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Creature_(template)_addon_(2.4.3)
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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.
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 |
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.
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
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) |
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 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 |
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 |
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).