DB/SpellVisual
(Redirected from SpellVisual.dbc)
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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_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; uint32_t m_flags; };
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 };