“creature_movement” table¶

The creature_movement table holds informations on paths for spawned creature entries and allows to define behaviour along the movement path.

Note

Movement definitions here will overwrite any movement defined for the creature template.

Table structure¶

Field Type Null Key Default Extra
id int(10) unsigned NO PRI NULL
point mediumint(8) unsigned NO PRI 0
position_x float NO   0
position_y float NO   0
position_z float NO   0
waittime int(10) unsigned NO   0
script_id mediumint(8) unsigned NO   0
textid1 int(11) NO   0
textid2 int(11) NO   0
textid3 int(11) NO   0
textid4 int(11) NO   0
textid5 int(11) NO   0
emote mediumint(8) unsigned NO   0
spell mediumint(8) unsigned NO   0
wpguid int(11) NO   0
orientation float NO   0
model1 mediumint(9) NO   0
model2 mediumint(9) NO   0

id¶

This references the “creature” table tables unique ID for which the entry is valid.

point¶

An index count for all movement points attached to a creature spawn. Starts with 1 and increments by one.

position_x¶

The X position for the creature’s movement point.

position_y¶

The Y position for the creature’s movement point.

position_z¶

The Z position for the creature’s movement point.

waittime¶

If the creature should wait at the movement point, set this to the time in milliseconds. Otherwise set to zero for the creature to immediately proceed to the next movement point.

script_id¶

If a script should be executed, this references the “dbscripts_on_creature_movement” table tables unique ID for which the entry is valid. If not, set the value to zero.

textid1¶

If a text should be emoted, this references the “db_script_string” table tables unique ID for which the entry is valid. If not, set the value to zero.

textid2¶

If a text should be emoted, this references the “db_script_string” table tables unique ID for which the entry is valid. If not, set the value to zero.

textid3¶

If a text should be emoted, this references the “db_script_string” table tables unique ID for which the entry is valid. If not, set the value to zero.

textid4¶

If a text should be emoted, this references the “db_script_string” table tables unique ID for which the entry is valid. If not, set the value to zero.

textid5¶

If a text should be emoted, this references the “db_script_string” table tables unique ID for which the entry is valid. If not, set the value to zero.

emote¶

An emote identifier. The value has to match with an emote identifier defined in Emotes.dbc.

spell¶

The spell identifier. The value has to match with a spell identifier defined in Spell.dbc. This refers to a spell which should be cast on this waypoint.

wpguid¶

A unique identifier for this waypoint.

orientation¶

The orientation for the creature’s movement point. Measured in radians, where 0 is north on the mini-map and pi is south on the mini-map.

model1¶

A display model identifier activated on the waypoint. This references the “creature_model_info” table tables unique ID for which this entry is valid.

model2¶

An alternative display model identifier activated on the waypoint. This references the “creature_model_info” table tables unique ID for which this entry is valid.