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    creature_movement


    antz
     NOTE:  This page is auto-generated from the MAGNET DBDocs module,
                 Any changes made directly to this page will be lost when it is regenerated.

    Description of the 'creature_movement' table for MaNGOSZero

    This table holds all the information on each creature's waypoints. In essence, a set of waypoints just defines a path that the creature will follow by going from point to point. More specifically, once the creature arrives at a point, it can do different things like cast a spell, do an emote, etc. Usually this table is filled through the .wp command (and its various subcommands) in the world.

    Please note that for a creature to use waypoints, its MovementType must be 2.

    Table Notes

    This table uses the 'MyISAM' DB Engine

    The Field definitions follow:

    Field Name Field Type Nullable Key Default Value Attributes Notes
    id int(10) unsigned NO PRI NULL   Creature GUID [See creature.guid].
    point mediumint(8) unsigned NO PRI '0'   An index count for all movement points attached to a creature spawn.
    position_x float NO '0'   The X position for the creature's movement point.
    position_y float NO '0'   The Y position for the creature's movement point.
    position_z float NO '0'   The Z position for the creature's movement point.
    waittime int(10) unsigned NO '0'   If the creature should wait at the movement point.
    script_id mediumint(8) unsigned NO '0'   If a script should be executed.
    textid1 int(11) NO '0'   If a text should be emoted, this references the "db_script_string" table.
    textid2 int(11) NO '0'   If a text should be emoted, this references the "db_script_string" table.
    textid3 int(11) NO '0'   If a text should be emoted, this references the "db_script_string" table.
    textid4 int(11) NO '0'   If a text should be emoted, this references the "db_script_string" table.
    textid5 int(11) NO '0'   If a text should be emoted, this references the "db_script_string" table.
    emote mediumint(8) unsigned NO '0'   Emote ID that the creature should perform.
    spell mediumint(8) unsigned NO '0'   The spell identifier.
    orientation float NO '0'   The orientation for the creature's movement point.
    model1 mediumint(9) NO '0'   A display model identifier activated on the waypoint.
    model2 mediumint(9) NO '0'   An alternative display model identifier activated on the waypoint.

    Description of the fields

    id int(10) unsigned

    Creature GUID [See creature.guid].

    point mediumint(8) unsigned

    An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one.

    position_x float

    The X position for the creature's movement point.

    position_y float

    The Y position for the creature's movement point.

    position_z float

    The Z position for the creature's movement point.

    waittime int(10) unsigned

    If the creature should wait at the movement point, set this to the time in milliseconds. Otherwise set to zero for the creature to immediately proceed to the next movement point.

    script_id mediumint(8) unsigned

    If a script should be executed, this references the db_scripts table [See db_scripts.id] with a type of 3 to form a unique ID for which the entry is valid. If not, set the value to zero.

    textid1 int(11)

    If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero.

    textid2 int(11)

    If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero.

    textid3 int(11)

    If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero.

    textid4 int(11)

    If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero.

    textid5 int(11)

    If a text should be emoted, this references the "db_script_string" table tables unique ID for which the entry is valid. If not, set the value to zero.

    emote mediumint(8) unsigned

    Emote ID that the creature should perform.

    List of often used emote IDs and what they do ie. 65 Makes the creature look dead by lying on the ground.

    Value Emote Name
    10 EMOTE_STATE_DANCE
    12 EMOTE_STATE_SLEEP
    13 EMOTE_STATE_SIT
    26 EMOTE_STATE_STAND
    28 EMOTE_STATE_WORK
    64 EMOTE_STATE_STUN
    64 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
    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

    spell mediumint(8) unsigned

    The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. This refers to a spell which should be cast by the creature on this waypoint.

    orientation float

    The orientation for the creature's movement point. Measured in radians, where 0 is north on the mini-map and pi is south on the mini-map.

    model1 mediumint(9)

    A display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid.

    model2 mediumint(9)

    An alternative display model identifier activated on the waypoint. This references the "creature_model_info" table tables unique ID for which this entry is valid.


    auto-generated by the getMaNGOS.eu MAGNET dbdocs module

    Edited by Antz

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