目录

creature

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Table Structure

Contains individual creature spawn data for each individual spawn of each individual creature in the game world.

Field Type Attributes Key Null Default Extra Comment
guid INT UNSIGNED PRI NO NULL Auto Increment Global Unique Identifier
id1 INT UNSIGNED NO 0 Creature Identifier
id2 INT UNSIGNED NO 0 Creature Identifier
id3 INT UNSIGNED NO 0 Creature Identifier
map SMALLINT UNSIGNED NO 0 Map Identifier
zoneId SMALLINT UNSIGNED NO 0 Zone Identifier
areaId SMALLINT UNSIGNED NO 0 Area Identifier
spawnMask TINYINT UNSIGNED NO 1
phaseMask SMALLINT UNSIGNED NO 1
equipment_id TINYINT UNSIGNED NO 1
position_x FLOAT SIGNED NO 0
position_y FLOAT SIGNED NO 0
position_z FLOAT SIGNED NO 0
orientation FLOAT SIGNED NO 0
spawntimesecs INT UNSIGNED NO 120
wander_distance FLOAT SIGNED NO 5 Dist in yards for random movement.
currentwaypoint INT UNSIGNED NO 0 Storage used by core. “Always set as 0”
curhealth INT UNSIGNED NO 1 Storage used by core. “Always set as 1”
curmana INT UNSIGNED NO 0 Storage used by core. “Always set as 0”
MovementType TINYINT UNSIGNED NO 0 0 No movement, 1 random, 2 path
npcflag INT UNSIGNED NO 0 creature_template override
unit_flags INT UNSIGNED NO 0 creature_template override
dynamicflags INT UNSIGNED NO 0 creature_template override
ScriptName CHAR YES NULL
VerifiedBuild INT SIGNED YES NULL Not used by the core.
CreateObject TINYINT UNSIGNED NO 0 Not used by the core.
Comment TEXT YES NULL Not used by the core.

Field Descriptions

guid

A unique identifier given to each creature to distinguish one creature from another. Two creatures can NOT have same GUID.

id1

The Main ID of the template that is used when instantiating this creature.

id2

The Secondary ID of the template that is used when instantiating this creature.

id3

The Third ID of the template that is used when instantiating this creature.

map

The ID of the map that the creature is spawned on.

zoneId

The ID of the zone that the creature is spawned in. (e.g. The Barrens)

This column is filled in by the worldserver on startup if the Calculate.Creature.Zone.Area.Data setting is enabled. It originates from AreaTable.dbc.

areaId

The ID of the area that the creature is spawned in. You can think of an area as a “subzone” of a zone, e.g. Lushwater Oasis inside The Barrens.

This column is filled in by the worldserver on startup if the Calculate.Creature.Zone.Area.Data setting is enabled. It originates from AreaTable.dbc.

spawnMask

Controls under which difficulties the creature is spawned. The values are bit-masked, so you can add them together to combine the effects of two or more values.

Example:

4 + 8 = 12

The creature will spawn in only the 10 and 25 man heroic versions of the map that the creature is spawned on.

Value Comment
0 Not spawned
1 Spawned only in 10-man-normal versions of maps (includes maps without a heroic mode)
2 Spawned only in 25-man-normal versions of maps (or heroics pre 3.2)
4 Spawned only in 10-man heroic versions of maps
8 Spawned only in 25-man-heroic versions of maps
15 Spawned in all versions of maps

phaseMask

This is a bit-mask field that describes all the phases that a creature will appear in. Aura 261 determines the phase you can see. For example, if you had this aura http://www.wowhead.com/?spell=55782, you would be able to see creatures in phase 2. If you wanted the creature to be visible in both phase 1 and phase 2, you would set the phase-mask to 3.

equipment_id

The ID as defined within creature_equip_template corresponding to the entry. The value essential defines the equip:

If creature spawned with .npc add, then this value will be set automatically (0 if nothing in creature_equip_template).

position_x

The X position of the creatures spawn point.

position_y

The Y position of the creatures spawn point.

position_z

The Z position of the creatures spawn point.

orientation

The orientation of the creatures spawn point. (North = 0.0; South = pi (3.14159))

spawntimesecs

The respawn time, in seconds, of the creature.

wander_distance

The maximum distance that the creature may spawn from its spawn point. Also controls how far away the creature can walk from its spawn point if its MovementType = 1.

currentwaypoint

The current waypoint that the creature is on, if any.

curhealth

The health that the creature will spawn with.

curmana

The mana that the creature will spawn with.

MovementType

The movement type associated with the creature. Usually the same as its MovementType, but it can be different.

npcflag

Same as creature_template.npcflag .

NOTE: A creature.npcflag record will override a creature_template.npcflag record.

unit_flags

Same as creature_template.unit_flags.

Note:

A creature.unit_flags record will override a creature_template.unit_flags record.

dynamicflags

Same as creature_template.dynamicflags.

Note:

A creature.dynamicflags record will override a creature_template.dynamicflags record.

ScriptName

Same as creature_template.scriptname.

A creature.scriptname record will override a creature_template.scriptname record.

VerifiedBuild

This field is used to determine if this creature originates from verified sniffs.

If value is 0 then it has not been parsed yet or it has been inherited from an older DB or another Core.

If value is above 0 then it has been parsed with sniffs from that specific client build.

If value is -Client Build then it was parsed with WDB files from that specific client build and manually edited later for some special necessity.

CreateObject

This field is specific to creatures and used to determine if the positions are perfected.

Once a creature is sniffed, the packet can be either CreateObject1 or CreateObject2. A CO1 creature usually has already spawned, has moved, and thus deviates from its real spawn position. A CO2 creature was sniffed when it has spawned, so it is, in most cases, its real spawn position.

Another 3rd value is used for special cases, which are creatures that do not respawn normally but by scripts. It is functionally the same as CO2 and only used to distinguish these special cases better.

comment

This field serves to add additional context to this creature, mostly in the context of sniffed values or script notes.

For example, if a creature's position needed to be modified, the original positions are kept in the comment field. Or if the creatures in question are part of a larger script, the comment serves for context.