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creature_addon

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.

Structure ​

FieldTypeAttributesKeyNullDefaultExtraComment
guidbigintunsignedPRINO0
PathIdintunsignedNO0
mountintunsignedNO0
MountCreatureIDintunsignedNO0
StandStatetinyintunsignedNO0
AnimTiertinyintunsignedNO0
VisFlagstinyintunsignedNO0
SheathStatetinyintunsignedNO1
PvPFlagstinyintunsignedNO0
emoteintunsignedNO0
aiAnimKitsmallintsignedNO0
movementAnimKitsmallintsignedNO0
meleeAnimKitsmallintsignedNO0
visibilityDistanceTypetinyintunsignedNO0
aurasmediumtextYESNULL
 

Description of fields ​

guid ​

This field signifies a unique creature guid. It will affect just that creature whose GUID matches the one specified here.  

PathId ​

If a creature has waypoint pathed movement, this field hold the waypoint_path.PathId for the path the creature is to follow.  

mount ​

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.  

MountCreatureID ​

The creature entry this creature is mounted on.  

StandState ​

NameValue
UNIT_STAND_STATE_STAND0
UNIT_STAND_STATE_SIT1
UNIT_STAND_STATE_SIT_CHAIR2
UNIT_STAND_STATE_SLEEP3
UNIT_STAND_STATE_SIT_LOW_CHAIR4
UNIT_STAND_STATE_SIT_MEDIUM_CHAIR5
UNIT_STAND_STATE_SIT_HIGH_CHAIR6
UNIT_STAND_STATE_DEAD7
UNIT_STAND_STATE_KNEEL8
UNIT_STAND_STATE_SUBMERGED9

AnimTier ​

NameValueDescription
Ground0Plays ground tier animations
Swim1Falls 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
Hover2Plays flying tier animations or falls back to ground tier animations
Automatically enables hover clientside when entering visibility with this value
Fly3Plays flying tier animations
Submerged4

VisFlags ​

NameValue
UNIT_VIS_FLAGS_INVISIBLE0x01
UNIT_VIS_FLAGS_STEALTHED0x02
UNIT_VIS_FLAGS_UNTRACKABLE0x04
UNIT_VIS_FLAGS_UNK40x08
UNIT_VIS_FLAGS_UNK50x10

SheathState ​

Creatures always have melee weapon ready if any unless specified otherwise.

NameValueDescription
SHEATH_STATE_UNARMED0Non prepared weapon
SHEATH_STATE_MELEE1Prepared melee weapon
SHEATH_STATE_RANGED2Prepared ranged weapon

PvPFlags ​

NameValue
UNIT_BYTE2_FLAG_NONE0x00
UNIT_BYTE2_FLAG_PVP0x01
UNIT_BYTE2_FLAG_UNK10x02
UNIT_BYTE2_FLAG_FFA_PVP0x04
UNIT_BYTE2_FLAG_SANCTUARY0x08
UNIT_BYTE2_FLAG_UNK40x10
UNIT_BYTE2_FLAG_UNK50x20
UNIT_BYTE2_FLAG_UNK60x40
UNIT_BYTE2_FLAG_UNK70x80

emote ​

Emote ID that the creature should continually perform.

A full list of emotes can be found at wago.tools  

aiAnimKit ​

AnimKit ID from AnimKit.db2 that is applied on creature when spawned.  

movementAnimKit ​

AnimKit ID from AnimKit.db2 that is applied on creature when spawned.  

meleeAnimKit ​

AnimKit ID from AnimKit.db2 that is applied on creature when spawned.  

visibilityDistanceType ​

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  

auras ​

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):

  • '16380' - Makes the creature invisible.
  • '18950' - Makes the creature detect other invisible units (players or creatures).
  • '16380 18950' - Both auras above