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creature_formations

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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
leaderGUID INT UNSIGNED NO NULL
memberGUID INT UNSIGNED PRI NO NULL
dist FLOAT UNSIGNED NO NULL
angle FLOAT UNSIGNED NO NULL
groupAI INT UNSIGNED NO NULL
point_1 INT UNSIGNED NO 0
point_2 INT UNSIGNED NO 0

leaderGUID

GUID of group leader

memberGUID

GUID of group member. NOTE: Is required to have an entry with leaderGUID and memberGUID with the leaderGUID in order to make the group work. Example:

  • Leader = 1
  • Members = 2 and 3
leaderGUID memberGUID
1 1
1 2
1 3

dist

Maximum distance between group leader and member

Value must be >=0. If the value does not meet the condition the SQL will fail on creature_formations_chk_1.

angle

Angle between leader and member Note: Only degrees are used! Values should be between 0 and 360

angle

Value must be >=0. If the value does not meet the condition the SQL will fail on creature_formations_chk_1.

groupAI

Sets group member behaviors, values are:

Value Flag Name Comment
0 No one assists no one and member doesn't follow the leader
1 0x001 GROUP_AI_FLAG_MEMBER_ASSIST_LEADER The member aggroes if the leader aggroes
2 0x002 GROUP_AI_FLAG_LEADER_ASSIST_MEMBER The leader aggroes if the member aggroes
3 Everyone assists everyone and member doesn't follow the leader
4 0x004 GROUP_AI_FLAG_EVADE_TOGETHER Everyone evades if any member evades (enters evade mode)
8 0x008 GROUP_AI_FLAG_RESPAWN_ON_EVADE Everyone respawns if members evade (enters evade mode)
16 0x010 GROUP_AI_FLAG_DONT_RESPAWN_LEADER_ON_EVADE Used with flag 0x008 to prevent leader from respawning
24 Everyone but leader respawns if members evade
512 0x200 GROUP_AI_FLAG_FOLLOW_LEADER Noone assists noone and member follow the leader
515 Everyone assists everyone and member follow the leader

point_1 聽

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