DB/SpellVisual

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Visuals used at each part of a spell cast, the missile of the spell, etc.

0.5.3.3368

struct SpellVisualRec {
  uint32_t m_ID;
  uint32_t m_precastKit;
  uint32_t m_castKit;
  uint32_t m_impactKit;
  uint32_t m_stateKit;
  uint32_t m_channelKit;
  uint32_t m_hasMissile;
  uint32_t m_missileModel;
  uint32_t m_missilePathType;
  uint32_t m_missileDestinationAttachment;
  uint32_t m_missileSound;
  uint32_t m_hasAreaEffect;
  uint32_t m_areaModel;
  uint32_t m_areaKit;
  uint32_t m_animEventSoundID;
  uint8_t m_weaponTrailRed;
  uint8_t m_weaponTrailGreen;
  uint8_t m_weaponTrailBlue;
  uint8_t m_weaponTrailAlpha;
  uint8_t m_weaponTrailFadeoutRate;
  uint32_t m_weaponTrailDuration;
};

1.12.1.5875

struct SpellVisualRec {
  uint32_t m_ID;
  uint32_t m_precastKit;
  uint32_t m_castKit;
  uint32_t m_impactKit;
  uint32_t m_stateKit;
  uint32_t m_stateDoneKit;
  uint32_t m_channelKit;
  uint32_t m_hasMissile;
  uint32_t m_missileModel;
  uint32_t m_missilePathType;
  uint32_t m_missileDestinationAttachment;
  uint32_t m_missileSound;
  uint32_t m_animEventSoundID;
  uint32_t m_flags;
  uint32_t m_casterImpactKit;
  uint32_t m_targetImpactKit;
};

Structure 3.3.2

Column	Field 				Type 		Notes 
1 	m_ID				uinteger 	
2 	m_precastKit			uinteger 	The visual effect used for the casting   
3 	m_castKit			uinteger 	The visual effect used for the cast where the spell occurs 
4 	m_impactKit			uinteger 	The visual effect used for the target 
5 	m_stateKit			uinteger 	The visual effect that can be seen while this buff/debuff remains on the target
6 	m_stateDoneKit			uinteger 	
7 	m_channelKit			uinteger 	The visual effect used while channeling a spell 
8 	m_hasMissile 		 	Boolean
9 	m_missileModel			integer 	The visual effect used for the spell missile 
10 	m_missilePathType   		uinteger 
11 	m_missileDestinationAttachment	uinteger 	
12 	m_missileSound			uinteger 	
13 	m_animEventSoundID		uinteger 	
14 	m_flags 			integer 	The visual effect used at the center of an AOE spell probably used for other things as well 
15 	m_casterImpactKit 		uinteger 	
16 	m_targetImpactKit 		uinteger 	Previous documentation had swapped this with m_flags.
17 	m_missileAttachment 		uinteger
18 	m_missileFollowGroundHeight	uinteger 	
19 	m_missileFollowGroundDropSpeed	uinteger 	
20 	m_missileFollowGroundApproach	uinteger 	
21 	m_missileFollowGroundFlags	uinteger 	
22 	m_missileMotion 		uinteger 	
23	m_missileTargetingKit 		uinteger 	
24	m_instantAreaKit 		uinteger 	
25	m_impactAreaKit 		uinteger 		
26	m_persistentAreaKit 		uinteger 	The visual effect for AOE spells
27	m_missileCastOffset 		float[3] 
30	m_missileImpactOffset 		float[3] 

Research by Xanadu

struct SpellVisualEntry // sizeof(0x80)
{
   m_ID; // +0x0, size 0x4, type 0
   m_precastKit; // +0x4, size 0x4, type 0
   m_castKit; // +0x8, size 0x4, type 0
   m_impactKit; // +0xC, size 0x4, type 0
   m_stateKit; // +0x10, size 0x4, type 0
   m_stateDoneKit; // +0x14, size 0x4, type 0
   m_channelKit; // +0x18, size 0x4, type 0
   m_hasMissile; // +0x1C, size 0x4, type 0
   m_missileModel; // +0x20, size 0x4, type 0
   m_missilePathType; // +0x24, size 0x4, type 0
   m_missileDestinationAttachment; // +0x28, size 0x4, type 0
   m_missileSound; // +0x2C, size 0x4, type 0
   m_animEventSoundID; // +0x30, size 0x4, type 0
   m_flags; // +0x34, size 0x4, type 0
   m_casterImpactKit; // +0x38, size 0x4, type 0
   m_targetImpactKit; // +0x3C, size 0x4, type 0
   m_missileAttachment; // +0x40, size 0x4, type 0
   m_missileFollowGroundHeight; // +0x44, size 0x4, type 0
   m_missileFollowGroundDropSpeed; // +0x48, size 0x4, type 0
   m_missileFollowGroundApproach; // +0x4C, size 0x4, type 0
   m_missileFollowGroundFlags; // +0x50, size 0x4, type 0
   m_missileMotion; // +0x54, size 0x4, type 0
   m_missileTargetingKit; // +0x58, size 0x4, type 0
   m_instantAreaKit; // +0x5C, size 0x4, type 0
   m_impactAreaKit; // +0x60, size 0x4, type 0
   m_persistentAreaKit; // +0x64, size 0x4, type 0
   m_missileCastOffsetX; // +0x68, size 0x4, type 3
   m_missileCastOffsetY; // +0x6C, size 0x4, type 3
   m_missileCastOffsetZ; // +0x70, size 0x4, type 3
   m_missileImpactOffsetX; // +0x74, size 0x4, type 3
   m_missileImpactOffsetY; // +0x78, size 0x4, type 3
   m_missileImpactOffsetZ; // +0x7C, size 0x4, type 3
};