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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).
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 | bigint | unsigned | PRI | NO | 0 | ||
PathId | 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 | |||
aiAnimKit | smallint | signed | NO | 0 | |||
movementAnimKit | smallint | signed | NO | 0 | |||
meleeAnimKit | smallint | signed | NO | 0 | |||
visibilityDistanceType | tinyint | unsigned | NO | 0 | |||
auras | mediumtext | YES | NULL |
This field 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_path.PathId for the path the creature is to follow.
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.
The creature entry this creature is mounted on.
Name | Value |
---|---|
UNIT_STAND_STATE_STAND | 0 |
UNIT_STAND_STATE_SIT | 1 |
UNIT_STAND_STATE_SIT_CHAIR | 2 |
UNIT_STAND_STATE_SLEEP | 3 |
UNIT_STAND_STATE_SIT_LOW_CHAIR | 4 |
UNIT_STAND_STATE_SIT_MEDIUM_CHAIR | 5 |
UNIT_STAND_STATE_SIT_HIGH_CHAIR | 6 |
UNIT_STAND_STATE_DEAD | 7 |
UNIT_STAND_STATE_KNEEL | 8 |
UNIT_STAND_STATE_SUBMERGED | 9 |
Name | Value | Description |
---|---|---|
Ground | 0 | Plays ground tier animations |
Swim | 1 | 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 |
Hover | 2 | Plays flying tier animations or falls back to ground tier animations Automatically enables hover clientside when entering visibility with this value |
Fly | 3 | Plays flying tier animations |
Submerged | 4 |
Name | Value |
---|---|
UNIT_VIS_FLAGS_INVISIBLE | 0x01 |
UNIT_VIS_FLAGS_STEALTHED | 0x02 |
UNIT_VIS_FLAGS_UNTRACKABLE | 0x04 |
UNIT_VIS_FLAGS_UNK4 | 0x08 |
UNIT_VIS_FLAGS_UNK5 | 0x10 |
Creatures always have melee weapon ready if any unless specified otherwise.
Name | Value | Description |
---|---|---|
SHEATH_STATE_UNARMED | 0 | Non prepared weapon |
SHEATH_STATE_MELEE | 1 | Prepared melee weapon |
SHEATH_STATE_RANGED | 2 | Prepared ranged weapon |
Name | Value |
---|---|
UNIT_BYTE2_FLAG_NONE | 0x00 |
UNIT_BYTE2_FLAG_PVP | 0x01 |
UNIT_BYTE2_FLAG_UNK1 | 0x02 |
UNIT_BYTE2_FLAG_FFA_PVP | 0x04 |
UNIT_BYTE2_FLAG_SANCTUARY | 0x08 |
UNIT_BYTE2_FLAG_UNK4 | 0x10 |
UNIT_BYTE2_FLAG_UNK5 | 0x20 |
UNIT_BYTE2_FLAG_UNK6 | 0x40 |
UNIT_BYTE2_FLAG_UNK7 | 0x80 |
Emote ID that the creature should continually perform.
A full list of emotes can be found at wow.tools
AnimKit ID from AnimKit.db2 that is applied on creature when spawned.
AnimKit ID from AnimKit.db2 that is applied on creature when spawned.
AnimKit ID from AnimKit.db2 that is applied on creature when spawned.
This field controls the visibility distance for creatures:
Normal = 0, 100.0f // default visible distance, 100 yards on continents
Tiny = 1, 25.0f
Small = 2, 50.0f
Large = 3, 200.0f
Gigantic = 4, 400.0f
Infinite = 5, SIZE_OF_GRIDS // max distance for visible objects
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):
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