I have a dberor says quest 59978 objective has no existing areatrigger ID. I have added areatrigger_invovledrelation and areatrigger_scripts <-smarttrigger. this type 19 is new for me. do i need to create an areatrigger? or should the trigger come from the db2 files? can you point me in the correct direction?
daveb105
quest_objective type 19, objectid=16996. I have a dberor says quest 59978 objec…
Saburo-Arasaka
Apr 29, 2026 · 21:19
u need find in sniffs areatrigger_create_properties. If don’t have in sniffs, you can manually do create properties, after that add areatrigger_template and areatrigger (spawn it) with id of needed areatrigger id
Saburo-Arasaka
Apr 29, 2026 · 21:22
If u enter in areatrigger with needed id for objective, it will complete this objective
daveb105
Apr 29, 2026 · 22:16
thank you.
daveb105
May 02, 2026 · 18:20
Question, phaseID for player, are they stored in the dbase anywhere? I have looked but did not see anything
Naddley
May 02, 2026 · 18:25
Phase_area + conditions
daveb105
May 02, 2026 · 18:33
thanks
daveb105
May 02, 2026 · 18:54
Yes, this helps out. Cheers!
Celeby
May 11, 2026 · 21:13
Any idea why the below condition fails? It is not passing when character has quest active... trying to understand the reason...
INSERT INTO
conditions (SourceTypeOrReferenceId, SourceGroup, SourceEntry, SourceId, ElseGroup, ConditionTypeOrReference, ConditionTarget, ConditionValue1, ConditionValue2, ConditionValue3, ConditionStringValue1, NegativeCondition, Comment) VALUES
(22, 1, 7995, 2, 0, 9, 0, 30987, 0, 0, '', 0, 'Action invoker has quest Joining the Alliance (30987) active');
Shauren
May 11, 2026 · 21:17
that condition type requires the quest to be in quest log AND not be completed
Shauren
May 11, 2026 · 21:17
you should use CONDITION_QUESTSTATE instead (47)
Celeby
May 11, 2026 · 21:18
thanks
Celeby
May 11, 2026 · 21:33
Yes actually the quest is complete upon taken so that explains it I guess
Celeby
May 12, 2026 · 19:19
Does SAI On Text Over work to trigger from another NPC? Say you have SAI on npc 1 to do something when text over from NPC 2... I am just testing this and it does not work... it only works from own npc text over
Naddley
May 12, 2026 · 19:21
I dont think it works crossnpcs. But I rarely touched that action. Its ages that I dealed with that 😅
Naddley
May 12, 2026 · 19:22
Just time it in an actionlist
Celeby
May 12, 2026 · 19:25
-_- thanks! To be honest it is terrible to spend the time to try things and then see they are not working...
Celeby
May 12, 2026 · 19:25
I really need to stop using SAI and move totally to c++
Naddley
May 12, 2026 · 19:27
Its the same like c++. If you dont know what youre doing it probably dont work
ModoX
May 12, 2026 · 19:27
You can set data (or bytes?) for that. There are events/actions for it
ModoX
May 12, 2026 · 19:28
SMART_EVENT_DATA_SET
ModoX
May 12, 2026 · 19:28
SMART_ACTION_SET_DATA
Celeby
May 12, 2026 · 19:29
Thanks ModoX, yes am using those but sometimes i need to add time delay
ModoX
May 12, 2026 · 19:31
Trigger timed action list after data set then
Naddley
Its the same like c++. If you dont know what youre doing it probably dont work
Celeby
May 12, 2026 · 19:32
Hence why am asking here... furthermore, that Text over takes a param with a creature entry... why when it only works with the trigger npc and not cross npcs... It is confusing as...
ModoX
Trigger timed action list after data set then
Celeby
May 12, 2026 · 19:33
Yeah that looks like the only option
ModoX
May 12, 2026 · 19:33
unless @Meji has better ideas yeah
ModoX
May 12, 2026 · 19:33
in c++ you can use DoAction, schedule stuff in TaskScheduler, EventMap or if everything else fails BasicEvents :D
Celeby
May 12, 2026 · 19:34
Yeah and not have 100 lines of SAI for simple stuff
ModoX
May 12, 2026 · 19:37
well that depends :kekw:
Celeby
May 27, 2026 · 10:22
Does any1 know which db table(s) we need to use to have a mob have multiple spawn points?
Naddley
May 27, 2026 · 10:25
Multiple creature spawns which are pooled
Naddley
May 27, 2026 · 10:25
Same way like my copper veins commit
Celeby
May 27, 2026 · 10:48
Thanks! So pool_template to define the group and pool_members for the actual grouped spawns?
ModoX
May 27, 2026 · 12:59
Yes
Celeby
May 27, 2026 · 14:07
Thanks both! I got it 🙂
Celeby
May 28, 2026 · 14:08
Is it currently possible to have spawns "at night"? or how could we determine on server side that it is "at night"?
Shauren
May 28, 2026 · 14:11
by linking them to game_event
Shauren
May 28, 2026 · 14:11
there is one entry for "night" already, 25
Shauren
May 28, 2026 · 14:12
it... may need end_time extension at this point
Celeby
May 28, 2026 · 14:44
And for the daytime spawns or regular spawns can we use a condition to not have them spawn if event 25 active?
Shauren
May 28, 2026 · 14:48
you use -25 as eventEntry to despawn when event starts
Celeby
May 28, 2026 · 14:48
oooh sweet
Celeby
May 28, 2026 · 14:48
Thanks! Will check it out
Celeby
May 28, 2026 · 15:03
It works! Thanks @Shauren 🙌