DB/SpellVisual: Difference between revisions

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m (The information from 4.* is correct for 3.* as well, it seems.)
Line 9: Line 9:
==Structure 3.3.2==
==Structure 3.3.2==
  '''Column Field Type Notes'''  
  '''Column Field Type Notes'''  
  1 ID uinteger
  1 m_ID uinteger
  2 iRefID_PrecastEffId uinteger The visual effect used for the casting   
  2 [[SpellVisualKit.dbc|m_precastKit]] uinteger The visual effect used for the casting   
  3 iRefID_CastingEffId uinteger The visual 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_TargetEffId uinteger The visual effect used for the target  
  4 [[SpellVisualKit.dbc|m_impactKit]] uinteger The visual effect used for the target  
  5 iRefID_BuffEffId uinteger The visual 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 Unk6 uinteger This has something to do with shapeshift
  6 [[SpellVisualKit.dbc|m_stateDoneKit]] uinteger
  7 iRefID_ChannelEffId uinteger The visual effect used while channeling a spell  
  7 [[SpellVisualKit.dbc|m_channelKit]] uinteger The visual effect used while channeling a spell  
  8 HasMissile Integer Boolean
  8 m_hasMissile Boolean
  9 iRefID_MissileEffId uinteger The visual effect used for the spell missile  
  9 m_missileModel uinteger The visual effect used for the spell missile  
  10 Flags  uinteger  
  10 m_missilePathType  uinteger  
  11 Unknown uinteger
  11 m_missileDestinationAttachment uinteger
  12 iRefID_[[SoundEntries.dbc|SoundEntryId]] uinteger 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 Unknown uinteger
  13 [[SoundEntries.dbc|m_animEventSoundID]] uinteger
14 iRefID_[[SpellVisualKit.dbc|CenterEffId"]] uinteger The visual effect used at the center of an AOE spell probably used for other things as well  
14 m_flags integer The visual effect used at the center of an AOE spell probably used for other things as well  
  15 Unknown uinteger
  15 [[SpellVisualKit.dbc|m_casterImpactKit]] uinteger
  16 Unknown uinteger Some sort of flags?
  16 [[SpellVisualKit.dbc|m_targetImpactKit]] uinteger Previous documentation had swapped this with m_flags.
  17 Unknown uinteger
  17 m_missileAttachment uinteger
  18 Unknown uinteger
  18 m_missileFollowGroundHeight uinteger
  19 Unknown uinteger
  19 m_missileFollowGroundDropSpeed uinteger
  20 Unknown uinteger
  20 m_missileFollowGroundApproach uinteger
  21 Unknown uinteger
  21 m_missileFollowGroundFlags uinteger
  22 Unknown uinteger
  22 m_missileMotion uinteger
  23 Unknown uinteger
  23 [[SpellVisualKit.dbc|m_missileTargetingKit]] uinteger
  24 Unknown uinteger
  24 [[SpellVisualKit.dbc|m_instantAreaKit]] uinteger
  25     Unknown uinteger
  25 [[SpellVisualKit.dbc|m_impactAreaKit]] uinteger
  26     iRefID_AOEEffId uinteger The visual effect for AOE spells
  26 [[SpellVisualKit.dbc|m_persistentAreaKit]] uinteger The visual effect for AOE spells
  27     Unknown uinteger
  27 m_missileCastOffset float[3]
28      Unknown uinteger
  30 m_missileImpactOffset float[3]
29      Unknown uinteger
  30     Unknown uinteger
31      Unknown uinteger
32      Unknown uinteger


Research by Xanadu
Research by Xanadu

Revision as of 13:39, 2 July 2012

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

Header Info

Records..................8581
Fields.....................32
Record Size...............128
String Block Size...........1

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			uinteger	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
};