“creature_movement_template” table¶
The creature_movement_template
table holds informations on paths for
creature_template
entries and allows to define behaviour along the
movement path.
Template movement is usually applied to creature templates spawned by scripts, or for templates which are unique and have only one spawn.
Note
Movement attached to a creature template will be applied to
all spawns of this template, unless there is a unique movement defined
for the creature
entry.
Table structure¶
Field | Type | Null | Key | Default | Extra |
---|---|---|---|---|---|
entry | mediumint(8) 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 |
Fields¶
entry¶
This references the “creature_template” 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,
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.