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Description of the 'creature_addon' table for MaNGOSZero
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).
A creature_addon record will override a creature_template_addon record should they overlap on the same creature.
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.
This table uses the 'MyISAM' DB Engine
The Field definitions follow:
|Field Name||Field Type||Nullable||Key||Default Value||Attributes||Notes|
|guid||int(10) unsigned||NO||PRI||'0'||Signifies a unique creature guid [See creature.guid].|
|mount||mediumint(8) unsigned||NO||'0'||The model ID of the mount to be used to make the creature appear mounted.|
|bytes1||int(10) unsigned||NO||'0'||The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE|
|b2_1_flags||tinyint(3) unsigned||NO||'0'||The value here overrides the value for the creature's unit field UNIT_FIELD_BYTE|
|emote||int(10) unsigned||NO||'0'||Emote ID that the creature should continually perform.|
|moveflags||int(10) unsigned||NO||'0'||Flags controlling how the creature will behave animation-wise while moving.|
|auras||text||YES||NULL||This field controls any auras to be applied on the creature.|
Description of the fields
guid int(10) unsigned
Signifies a unique creature guid [See creature.guid]. It will affect just that creature whose GUID matches the one specified here.
mount mediumint(8) unsigned
The model ID of the mount to be used to make the creature appear mounted [See creature_model_info.modelid]. The value here overrides the value for the creature's unit field UNIT_FIELD_MOUNTDISPLAYID.
bytes1 int(10) unsigned
The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_1. List of known values and what their visual effects on the creature
|1||Sitting on Ground|
|2||Creature that can fly and are not on the ground appear to have this flag. If they are on the ground, flag is not present.|
|7||Makes the mob lying dead (combined with empty health bar (dynamicflags = 32) and gray name (dynamicflags = 4) makes the mob to appear dead)|
|8||Makes the mob kneel (need bytes2 = 1)|
|9||Submerges the creature below the ground|
b2_0_sheath tinyint(3) unsigned
|0||All Weapons Sheathed by Default|
|1||Melee Weapon NOT Sheathed by Default (Melee Weapon In Hand)|
|2||Ranged Weapon NOT Sheathed by Default (Ranged Weapon In Hand)|
b2_1_flags tinyint(3) unsigned
The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_2.
emote int(10) unsigned
Emote ID that the creature should continually perform.
List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground.
moveflags int(10) unsigned
Flags controlling how the creature will behave animation-wise while moving. This table is 100% wrong as of 3.1. It is still here for a period of time for reference and to convert values in DB. See the proper table under this one
|1||MOVEMENTFLAG_FORWARD||instantly teleport creature, then creature move forward animation but no real movement|
|2||MOVEMENTFLAG_BACKWARD||instantly teleport creature, then creature move back animation but no real movement|
|4||MOVEMENTFLAG_STRAFE_LEFT||instantly teleport creature, then creature move left animation but no real movement|
|8||MOVEMENTFLAG_STRAFE_RIGHT||instantly teleport creature, then creature move right animation but no real movement|
|16||MOVEMENTFLAG_LEFT||creature spin left animation|
|32||MOVEMENTFLAG_RIGHT||then creature spin right animation|
|64||MOVEMENTFLAG_PITCH_UP||no effect on creature|
|128||MOVEMENTFLAG_PITCH_DOWN||no effect on creature|
|256||MOVEMENTFLAG_WALK_MODE||If flag is not set then player runs|
|512||MOVEMENTFLAG_ONTRANSPORT||causes creatures to fly while moving (not include standing)|
|1024||MOVEMENTFLAG_LEVITATING||hovering animation at stand (not include moving)|
|16384||MOVEMENTFLAG_FALLINGFAR||Falling Great distance animation|
|1048576||MOVEMENTFLAG_UNK7||Causes creature to instantly appear at new position|
|2097152||MOVEMENTFLAG_SWIMMING||appears with fly flag also (causes creatures to fall to ground at stand state)|
|4194304||MOVEMENTFLAG_ASCENDING||no effect on creature|
|8388608||MOVEMENTFLAG_CAN_FLY||no effect on creature|
|16777216||MOVEMENTFLAG_FLYING||no effect on creature|
|33554432||MOVEMENTFLAG_ONTRANSPORT||Creature flying (not hover at stop moving)|
|67108864||MOVEMENTFLAG_SPLINE||probably wrong name (no effect on creature)|
|134217728||MOVEMENTFLAG_SPLINE2||no effect on creature|
|268435456||MOVEMENTFLAG_WATERWALKING||also prevent creature from falling under water|
|536870912||MOVEMENTFLAG_SAFE_FALL||active rogue safe fall spell (passive) (no effect on creature)|
|1073741824||MOVEMENTFLAG_HOVER||Causes creature to hover at stand state (not include moving)|
|2147483648||MOVEMENTFLAG_UNK10||Causes creature to roll to strange angle Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points.|
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 "<spell ID> <index>". An aura is defined not just by the spell that applies it but also by the individual spell affect that applies it. Therefore, the effect index must be specified along with the spell ID. Each spell can have a maximum of three spell effects, so the effect index can only be 0, 1, or 2. To apply multiple auras, you can add more aura entries, separating each entry by a space. Remember that if a spell applies multiple auras, you need to specify an aura entry for each effect index if you want to apply more than one aura from the same spell.
List of useful aura entries:
|16380 0||Makes the creature invisible.|
|18950 0 18950 1||Makes the creature detect other invisible units (players or creatures).|
auto-generated by the getMaNGOS.eu MAGNET dbdocs module
Edited by Antz