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This table allows to group mobs. Members of group will follow others, and attack their targets.
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
---|---|---|---|---|---|---|---|
leaderGUID | int | unsigned | NO | 0 | |||
memberGUID | int | unsigned | PRI | NO | 0 | ||
dist | float | NO | |||||
angle | float | NO | |||||
groupAI | int | unsigned | NO | ||||
point_1 | smallint | unsigned | NO | 0 | |||
point_2 | smallint | unsigned | NO | 0 |
creature GUID of the group leader
creature GUID of a group member
Maximum distance between group leader and member
Angle between leader and member
Note: Only degrees are used! Values should be between 0 and 360
Sets group member behaviours, values are:
Value | Behaviour |
---|---|
0 | If any creature from group is attacked, members won't assist |
1 | Group member will assist only their leader if attacked. |
2 | Group members will assist all group members |
3 | Everyone assists everyone and member don't follow the leader |
512 | Noone assists noone and member follow the leader |
515 | Everyone assists everyone and member follow the leader |
These values are used to set leaderGUID pre ending path points for memberGUID's where the path is a straight return path and memberGUID's should not crossover to other side of leaderGUID on direction change.
If your leader has a path like the one below where he moves to point 5 then back to 1 you would set point_1 = 4 and point_2 = 8 on the memberGUID. If the memberGUID is at angle 90 up to point 5 it will switch to angle 270 for the return trip. This is only needed to keep creatures on the correct side. these values can be left at 0 for creatures following directly behind leaderGUID or any creatures in a circular path.
1 2 3 4 5
-----<--------->------
8 7 6
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