Creature all addon

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Таблица `creature_(template)_addon`

creature_addon и creature_template_addon таблицы, определяющие различные дополнения, которые используют указанные существа. Эти "дополнительные вещи" могут например, посадить существо на ездовое животное, воспроизвести определённую эмоцию, создать эффект ауры и т.д. С помощью полей в этой таблицы, множество визуальных вещей могут быть изменены при появлении существа в игровом мире. Таблица creature_template_addon создает эффекты по номеру шаблона существа, в то время как таблица creature_addon создает эффекты по глобальному номеру (GUID), т.е. уже выставленных в игре (что бы два одинаковых существа могли иметь разные эффекты).

ПРИМЕЧАНИЕ:Запись в creature_addon проигнорирует запись в creature_template_addon, если эти записи применены к одному и тому же существу.

ВНИМАНИЕ: Данные для этой таблицы неполные и являются главным образом только потоком того, что клиент получает от сервера. Данная статья описывает все значения этой таблицы.


Структура

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
bytes2 int(10) unsigned NO 0
emote mediumint(8) unsigned NO 0
moveflags int(10) unsigned NO 0
auras text YES


Описание полей

entry/guid

Для creature_template_addon, это поле содержит существо из template ID. Эффект будет применен ко всем существам поставленным в игре с таким же номером шаблона. </br> Для creature_addon, это поле содержит глобальный номер (GUID) существа из guid. Это позволит наложить эффект только на одного существа с таким номером.

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

bytes1

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
  • 3 = Sleep
  • 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

bytes2

The value here overrides the value for the creature's unit field UNIT_FIELD_BYTES_2.

List of known values and what their visual effects on the creature

emote

Emote ID that the creature should continually perform.

List of often used emote IDs and what they do

  • 65 = Makes the creature look dead by lying on the ground

untested List from Mangos Source

   EMOTE_STATE_DANCE                  = 10,
   EMOTE_STATE_SLEEP                  = 12,
   EMOTE_STATE_SIT                    = 13,
   EMOTE_STATE_STAND                  = 26,
   EMOTE_STATE_WORK                   = 28,
   EMOTE_STATE_STUN                   = 64,
   EMOTE_STATE_DEAD                   = 65,
   EMOTE_STATE_KNEEL                  = 68,
   EMOTE_ONESHOT_WAVE_NOSHEATHE       = 70,
   EMOTE_ONESHOT_CHEER_NOSHEATHE      = 71,
   EMOTE_ONESHOT_EAT_NOSHEATHE        = 92,
   EMOTE_STATE_WORK_NOSHEATHE         = 173,
   EMOTE_STATE_FISHING                = 379,
   EMOTE_ONESHOT_FISHING              = 380,
   EMOTE_ONESHOT_LOOT                 = 381,
   EMOTE_STATE_WHIRLWIND              = 382,
   EMOTE_STATE_LAUGH                  = 392,
   EMOTE_STATE_CANNIBALIZE            = 398,
   EMOTE_STATE_DANCESPECIAL           = 400,
   EMOTE_STATE_EXCLAIM                = 412,
   EMOTE_STATE_SIT_CHAIR_MED          = 415

moveflags

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

Bit Name Comment
0 MOVEMENTFLAG_NONE
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_RUN_MODE If flag set then player runs
512 MOVEMENTFLAG_ONTRANSPORT causes creatures to fly while moving (not include standing)
1024 MOVEMENTFLAG_HOVERING hovering animation at stand (not include moving)
2048 MOVEMENTFLAG_FLY_UNK1
4096 MOVEMENTFLAG_JUMPING Jump animation
8192 MOVEMENTFLAG_UNK1
16384 MOVEMENTFLAG_FALLING Falling
32768 MOVEMENTFLAG_UNK2
65536 MOVEMENTFLAG_UNK3
131072 MOVEMENTFLAG_UNK4
262144 MOVEMENTFLAG_UNK5
524288 MOVEMENTFLAG_UNK6
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_FLY_UP no effect on creature
8388608 MOVEMENTFLAG_CAN_FLY no effect on creature
16777216 MOVEMENTFLAG_FLYING no effect on creature
33554432 MOVEMENTFLAG_UNK8 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_UNK9 Causes creature to hover at stand state (not include moving)
2147483648 MOVEMENTFLAG_UNK10 Causes creature to roll to strange angle

Proper table as of 3.1

Bit Name Comment
0 MONSTER_MOVE_NONE Core makes the creature behave based on InhabitType and MovementType
1 MONSTER_MOVE_FORWARD Instantly teleport creature, then creature move forward animation but no real movement
2 MONSTER_MOVE_BACKWARD Instantly teleport creature, then creature move back animation but no real movement
4 MONSTER_MOVE_STRAFE_LEFT Instantly teleport creature, then creature move left animation but no real movement
8 MONSTER_MOVE_STRAFE_RIGHT Instantly teleport creature, then creature move right animation but no real movement
16 MONSTER_MOVE_LEFT Creature spin left animation
32 MONSTER_MOVE_RIGHT Then creature spin right animation
64 MONSTER_MOVE_PITCH_UP Seams to have no effect
128 MONSTER_MOVE_PITCH_DOWN Seams to have no effect
256 MONSTER_MOVE_TELEPORT Makes creature teleport instead of walking
512 MONSTER_MOVE_TELEPORT2
1024 MONSTER_MOVE_LEVITATING
2048 MONSTER_MOVE_UNK1
4096 MONSTER_MOVE_WALK Makes creature walk
8192 MONSTER_MOVE_SPLINE
16384 No name in core Makes creature run
32768 No name in core Makes creature run
65536 No name in core Makes creature run
131072 No name in core Makes creature run
262144 MONSTER_MOVE_SPLINE2
524288 MONSTER_MOVE_UNK2 Used for flying mobs
1048576 MONSTER_MOVE_UNK3 Used for flying mobs
2097152 MONSTER_MOVE_UNK4
4194304 MONSTER_MOVE_UNK5 Run in place, then teleport to final point
8388608 MONSTER_MOVE_UNK6 Teleport
16777216 MONSTER_MOVE_UNK7 Run
33554432 MONSTER_MOVE_FLY Swimming / Flying
67108864 MONSTER_MOVE_UNK9 Run
134217728 MONSTER_MOVE_UNK10 Run
268435456 MONSTER_MOVE_UNK11 Run
536870912 MONSTER_MOVE_UNK12 Run
1073741824 MONSTER_MOVE_UNK13 Levitating

Note: MONSTER_MOVE_SPLINE_FLY = MONSTER_MOVE_WALK + MONSTER_MOVE_SPLINE and makes creature fly by points.

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 "<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.

NOTE: Currently (Rev 5067) auras defined in creature_template_addon are not being properly added. Only add auras for creatures in creature_addon.

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).
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