Skip to content

gameobject Table

Static world spawns of game objects (chests, doors, quest objects, etc.).


Schema Summary

Field Type Key Null Default Extra
guid int(10) unsigned PRI NO auto_increment
id mediumint(8) unsigned MUL NO 0
map smallint(5) unsigned MUL NO 0
position_x float NO 0
position_y float NO 0
position_z float NO 0
orientation float NO 0
rotation0 float NO 0
rotation1 float NO 0
rotation2 float NO 0
rotation3 float NO 0
spawntimesecsmin int(11) NO 0
spawntimesecsmax int(11) NO 0
animprogress tinyint(3) unsigned NO 0
state tinyint(3) unsigned NO 0
spawn_flags int(10) unsigned NO 0
visibility_mod float YES 0
patch_min tinyint(3) unsigned NO 0
patch_max tinyint(3) unsigned NO 10

Field Breakdown

  • guid - Primary Key, auto-increment. Unique spawn ID.
  • id - Game object template ID (gameobject_template.entry).
  • map - Map ID.
  • position_x/y/z - Spawn coordinates.
  • orientation - Facing direction.
  • rotation0-3 - Quaternion rotation.
  • spawntimesecsmin/max - Respawn time range (seconds). A negative spawntimesecsmin means the object does not spawn by default (event/pool controlled only); the magnitude is its respawn delay (spawntimesecsmax is clamped to be at least the min at load).
  • animprogress - Animation progress (0-255).
  • state - Initial state (e.g., open/closed).
  • spawn_flags - Spawn behavior flags.
  • visibility_mod - Visibility modifier.
  • patch_min / patch_max - Client patch range.