DB/SpellVisual
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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 ID uinteger 2 iRefID_PrecastEffId uinteger The visual effect used for the casting 3 iRefID_CastingEffId uinteger The visual effect used for the cast where the spell occurs 4 iRefID_TargetEffId 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 6 Unk6 uinteger This has something to do with shapeshift 7 iRefID_ChannelEffId uinteger The visual effect used while channeling a spell 8 HasMissile Integer Boolean 9 iRefID_MissileEffId uinteger The visual effect used for the spell missile 10 Flags uinteger 11 Unknown uinteger 12 iRefID_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 13 Unknown uinteger 14 iRefID_CenterEffId" uinteger The visual effect used at the center of an AOE spell probably used for other things as well 15 Unknown uinteger 16 Unknown uinteger Some sort of flags? 17 Unknown uinteger 18 Unknown uinteger 19 Unknown uinteger 20 Unknown uinteger 21 Unknown uinteger 22 Unknown uinteger 23 Unknown uinteger 24 Unknown uinteger 25 Unknown uinteger 26 iRefID_AOEEffId uinteger The visual effect for AOE spells 27 Unknown uinteger 28 Unknown uinteger 29 Unknown uinteger 30 Unknown uinteger 31 Unknown uinteger 32 Unknown uinteger
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 };