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Creature_(template)_addon_(2.4.3)

Schmoozerd edited this page Apr 14, 2013 · 1 revision

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The `creature_(template)_addon` table

The creature_addon and creature_template_addon tables define different things that are applied on creatures when they are loaded. These "different things" can be for example to have the creature be mounted, to have it emote something, to have it display an aura effect, etc. Through the use of the fields in this table, many things can be changed about the outward visual appearance of the creature. The creature_template_addon table affects all creatures with that creature template ID while the creature_addon table affects individually spawned creatures (so that two creatures using the same template can look different).

NOTE: A creature_addon record will override a creature_template_addon record should they overlap on the same creature.

NOTICE: The data for this table is largely incomplete and is mostly just a regurgitation of what the client receives from the server. This article is a WIP as to what all the possible values are.

Structure

Field Type Null Key Default Extra
entry/guid mediumint(8) unsigned NO PRI 0
mount mediumint(8) unsigned NO 0
bytes1 int(10) unsigned NO 0
b2_0_sheath tinyint(3) unsigned NO 0
b2_1_flags tinyint(3) unsigned NO 0
emote mediumint(8) unsigned NO 0
moveflags int(10) unsigned NO 0
auras text YES

Description of the fields

entry/guid

For creature_template_addon, this field signifies the creature template ID. It will affect all spawned creatures using that template ID. For creature_addon, this field signifies a unique creature guid. It will affect just that creature whose GUID matches the one specified here.

mount

The model ID of the mount to be used to make the creature appear mounted. The value here overrides the value for the creature’s unit field UNIT_FIELD_MOUNTDISPLAYID. List of known values and what their visual effects on the creature

b2_0_sheath

Defined Sheath State. Below are States Defined in MaNGOS One Source Code (Unit.h)

Bit Name Comment
0 SHEATH_STATE_UNARMED NPC Will Be in Unarmed State by Default (No Weapon Equipped)
1 SHEATH_STATE_MELEE NPC Will Be in Melee State by Default (Melee Weapons Equipped)
2 SHEATH_STATE_RANGED NPC Will Be in Ranged State by Default (Ranged Weapon Equipped)

b2_1_flags

Unit State Flags (UnitBytes2_Flags) defined in MaNGOS One Source Code (Unit.h)

Bit Name Comment
0×01 UNIT_BYTE2_FLAG_UNK0
0×02 UNIT_BYTE2_FLAG_UNK1
0×04 UNIT_BYTE2_FLAG_UNK2
0×08 UNIT_BYTE2_FLAG_UNK3
0×10 UNIT_BYTE2_FLAG_AURAS Show positive auras as positive, and allow it to be dispelled.
0×20 UNIT_BYTE2_FLAG_UNK5
0×40 UNIT_BYTE2_FLAG_UNK6
0×80 UNIT_BYTE2_FLAG_UNK7

emote

Emote ID that the creature should continually perform.

This is a list of the most often used emote IDs and what they do. Full list of possible values can be found in MaNGOS One Source (SharedDefines.h)

Bit Name Comment
10 EMOTE_STATE_DANCE
12 EMOTE_STATE_SLEEP
13 EMOTE_STATE_SIT
26 EMOTE_STATE_STAND
64 EMOTE_STATE_STUN
65 EMOTE_STATE_DEAD
68 EMOTE_STATE_KNEEL
70 EMOTE_ONESHOT_WAVE_NOSHEATHE
71 EMOTE_ONESHOT_CHEER_NOSHEATHE
92 EMOTE_ONESHOT_EAT_NOSHEATHE
173 EMOTE_STATE_WORK_NOSHEATHE
233 EMOTE_STATE_WORK_MINING
234 EMOTE_STATE_WORK_CHOPWOOD
378 EMOTE_STATE_TALK
379 EMOTE_STATE_FISHING
380 EMOTE_ONESHOT_FISHING
381 EMOTE_ONESHOT_LOOT
382 EMOTE_STATE_WHIRLWIND
392 EMOTE_STATE_LAUGH
398 EMOTE_STATE_CANNIBALIZE
400 EMOTE_STATE_DANCESPECIAL
412 EMOTE_STATE_EXCLAIM
415 EMOTE_STATE_SIT_CHAIR_MED

moveflags

Flags controlling how the creature will behave animation-wise while moving. These values are defined in MaNGOS One Source Code (Unit.h)

Bit Name Comment
0 MOVEFLAG_NONE
1 MOVEFLAG_FORWARD
2 MOVEFLAG_BACKWARD
4 MOVEFLAG_STRAFE_LEFT
8 MOVEFLAG_STRAFE_RIGHT
16 MOVEFLAG_TURN_LEFT
32 MOVEFLAG_TURN_RIGHT
64 MOVEFLAG_PITCH_UP
128 MOVEFLAG_PITCH_DOWN
256 MOVEFLAG_WALK_MODE Walking
512 MOVEFLAG_ONTRANSPORT Used for flying on some creatures
1024 MOVEFLAG_LEVITATING
2048 MOVEFLAG_ROOT
4096 MOVEFLAG_FALLING
8192 MOVEFLAG_FALLINGFAR
16384 MOVEFLAG_SWIMMING Appears with fly flag also.
32768 MOVEFLAG_ASCENDING Swim up also.
65536 MOVEFLAG_CAN_FLY
131072 MOVEFLAG_FLYING
262144 MOVEFLAG_FLYING2 Actual flying mode.
524288 MOVEFLAG_SPLINE_ELEVATION Used for flight paths.
1048576 MOVEFLAG_SPLINE_ENABLED Used for flight paths.
2097152 MOVEFLAG_WATERWALKING Prevent unit from falling through water.
4194304 MOVEFLAG_SAFE_FALL Active rogue safe fall spell (passive).
8388608 MOVEFLAG_HOVER

auras

This field controls any auras to be applied on the creature (both in effect and visually). The syntax for for an individual aura entry is "". You can add more Spell entries, separating each entry by a space.

List of useful aura entries:

  • ‘16380’ – Makes the creature invisible.
  • ‘18950 18950’ – Makes the creature detect other invisible units (players or creatures).
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