function TEST_Threat_AI.GetDBInfo(LuaAI)
-- function to pull spell and spawnpoint info
data = LuaAI:Data();
petcheck = TEST_Threat_AI.CheckPet(LuaAI); -- checks for pet/totem
data["SpawnPosX"] = 0
data["SpawnPosY"] = 0
data["SpawnPosZ"] = 0
data["spellID1"] = 0
data["spellID2"] = 0
data["spellID3"] = 0
data["spellID4"] = 0
data["moblevel"] = 1
if petcheck == false then
creatureGUID = LuaAI:GetCreature():GetGUIDLow();
--printf("/n/n"..tostring(creatureGUID));
queryString = "SELECT `id` , `spawn_position_x` , `spawn_position_y` , `spawn_position_z` FROM `creature` WHERE `guid`=" .. creatureGUID;
nameid = sDatabase:Query(queryString)
if nameid ~= nil then
getcreatureID = nameid:Fetch()
data["SpawnPosX"] = getcreatureID[1]:GetInt32()
data["SpawnPosY"] = getcreatureID[2]:GetInt32()
data["SpawnPosZ"] = getcreatureID[3]:GetInt32()
local creatureID = getcreatureID[0]:GetString()
queryString2 = "SELECT `maxlevel`, `spell1`, `spell2`, `spell3`, `spell4` FROM `creature_template` WHERE `entry`=" .. creatureID;
result1 = sDatabase:Query(queryString2);
result = result1:Fetch();
if result ~= nil then
--Store in the data table so we can easily make use of it later
data["moblevel"] = result[0]:GetInt32()
data["spellID1"] = result[1]:GetInt32()
data["spellID2"] = result[2]:GetInt32()
data["spellID3"] = result[3]:GetInt32()
data["spellID4"] = result[4]:GetInt32()
end
TEST_Threat_AI.CheckSpell(LuaAI, data["spellID1"], 1)
TEST_Threat_AI.CheckSpell(LuaAI, data["spellID2"], 2)
TEST_Threat_AI.CheckSpell(LuaAI, data["spellID3"], 3)
TEST_Threat_AI.CheckSpell(LuaAI, data["spellID4"], 4)
end
end
LuaAI:SetData(data)
end