DB/SkillLine
(Redirected from SkillLine.dbc)
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0.5.3.3368
struct SkillLineRec { uint32_t m_ID; uint32_t m_raceMask; uint32_t m_classMask; uint32_t m_excludeRace; uint32_t m_excludeClass; uint32_t m_categoryID; uint32_t m_skillType; // 0: Class, 1: Specialization, 2: Racial, 3: Primary Profession (Talent Tree), 4: Secondary Profession uint32_t m_minCharLevel; uint32_t m_maxRank; uint32_t m_abandonable; langstringrefⁱ m_displayName_lang; };
1.12.1.5875
struct SkillLineRec { uint32_t m_ID; uint32_t m_categoryID; uint32_t m_skillCostsID; langstringrefⁱ m_displayName_lang; langstringrefⁱ m_description_lang; uint32_t m_spellIconID; };
Structure
Column Field Type 1 ID Integer 2 iRefID_SkillLineCategory Integer 3 skillCostID Integer iRefID somewhere. spellcost? too lazy right now. 4 sRefName String + Loc 5 description String + Loc 6 iRefID_SpellIcon Integer 7 verb String + Loc 8 canLink Integer prof. with recipes
struct SkillLineEntry // sizeof(0x20) { m_ID; // +0x0, size 0x4, type 0 m_categoryID; // +0x4, size 0x4, type 0 m_skillCostsID; // +0x8, size 0x4, type 0 langstringrefⁱ m_displayName_lang; // +0xC, size 0x4, type 2 langstringrefⁱ m_description_lang; // +0x10, size 0x4, type 2 m_spellIconID; // +0x14, size 0x4, type 0 langstringrefⁱ m_alternateVerb_lang; // +0x18, size 0x4, type 2 m_canLink; // +0x1C, size 0x4, type 0 };
6.0.1.18179
struct SkillLineRec { uint32_t m_ID; uint32_t m_categoryID; langstringrefⁱ m_displayName_lang; langstringrefⁱ m_description_lang; uint32_t m_spellIconID; langstringrefⁱ m_alternateVerb_lang; uint32_t m_canLink; uint32_t m_parentSkillLineID; uint32_t m_flags; };
Categories
Note the alpha categories are not defined and therefore maybe incorrect. The others are records from in DB/SkillLineCategory
enum SkillCategory { #if ≤ (0.5.5.3494) SKILL_CATEGORY_PASSIVE = 1, // language and riding SKILL_CATEGORY_SECONDARY_SKILL = 2, // skills that increase on use i.e. axes, unarmed SKILL_CATEGORY_PRIMARY_SKILL = 3, // skills that are increased with skill points (skill points were awarded upon levelling along with talent points) SKILL_CATEGORY_CLASS = 4, // racials, pet talents #else SKILL_CATEGORY_ATTRIBUTES = 5, SKILL_CATEGORY_WEAPON = 6, SKILL_CATEGORY_CLASS = 7, SKILL_CATEGORY_ARMOR = 8, SKILL_CATEGORY_SECONDARY = 9, // secondary professions SKILL_CATEGORY_LANGUAGES = 10, SKILL_CATEGORY_PROFESSION = 11, // primary professions SKILL_CATEGORY_GENERIC = 12 #end };