The `trainer` table
This table contains the unique trainer template.
Table Structure
| Field | Type | Attributes | Key | Null | Default | Extra | Comment |
|---|---|---|---|---|---|---|---|
| Id | INT | UNSIGNED | PRI | NO | 0 | ||
| Type | TINYINT | UNSIGNED | NO | 2 | |||
| Requirement | MEDIUMINT | UNSIGNED | NO | 0 | |||
| Greeting | MEDIUMTEXT | NO | |||||
| VerifiedBuild | INT | YES | 0 |
Description of the fields
Unique Trainer ID
| Type | Description |
|---|---|
| 0 | Class |
| 1 | Mount |
| 2 | Tradeskill |
| 3 | Pet |
Keep 0 for no requirement.
| Type | Requirement | Description |
|---|---|---|
| Class | ChrClasses.Content | Player need to be this class to train from the trainer. |
| Mount | ChrRaces | Player need to be this race to train from the trainer. |
| TradeSkill | Spell ID | Player must know this spell to train from this trainer. |
| Pet | ChrClasses.Content | Player need to be this class to train from the trainer. |
The text shown when the trainer window is opened.
This is not gossip text.
This field is used to determine if this gameobject originates from verified sniffs.
If value is 0 then it has not been parsed yet or it has been inherited from an older DB or another Core.
If value is above 0 then it has been parsed with sniffs from that specific client build.
If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.