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transports

Structure ​

FieldTypeAttributesKeyNullDefaultExtraComment
guidbigintunsignedPRINO0
entryintunsignedUNINO0
namemediumtextYESNULL
phaseUseFlagstinyintunsignedNO0
phaseidintsignedNO0
phasegroupintsignedNO0
ScriptNamevarchar(64)NO''
 

Description of fields ​

guid ​

Unique identifier for transport. When adding a new one, simply use the max(guid)+1.  

entry ​

This is entry to be used for this transport from gameobject_template.entry It must be a type 15 (MOTransport) game object.  

name ​

This is an arbitrary name that is only used to describe this transport entry.  

phaseUseFlags ​

NameValue
PHASE_USE_FLAGS_NONE0x0
PHASE_USE_FLAGS_ALWAYS_VISIBLE0x1
PHASE_USE_FLAGS_INVERSE0x2
 

phaseid ​

Determines in which phase the transport is in. Available phases can be found in Phase.db2  

phasegroup ​

Determines in which PhaseGroup the transport is in. A PhaseGroup sets a transport in multiple phases at once. PhaseGroups can contain more Phases than you actually need. Available PhaseGroups can be found in PhaseGroup.db2  

ScriptName ​

The ScriptName for when scripting it in the core.  

Appendix: Static Passengers (npcs) ​

Transports will load static passengers when:

    transport moves from inactive to active grid
    the grid that transport is currently in becomes active

It will unload static passengers when:

    transport moves from active to inactive grid
    the grid that transport is currently in unloads

The loading process will get the map from gameobject_template.data6 (SpawnMap), and then creates all creatures and gameobjects that are in the same map.

Creatures and gameobjects spawn points will be used as relative to the transport.