12431 Gorefang Added to Random Spawning

eyerobot

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This is how you add a creature to the pool tables to simulate random spawning. It can also be done with gameobjects such as ores and herbs, But by using the pool gameobject table instead.
Pay special attention to the section on creatures, It will show you the correct way to add new creatures to the world.

Code:
-- 12431 Gorefang Added to Random Spawning
-- After adding creatures with a gm, It is important that you compare the new creatures settings with the old creature in the database.
-- In this case the old creature was missing zone and area settings, The new creatures were in the wrong phase, had wrong health, movementtype spawndist spawntimesecs and modelid. So all of these settings had to be copied from the original creature to the new ones.
DELETE FROM `creature` WHERE `id`=12431;
DELETE FROM `creature` WHERE `guid`=569952;
INSERT INTO `creature` (`guid`, `id`, `map`, `zone`, `area`, `spawnMask`, `phaseMask`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `spawndist`, `currentwaypoint`, `curhealth`, `curmana`, `MovementType`, `npcflag`, `unit_flags`, `dynamicflags`, `walkmode`) VALUES (569952, 12431, 0, 130, 130, 1, 1, 11413, 0, 1393.56, 923.271, 48.2215, 3.30501, 3600, 19, 0, 297, 0, 1, 0, 0, 0, 0);
DELETE FROM `creature` WHERE `guid`=569953;
INSERT INTO `creature` (`guid`, `id`, `map`, `zone`, `area`, `spawnMask`, `phaseMask`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `spawndist`, `currentwaypoint`, `curhealth`, `curmana`, `MovementType`, `npcflag`, `unit_flags`, `dynamicflags`, `walkmode`) VALUES (569953, 12431, 0, 130, 927, 1, 1, 11413, 0, 1203.36, 926.193, 34.1322, 4.70418, 3600, 19, 0, 297, 0, 1, 0, 0, 0, 0);
DELETE FROM `creature` WHERE `guid`=569954;
INSERT INTO `creature` (`guid`, `id`, `map`, `zone`, `area`, `spawnMask`, `phaseMask`, `modelid`, `equipment_id`, `position_x`, `position_y`, `position_z`, `orientation`, `spawntimesecs`, `spawndist`, `currentwaypoint`, `curhealth`, `curmana`, `MovementType`, `npcflag`, `unit_flags`, `dynamicflags`, `walkmode`) VALUES (569954, 12431, 0, 130, 227, 1, 1, 11413, 0, 988.63, 1085.7, 40.4425, 2.81923, 3600, 19, 0, 297, 0, 1, 0, 0, 0, 0);

-- Added all spawn locations by guid number to pool creature also used creature entry number as pool number because it was available
DELETE FROM `pool_creature` WHERE `guid`=569952;
INSERT INTO `pool_creature` (`guid`, `pool_entry`, `chance`, `description`) VALUES (569952, 12431, 0, 'Gorefang');
DELETE FROM `pool_creature` WHERE `guid`=569953;
INSERT INTO `pool_creature` (`guid`, `pool_entry`, `chance`, `description`) VALUES (569953, 12431, 0, 'Gorefang');
DELETE FROM `pool_creature` WHERE `guid`=569954;
INSERT INTO `pool_creature` (`guid`, `pool_entry`, `chance`, `description`) VALUES (569954, 12431, 0, 'Gorefang');

-- added creature pool id to pool template and set the number of simultaneous spawns to 1
DELETE FROM `pool_template` WHERE `entry`=12431;
INSERT INTO `pool_template` (`entry`, `max_limit`, `description`) VALUES (12431, 1, 'Gorefang');

So when you encounter a creature that is duplicated, But wowhead shows it in multiple locations, You can see that it is intended to have random spawning in different locations.
You can then add each creature by guid number to the pool table, And this will limit the number of spawns of this creature to 1 in the entire world, If you set pool template to 1.
 
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