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Creature_equip_template_raw_(2.4.3)

Schmoozerd edited this page Apr 14, 2013 · 1 revision

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The `creature_equip_template_raw` table

This table contains all possible equipment that an NPC can wear.

NOTE: This is an outdated table that is being phased out, simplified and converted into creature_equip_template (2.4.3) table and also an item_template (2.4.3) entry. See Below For Conversion Examples

Structure

Field Type Null Key Default Extra
entry mediumint(8) unsigned NO PRI 0
equipmodel1 mediumint(8) unsigned NO 0
equipmodel2 mediumint(8) unsigned NO 0
equipmodel3 mediumint(8) unsigned NO 0
equipinfo1 int(10) unsigned NO 0
equipinfo2 int(10) unsigned NO 0
equipinfo3 int(10) unsigned NO 0
equipslot1 int(8) NO 0
equipslot2 int(8) NO 0
equipslot3 int(8) NO 0

Description of the fields

entry

Unique Id of the equipment configuration, no link with any official data. This ID can be any unused value.

This value is what is entered in creature_template.equipment_id (2.4.3)#equipment_id or creature.equipment_id (2.4.3)#equipment_id.

This is determined based on if the equipment configuration is for all identical NPC’s or if just a specific NPC requires a special Equipment Configuration.

equipmodel1

This is the Model ID from Item.dbc 2.4.3).dbc that will be equipped in the RIGHT HAND.

equipmodel2

This is the Model ID from Item.dbc 2.4.3).dbc that will be equipped in the LEFT HAND.

equipmodel3

This is the Model ID from Item.dbc 2.4.3).dbc that will be equipped in the RANGED WEAPON SLOT.

equipinfo1

This is the Detailed Equipment Information (Equipment Class and Subclass) acquired from official data for the item that will be equipped in the RIGHT HAND. This value is a DECIMAL VALUE for the combined Hex Values for Class and Subclass of the Equipment.

Class and Subclass values are defined in MaNGOS One Source (Itemprototype.h)

Example: 33492738 (Decimal Value in Table) = 0×01FF0F02 (Converted To Hex To Breakdown The Data)

0×01 : Matherial Value (Disregard Data)

0xFF : UNK0 (This Values MUST be either FF or -1) If This Value is anything else then this data might be fudged or incorrectly parsed from official data (Hint: Possible Duplicate, Check For Similar Template)

0×0F : Equipment Subclass (Cross Reference this with MaNGOS One Source) – (Itemprototype.h) – CONVERT THIS HEX BACK TO DECIMAL FOR PROPER VALUE (Example: 15 – ITEM_CLASS_WEAPON)

0×02 : Equipment Class (Cross Reference this with MaNGOS One Source) – (Itemprototype.h) – CONVERT THIS HEX BACK TO DECIMAL FOR PROPER VALUE (Example: 2 – ITEM_SUBCLASS_WEAPON_DAGGER)

This is Basic Steps Taken To Convert This Data From creature_equip_template_raw (2.4.3) to creature_equip_template (2.4.3) and add missing data entry to item_template (2.4.3). To Complete New Entry in item_template (2.4.3) you must also convert EQUIPSLOT data as well.

equipinfo2

This is the Detailed Equipment Information (Equipment Class and Subclass) acquired from official data for the item that will be equipped in the LEFT HAND.

Class and Subclass values are defined in MaNGOS One Source (Itemprototype.h)

NOTE: SEE equipinfo1 FOR DETAILED INFORMATION FOR CONVERTING AND REVIEWING THIS VALUE

equipinfo3

This is the Detailed Equipment Information (Equipment Class and Subclass) acquired from official data for the item that will be equipped in the RANGED WEAPON SLOT.

Class and Subclass values are defined in MaNGOS One Source (Itemprototype.h)

NOTE: SEE equipinfo1 FOR DETAILED INFORMATION FOR CONVERTING AND REVIEWING THIS VALUE

equipslot1

This is the Detailed Equipment Slot and Sheath Information (Inventory Type and Sheath Type) acquired from official data and verified in item.dbc (2.4.3).dbc for the item that will be equipped in the RIGHT HAND. This value is a DECIMAL VALUE for the combined Hex Values for Sheath Type and Inventory Type of the Equipment.

Sheath Type and Inventory Type values are defined in MaNGOS One Source.

Example: 781(Decimal Value in Table) = 0×030D (Converted To Hex To Breakdown The Data)

0×03 : Sheath Type (SharedDefines.h) – CONVERT THIS HEX BACK TO DECIMAL FOR PROPER VALUE – (Example: 3 – SHEATHETYPE_LARGEWEAPONLEFT)

0×0D : Inventory Type (Itemprototype.h) – CONVERT THIS HEX BACK TO DECIMAL FOR PROPER VALUE – (Example: 13 – INVTYPE_WEAPON)

This is Basic Steps Taken To Convert This Data From creature_equip_template_raw (2.4.3) to creature_equip_template (2.4.3) and add missing data entry to item_template (2.4.3). To Complete New Entry in item_template (2.4.3) you must also convert EQUIPINFO data as well.

equipslot2

This is the Detailed Equipment Slot and Sheath Information (Inventory Type and Sheath Type) acquired from official data and verified in item.dbc (2.4.3).dbc for the item that will be equipped in the LEFT HAND. This value is a DECIMAL VALUE for the combined Hex Values for Sheath Type and Inventory Type of the Equipment.

NOTE: SEE equipslot1 FOR DETAILED INFORMATION FOR CONVERTING AND REVIEWING THIS VALUE

equipslot3

This is the Detailed Equipment Slot and Sheath Information (Inventory Type and Sheath Type) acquired from official data and verified in item.dbc (2.4.3).dbc for the item that will be equipped in the RANGED WEAPON SLOT. This value is a DECIMAL VALUE for the combined Hex Values for Sheath Type and Inventory Type of the Equipment.

NOTE: SEE equipslot1 FOR DETAILED INFORMATION FOR CONVERTING AND REVIEWING THIS VALUE

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