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Panel
titleTable 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

74218918

int(10)

unsigned

PRI

NO

NULL

Auto Increment

Global Unique Identifier

74218918

mediumint(8)

unsigned


NO

0


Creature Identifier

74218918

smallint(5)

unsigned


NO

0


Map Identifier

creature#spawnDifficulties

varchar(100)

unsigned


NO

0



creature#phaseUseFlagstinyint(3)unsigned
NO0
creature#PhaseId


creature#PhaseId

int(10)

signed


YES

0



creature#PhaseGroupint(11)signed
YES0

creature#terrainSwapMapint(11)signed
NO-1

74218918

mediumint(8)

unsigned


NO

0


0 core determined random model or model_id to prevent random model selection by core.

74218918

tinyint(3)

unsigned


NO

1



74218918

float

signed


NO

0



74218918

float

signed


NO

0



74218918

float

signed


NO

0



74218918

float

signed


NO

0



74218918

int(10)

unsigned


NO

120



74218918

float

signed


NO

5


Dist in yards for random movement.

74218918

mediumint(8)

unsigned


NO

0


Storage used by core. "Always set as 0"

74218918

int(10)

unsigned


NO

1


Storage used by core. "Always set as 1"

74218918

int(10)

unsigned


NO

0


Storage used by core. "Always set as 0"

74218918

tinyint(3)

unsigned


NO

0


0 No movement, 1 random, 2 path

74218918

int(10)

unsigned


NO

0



74218918

int(10)

unsigned


NO

0



74218918

int(10)

unsigned


NO

0





Panel
titleField Descriptions

guid

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

id

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

map

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

spawnDifficulties

List of comma separated list of difficulties

Difficulty:

Bloque de código
    DIFFICULTY_NONE                 = 0,
    DIFFICULTY_NORMAL               = 1,
    DIFFICULTY_HEROIC               = 2,
    DIFFICULTY_10_N                 = 3,
    DIFFICULTY_25_N                 = 4,
    DIFFICULTY_10_HC                = 5,
    DIFFICULTY_25_HC                = 6,
    DIFFICULTY_LFR                  = 7,
    DIFFICULTY_MYTHIC_KEYSTONE      = 8,
    DIFFICULTY_40                   = 9,
    DIFFICULTY_3_MAN_SCENARIO_HC    = 11,
    DIFFICULTY_3_MAN_SCENARIO_N     = 12,
    DIFFICULTY_NORMAL_RAID          = 14,
    DIFFICULTY_HEROIC_RAID          = 15,
    DIFFICULTY_MYTHIC_RAID          = 16,
    DIFFICULTY_LFR_NEW              = 17,
    DIFFICULTY_EVENT_RAID           = 18,
    DIFFICULTY_EVENT_DUNGEON        = 19,
    DIFFICULTY_EVENT_SCENARIO       = 20,
    DIFFICULTY_MYTHIC               = 23,
    DIFFICULTY_TIMEWALKING          = 24,
    DIFFICULTY_WORLD_PVP_SCENARIO   = 25,
    DIFFICULTY_5_MAN_SCENARIO_N     = 26,
    DIFFICULTY_20_MAN_SCENARIO_N    = 27,
    DIFFICULTY_PVEVP_SCENARIO       = 29,
    DIFFICULTY_EVENT_SCENARIO_6     = 30,
    DIFFICULTY_WORLD_PVP_SCENARIO_2 = 32,
    DIFFICULTY_TIMEWALKING_RAID     = 33,
    DIFFICULTY_PVP                  = 34,
    DIFFICULTY_NORMAL_ISLAND        = 38,
    DIFFICULTY_HEROIC_ISLAND        = 39,
    DIFFICULTY_MYTHIC_ISLAND        = 40,
    DIFFICULTY_PVP_ISLAND           = 45,
    DIFFICULTY_NORMAL_WARFRONT      = 147,
    DIFFICULTY_HEROIC_WARFRONT      = 149,
    DIFFICULTY_LFR_15TH_ANNIVERSARY = 151,
    DIFFICULTY_VISIONS_OF_NZOTH     = 152,
    DIFFICULTY_TEEMING_ISLAND       = 153

phaseUseFlags

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.

Mask


Bloque de código
    PHASE_USE_FLAGS_NONE            = 0x0,
    PHASE_USE_FLAGS_ALWAYS_VISIBLE  = 0x1,
    PHASE_USE_FLAGS_INVERSE         = 0x2,

phaseId

phaseId

phaseGroup

phaseGroup

modelid

The model ID associated with the creature. Note that two creatures that use the same template can have different models. See creature_model_info for more information on model-specific characteristics.

Note:

This can be left at 0 and a random model from its assigned models in creature_template will be assigned by the core.

equipment_id

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

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.

spawndist

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 74218918 = 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.

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