Introduction
This is going to be a very long guide that really is only going to provide you with reference as to what each of the rows in your database tables does in conjunction with ascent. This will allow you to have a better understanding of how to add your own stuff to the database with little to no problems.
If you have any questions feel free to ask, but make sure you've read the section that relates to your question to make sure you haven't missed anything.
NOTE: I have excluded a few based on that they provide little info or are deleted when ascent is closed down. But I do have a few more coming, I'm very tired right now and sick. lol, so I need to get some sleep.
Ai agents
entryId:
refers to the Creature ID
AI_AGENT:
1 = Melee
2 = Ranged
3 = Flee
4 = Spell
5 = CallForHelp
procEvent:
0 = EnterCombat
1 = LeaveCombat
2 = DamageTaken
3 = TargetCastSpell
4 = TargetParryed
5 = TargetDodged
6 = TargetBlocked
7 = TargetCritHit
8 = TargetDied
9 = TargetDied
10 = UnitParryed
11 = UnitDodged
12 = UnitBlocked
13 = UnitCritHit
14 = UnitDied
15 = AssistTargetDied
16 = FollowOwner
procChance:
The chance it has to proc
procCount:
amount of times it procs per minute, 0 means infinite count
spellId:
Spell ID to use.
spellType:
1 = Root
2 = Heal
3 = Stun
4 = Fear
5 = Silence
6 = Curse
7 = AoEDamage
8 = Damage
9 = Summon
10 = Buff
11 = DeBuff
spellTargetType:
1 = SingleTarget
2 = Destination
3 = Source
spellCooldown:
how long for the spell to be usable again.
AreaTriggers
AreaTriggerID:
The ID assigned to that area trigger.
Type:
Defines if it's instanced or not, 1 I believe is instanced and 0 is normal.
MapID:
Map ID used by the area trigger.
Name:
Name for the area.
X:
X coord.
Y:
Y coord.
Z:
Z coord.
O:
Orientation.
Required_Honor_Rank:
Required Honor to get in.
Required Level:
Required Level to get in.
AuctionHouse
entryID:
Entry ID for the auctioneer.
auctioneer:
The autioneer.
AHid:
The auction house that auctioneer is bound to.
Command Overrides
command_name:
The command you wish to apply the over ride too.
access level:
The level you wish to allow access to this command.
creature_formations
creature_sqlid:
The id for the creature in the database.
followtarget_sqlid:
What they are following.
follow_angle:
The angle that they are following.
follow_dist:
How far they will follow before resetting.
creature_names
entry:
Entry or ID of the creature. Used to spawn the creature in game.
creature_name:
Name of the creature.
subname:
Subname of the creature.
Flags1:
Unknown, this is NOT like NPCflags in creature_proto.
type:
1 = Beast
2 = Dragonkin
3 = Demon
4 = Elemental
5 = Giant
6 = Undead
7 = Humanoid
8 = Critter
9 = Mechanical
10 = Not Specified
11 = Totem
family:
1 = Wolf
2 = Cat
3 = Spider
4 = Bear
5 = Boar
6 = Crocolisk
7 = Carrion Bird
8 = Crab
9 = Gorilla
10 = UNUSED
11 = Raptor
12 = Tallstrider
13 = UNUSED
14 = UNUSED
15 = Felhunter
16 = Voidwalker
17 = Succubus
18 = UNUSED
19 = Doomguard
20 = Scorpid
21 = Turtle
22 = UNUSED
23 = Imp
24 = Bat
25 = Hyena
26 = Owl
27 = Wind Serpent
28 = Remote Control
29 = Felguard
30 = Dragonhawk
31 = Ravager
32 = Warp Stalker
33 = Sporebar
34 = Nether Ray
35 = Serpent
rank:
0 = Normal
1 = Elite
2 = Rare Elite
3 = World Boss
4 = Rare
male_displayId:
Model ID if it's male.
female_displayId:
Model ID if it's female.
Civilian:
0 = No Civilian
1 = Civilian
Leader:
Indicates if creature is a faction leader.
