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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.
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
---|---|---|---|---|---|---|---|
guid | int | unsigned | PRI | NO | 0 | ||
path_id | int | unsigned | NO | 0 | |||
mount | int | unsigned | NO | 0 | |||
MountCreatureID | int | unsigned | NO | 0 | |||
StandState | tinyint | unsigned | NO | 0 | |||
AnimTier | tinyint | unsigned | NO | 0 | |||
VisFlags | tinyint | unsigned | NO | 0 | |||
SheathState | tinyint | unsigned | NO | 1 | |||
PvPFlags | tinyint | unsigned | NO | 0 | |||
emote | int | unsigned | NO | 0 | |||
visibilityDistanceType | tinyint | unsigned | NO | 0 | |||
auras | mediumtext | YES | NULL |
Signifies a unique creature guid. It will affect just that creature whose GUID matches the one specified here.
If a creature has waypoint pathed movement, this field hold the waypoint_data.id for the path the creature is to follow.
The CreatureDisplayInfo 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.
The creature entry this creature is mounted on.
Note: This field is currently not in use.
The value here overrides the UnitStandStateType
for the creature's unit field UNIT_FIELD_BYTES_1 (see UnitDefines.h for complete list)
Value | Name | Description |
---|---|---|
1 | UNIT_STAND_STATE_SIT | Sitting |
3 | UNIT_STAND_STATE_SLEEP | Sleep |
7 | UNIT_STAND_STATE_DEAD | Shows health bar as empty (combine with the state dead emote to make a creature look dead) |
8 | UNIT_STAND_STATE_KNEEL | Makes the mob kneel |
9 | UNIT_STAND_STATE_SUBMERGED | Submerges the creature below the ground |
The value here overrides the AnimTier
for the creature's unit field UNIT_FIELD_BYTES_1 (see UnitDefines.h for complete list)
Value | Name | Description |
---|---|---|
0 | Ground | plays ground tier animations |
1 | Swim | falls back to ground tier animations, not handled by the client, should never appear in sniffs, will prevent tier change animations from playing correctly if used |
2 | Hover | plays flying tier animations or falls back to ground tier animations, automatically enables hover clientside when entering visibility with this value |
3 | Fly | plays flying tier animations |
4 | Submerged |
The value here overrides the UnitVisFlags
for the creature's unit field UNIT_FIELD_BYTES_1 (see UnitDefines.h for complete list)
Value | Name |
---|---|
2 | UNIT_VIS_FLAGS_CREEP |
4 | UNIT_VIS_FLAGS_UNTRACKABLE |
The value here overrides the SheathState
for the creature's unit field UNIT_FIELD_BYTES_2 (see UnitDefines.h for complete list)
Value | Name | Description |
---|---|---|
0 | SHEATH_STATE_UNARMED | non prepared weapon |
1 | SHEATH_STATE_MELEE | prepared melee weapon |
2 | SHEATH_STATE_RANGED | prepared ranged weapon |
The value here overrides the UnitPVPStateFlags
for the creature's unit field UNIT_FIELD_BYTES_2 (see UnitDefines.h for complete list)
Value | Name |
---|---|
0x01 | UNIT_BYTE2_FLAG_PVP |
0x04 | UNIT_BYTE2_FLAG_FFA_PVP |
0x08 | UNIT_BYTE2_FLAG_SANCTUARY |
Emote ID that the creature should continually perform.
Adjusts the distance from which the creature is visible.
# | Range | Comment |
---|---|---|
0 | Normal | 100m |
1 | Tiny | 25m |
2 | Small | 50m |
3 | Large | 200m |
4 | Gigantic | 400m |
5 | Infinite | ∞ |
This field controls any auras to be applied on the creature (both in effect and visually). To apply multiple auras, you can add more aura entries, separating each entry by a space. Remember that if a spell applies multiple auras.
List of useful aura entries (examples):
16380
- Makes the creature invisible.18950
- Makes the creature detect other invisible units (players or creatures).16380 18950
- Both auras aboveBack to 'creature' Return to world Go to 'creature_classlevelstats'