DB/SpellVisual: Difference between revisions

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


==Header Info ==
==0.5.3.3368==
  Records..................8581
  struct SpellVisualRec {
Fields.....................32
  uint32_t m_ID;
Record Size...............128
  uint32_t m_precastKit;
  String Block Size...........1
  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;
  };


==Structure==
==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'''  
  '''Column Field Type Notes'''  
  1 ID Integer
  1 m_ID uinteger
  2 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Precast Effect: The Spell Effect used for the casting  
  2 [[SpellVisualKit.dbc|m_precastKit]] uinteger The visual effect used for the casting  
  3 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Casting Effect: The Spell Effect used for the cast where the spell occurs  
  3 [[SpellVisualKit.dbc|m_castKit]] uinteger The visual effect used for the cast where the spell occurs  
  4 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Target Effect: The Spell Effect used for the target  
  4 [[SpellVisualKit.dbc|m_impactKit]] uinteger The visual effect used for the target  
  5 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Buff/Debuff Effect: The effect that can be seen while this buff/debuff remains on the target  
  5 [[SpellVisualKit.dbc|m_stateKit]] uinteger The visual effect that can be seen while this buff/debuff remains on the target
  6 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Channel Effect: The Spell Effect used while channeling a spell  
  6 [[SpellVisualKit.dbc|m_stateDoneKit]] uinteger
  7 Has a Missile? Boolean Does this spell have a missile effect or not?
7 [[SpellVisualKit.dbc|m_channelKit]] uinteger The visual effect used while channeling a spell  
  8 iRefID_[[SpellVisualEffectName.dbc|SpellVisualEffectName]] Integer Missile Effect: Points to
  8 m_hasMissile Boolean
9 Flags BitMask* unknown Flags?
  9 [[SpellVisualEffectName.dbc|m_missileModel]] integer The visual effect used for the spell missile
  10 Unknown Integer Some sort of type maybe varies from 0 to 2 with a few rows having data from 3-6
  10 m_missilePathType  uinteger
  11 Unknown Integer Points to something but what? not the kit or effect names (numbers don't exist for a lot of them in those DBC's)
  11 m_missileDestinationAttachment uinteger
  12 Unknown Boolean Often correlates with a 1 here if something is in field 13 and 0 if not but not always (might signify some type of type
  12 [[SoundEntries.dbc|m_missileSound]] uinteger
  13 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer Center Effect: The Spell Effect used at the center of an AOE spell probably used for other things as well  
  13 [[SoundEntries.dbc|m_animEventSoundID]] uinteger
  14 iRefID_[[SpellVisualKit.dbc|SpellVisualKit]] Integer AOE Effect: The spell effect for AOE spells
14 m_flags integer The visual effect used at the center of an AOE spell probably used for other things as well  
15 Unknown Integer
  15 [[SpellVisualKit.dbc|m_casterImpactKit]] uinteger
  16 Unknown Integer Some sort of flags?
  16 [[SpellVisualKit.dbc|m_targetImpactKit]] uinteger Previous documentation had swapped this with m_flags.
  17 Unknown Integer*
  17 m_missileAttachment uinteger
  18 Unknown Integer*
  18 m_missileFollowGroundHeight uinteger
  19 Unknown Integer*
  19 m_missileFollowGroundDropSpeed uinteger
  20 Unknown Integer*
  20 m_missileFollowGroundApproach uinteger
  21 Unknown Integer*
  21 m_missileFollowGroundFlags uinteger
  22 Unknown Integer*
  22 m_missileMotion uinteger
  23 Unknown Integer*
  23 [[SpellVisualKit.dbc|m_missileTargetingKit]] uinteger
  24 Unknown Integer*
  24 [[SpellVisualKit.dbc|m_instantAreaKit]] uinteger
  25     Unknown
  25 [[SpellVisualKit.dbc|m_impactAreaKit]] uinteger
  26     Unknown
  26 [[SpellVisualKit.dbc|m_persistentAreaKit]] uinteger The visual effect for AOE spells
  27     Unknown
  27 m_missileCastOffset float[3]
28    Unknown
  30 m_missileImpactOffset float[3]
29    Unknown
 
  30     Unknown
Research by Xanadu
31    Unknown
32    Unknown


Retrieved from "http://www.sourcepeek.com/wiki/SpellVisual.dbc"
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
};


[[Category:DBC]]
[[Category:DBC]]
[[Category:DBC_Alpha]]
[[Category:DBC_Vanilla]]
[[Category:DBC_WotLK]]

Revision as of 14:44, 4 June 2021

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
};