0 = No Leader
1 = Leader
creature_proto
entry:
ID used to spawn in game.
minlevel:
minlevel of the creature.
maxlevel:
max level of the creature.
faction:
creature's faction.
minhealth:
min health of the creature.
maxhealth:
max health of the creature.
mana:
max mana of the creature.
scale:
size.
npcflags:
UNIT_NPC_FLAG_NONE 0
UNIT_NPC_FLAG_GOSSIP 1
UNIT_NPC_FLAG_QUESTGIVER 2
UNIT_NPC_FLAG_VENDOR 4
UNIT_NPC_FLAG_TAXIVENDOR 8
UNIT_NPC_FLAG_TRAINER 16
UNIT_NPC_FLAG_SPIRITHEALER 32
UNIT_NPC_FLAG_SPIRITGUIDE 64
UNIT_NPC_FLAG_INNKEEPER 128
UNIT_NPC_FLAG_BANKER 256
UNIT_NPC_FLAG_PETITIONER 512
UNIT_NPC_FLAG_TABARDVENDOR 1024
UNIT_NPC_FLAG_BATTLEFIELDPERSON 2048
UNIT_NPC_FLAG_AUCTIONEER 4096
UNIT_NPC_FLAG_STABLE 8192
UNIT_NPC_FLAG_ARMORER 16384
UNIT_NPC_FLAG_GUARD
attacktime:
Delay between the attacks in ms
mindamage:
Minimum damage of the creature
maxdamage:
Maximum damage of the creature
rangedattacktime:
Delay between the ranged attacks in ms
rangedmindamage:
Minimum ranged damage of the creature
rangedmaxdamage:
Maximum ranged damage of the creature
mountdisplayid:
Model ID of the mount the npc is on (?). 0 if none.
item1slotdisplay:
Display ID of the item at slot 1 - Item in Left Hand
item2slotdisplay:
Display ID of the item at slot 2 - Item in Right Hand
item3slotdisplay:
Display ID of the item at slot 3 - Ammo Slot
respawntime:
Respawntime in ms
resistance0_armor:
Armor of the creature
resistance1:
Holy Resistance of the creature
resistance2:
Fire Resistance of the creature
resistance3:
Nature Resistance of the creature
resistance4:
Frost Resistance of the creature
resistance5:
Shadow Resistance of the creature
resistance6:
Arcane Resistance of the creature
combat_reach:
Distance of the creature in ehich it can hit you (?)
bonding_radius:
Aggro radius of the creature (?)
auras:
auras of the creature (what's the seperator?)
boss:
Indicates if creature is a boss. 1=boss 0=no boss
money:
money dropped by the creature
creature_quest_finisher
id:
ID of creature/item or gameobject that finishes the quest.
quest:
entry of the quest.
creature_quest_starter
id:
ID of the creature/item or gameobject that will start the quest.
quest:
entry id of the quest.
creature_spawns
id:
id of the creature spawn
entry:
entry number.
map:
Map ID that it's spawned on.
X:
X coord.
Y:
Y coord.
Z:
Z coord.
O:
Orientation.
movetype:
Movement type.
displayid:
Model ID used for the creature.
factionID:
Faction.
emote_state:
The emote state they are in.
creature_static_spawn
Same as above, execpt it's static.
creature_waypoints
creatureid:
Creature SQL ID.
waypointid:
the waypoint id, hehe
X:
X coord.
Y:
Y coord.
Z:
Z coord.
waittime:
wait time at a specific area.
creatureloot
entryid:
creature entry in creature_names or creature_proto
itemid:
entry of the loot item
precentchance:
change of the item to be loot.
heroicpercentchance:
chance to drop in heroic dungeons.
mincount:
minimum count of the item.
maxcount:
max count of the item.
fishing
zone:
Call to the zone where you can fish.
MinSkill:
minimum skill required to fish.
Max Skill:
max skill before you stop getting skillup.
fishingloot
entryid:
entry in the database
itemid:
item to be used in loot.
percentchance:
chance it will be caught
heroicpercentchange:
chance it will be caught in a heroic dungeon
mincount:
minimum count of item that will appear.
maxcount:
max amount of item that will appear.
gameobject_names
type:
type of object.
displayID:
object displat ID.
name:object name.
gameobject_quest_finisher
id:
gameobject id
quest:
quest id
gameobject_quest_item_binding
gameobject_entry:
gameobject entry ID.
quest_id:
quest id. (seing a pattern here? hehe)
item_id:
item id.
item_count:
item amount.
gameobject_quest_pickup_binding
gameobject_entry:
gameobject entry id.
quest_id:
quest id.
required_count:
required amount.
gameobject_quest_starter
id:
gameobject id
quest:
quest id.
gameobject_spawns
entry:
gameobject id.
map:
Map ID it's on.
X:
X coord.
Y:
Y coord.
Z:
Z coord.
Facing:
Orientation.
Faction:
Faction.
Scale:
Scale.
gameobject_staticspawns
Same as above but it's static.
More below...