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areatrigger_template Table

Defines the location, size, and shape of all area triggers. These are invisible boxes that cause effects when a player enters them. Note: Areariggers are triggered by the client; the server only verifies the player's position. To add new triggers, you must also edit AreaTrigger.dbc in the client. Rows in the DBC must be ordered by map ID; otherwise, client-side triggers may break.


Schema Summary

Field Type Key Null Default Extra
id smallint(4) unsigned PRI NO
build smallint(4) unsigned PRI NO
name varchar(128) YES ''
map_id smallint(3) unsigned NO 0
x float NO 0
y float NO 0
z float NO 0
radius float NO 0
box_x float NO 0
box_y float NO 0
box_z float NO 0
box_orientation float NO 0
cooldown int(10) unsigned NO 0
condition_id int(10) unsigned NO 0
script_id int(10) unsigned NO 0
script_name varchar(64) NO ''

Field Breakdown

  • id - Primary Key. Unique area trigger ID.
  • build - Primary Key. Client build version. The core loads the row with the highest build not exceeding SUPPORTED_CLIENT_BUILD.
  • name - Descriptive name (not used by core).
  • map_id - Map ID where the trigger is located. (see map_template.entry)
  • x, y, z - Center point of the trigger volume.
  • radius - For spherical triggers: radius in yards.
  • box_x, box_y, box_z - For box-shaped triggers: half-extents on each axis. Most often used when radius is not specified.
  • box_orientation - Rotation of the box (in radians).
  • cooldown - Time (seconds) before the trigger can fire again.
  • condition_id - Condition that must be met for the trigger to activate. (see conditions.condition_entry)
  • script_id - Script event ID.
  • script_name - C++ script name for custom logic. Referenced by: the other areatrigger_* tables.