character_reputation Table¶
Reputation standing per faction for every character.
Schema Summary¶
| Field | Type | Key | Null | Default | Extra |
|---|---|---|---|---|---|
guid |
int(11) unsigned | PRI | NO | 0 | |
faction |
int(11) unsigned | PRI | NO | 0 | |
standing |
int(11) | NO | 0 | ||
flags |
int(11) | NO | 0 |
Field Breakdown¶
guid- Primary Key. Character guid (fromcharacters.guid).faction- Primary Key. Reputation group id (faction.id).standing- Numeric reputation points (-42000…42999).flags- State bits (FactionFlags,ReputationMgr.h): 1 = visible, 2 = At War, 4 = hidden, 8 = invisibility forced by core, 16 = peace forced by core, 32 = marked inactive by the player, 64 = rival.
flags Values¶
| Bit | Meaning |
|---|---|
| 1 | Faction shown in the reputation pane |
| 2 | At War toggled for the faction |
| 4 | Faction hidden from the client reputation pane |
| 8 | Visibility forced by core (e.g. during events) |
| 16 | At-war/peace state forced by core |
| 32 | Faction marked inactive by player (XP gain off) |
| 64 | Rival faction (forced hostile) |
Bits 8, 16 and 64 are core-managed but can appear in saved rows; bit 32 is explicitly restored from the DB at load.