The `creature_formations` table
This table allows to group mobs. Members of group will follow others, and attack their targets.
Structure
Field | Type | Attributes | Key | Null | Default | Extra | Comment |
int(11) | unsigned |
| NO | NULL |
|
| |
int(11) | unsigned | PRI | NO | NULL |
|
| |
float | unsigned |
| NO | NULL |
|
| |
float | unsigned |
| NO | NULL |
|
| |
groupAI | int(11) | unsigned | NO | NULL | |||
point_1 | int(11) | unsigned | NO | 0 | |||
int(11) | unsigned |
| NO | 0 |
|
|
leaderGUID
GUID of group leader
memberGUID
GUID of group member
dist
Maximum distance between group leader and member
angle
Angle between leader and member
Note: Only degrees are used! Values should be between 0 and 360
groupAI
Sets group member behaviours, values are:
...
Value
...
Behaviour
...
0
...
Noone assists noone and member don't follow the leader
...
512
...
Noone assists noone and member follow the leader
...
The member aggroes if the leader aggroes
...
point_1
point_2
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
...
Info | ||
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You can find it in our new wiki at: https://trinitycore.info/en/database/master/world/creature_formations |